• Title/Summary/Keyword: Consumer Recommendation

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The Influences of Shopping Orientation and Impulse Buying Orientation on Internet Shopping Addiction to Fashion Products (소비자의 쇼핑성향과 충동구매성향이 인터넷 패션제품 쇼핑중독에 미치는 영향)

  • Ji, Hye-Kyung
    • Journal of the Korea Fashion and Costume Design Association
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    • v.15 no.2
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    • pp.27-41
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    • 2013
  • The purpose of this study is to find out the influences of consumers' shopping orientation and impulse buying orientation on shopping addiction to fashion products in the internet shopping malls. This study surveyed 521 male and female consumers in their 20s~40s in August 2012 who have purchased fashion products through internet shopping malls. For statistical analysis, descriptive statistics, reliability analysis, $x^2$-test, factor analysis, ANOVA analysis, Duncan test, and regression analysis were carried out using SPSS for Windows 12.0. The results are as follows. First, it was identified that there were not significant differences in consumers' demographic characteristics according to the level of internet shopping addiction consumer groups. Second, high level shopping addiction consumers were higher in pleasure/convenience seeking, fashion seeking, and brand seeking shopping orientations and in refreshing, non-plan shopping, recommendation from acquaintances, product stimulus, purchaser stimulus, sales promotion stimulus impulse buying orientations than low level consumers. Third, internet shopping addiction was significantly influenced by the pleasure/convenience, fashion, economic efficiency, brand, sale seeking shopping orientations and refreshing, non-plan shopping, sales promotion stimulus impulse buying orientations. The results of this study will help internet fashion enterprises to handle the consumers with shopping addiction as well as the consumers with high shopping addiction to be able to manage their shopping addiction themselves.

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Survey Study of Optimal Cooling Equipment Capacity of the Large Hospitals in Busan City (부산지역 대형병원 냉방장비의 용량설정 실태조사)

  • Lee, Ji-Weon;Chin, Kyung-Il;Kim, Se-Hwan
    • KIEAE Journal
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    • v.14 no.6
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    • pp.105-110
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    • 2014
  • The basic factors determining the amount of energy used in hospital buildings are weather conditions and building factors. But the real energy consumer is central plant equipment such as boilers and chillers that produce thermal energy for heating and cooling. Inaccurate decision of the primary equipment's size can cause a high initial-cost, an excessive equipment space, a wasted energy by low operation-efficiency and shortening of the machine's life. In this reason, the decision of optimal size for central plant equipment is very important. There are several factors for the decision such as an operation factor, a factor (equipment factor), piping losses and a simultaneous usage factor applied in the sizing process except a basic cooling load. But there is no standard method for applying those factors. Usually, factors are applied individually by an experience or custom of each engineer. In this study, the authors emphasize the meaning and the problem of those factors, examine them by analyzing factors which were applied to actual practices, and propose the recommendation value of safety, load, operation factors and application methods.

Design of Bi-directional Recommend Calligraphy Contents Open-market Platform (양방향 추천 캘리콘텐츠 오픈마켓 플랫폼 설계)

  • So, Kyoungyoung;Lee, Yoonhan;Moon, Kyounghee;Ko, Kwangman
    • Journal of Korea Multimedia Society
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    • v.18 no.12
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    • pp.1586-1593
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    • 2015
  • Calligraphy contents(shortly called, CalliContents) depict the feature of communication media with artistic sentences or drawings before being processed into digital contents to become printed advertisement, visual design and entertainment products. As a fast growing business model, they can be applied to every single scope of all fields these days and each application case presented excellent effects to grab consumers' attention immediately. In this paper, we designed and produced an emotional bi-directional recommendation DIY calligraphy contents platform to consume created cultural contents and boost personalized contents industry that meets consumer's needs through both wired and wireless-based software with convergence of artistic and emotional calligraphy contents and ICT. For this works, we established for DIY calligraphy consumers a foundation of a virtuous circle of the CalliContents where various CalliContents are provided in on and offline environment and a third party target is opened at the CalliContents platform

The Relationships between Benefit Seeking and Brand Loyalty of Fashion Luxury Goods (패션제품의 명품 추구혜택과 상표충성도의 관계 연구)

  • 황진숙;양정하
    • Journal of the Korean Society of Clothing and Textiles
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    • v.28 no.6
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    • pp.862-871
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    • 2004
  • This research is ultimately to understand the general behavior of luxury goods consumers and to diversify the consumer groups according to the relationships between their benefit seeking and brand loyalty. The subjects used for the research were 223 female consumers who purchased fashion luxury goods. The data were analyzed by factor analysis and multiple regression. The results showed that there were four factors in benefit seeking of luxury goods; self-improvement, aesthetics, uniqueness and quality. Each of the factors was analyzed in relation to brand loyalty and brand variety seeking motivations. Brand loyalty's factors were continuous brand loyalty, trademark brand loyalty and devoting brand loyalty. Brand variety seeking motivation factors were change/novelty seeking motivation, quality/recommendation, discounted price and unique types of product line. The consumers who were seeking self- improvement were showing trademark brand loyalty rather than continuous or devoting brand loyalty. Meanwhile, the quality benefit seeking customers showed continuous or devoting brand loyalty. The most important motivations in brand variety seeking was change/ novelty seeking. The implications and marketing strategies of the research were discussed.

Relation between the Image Analysis of Internet Fashion Shopping Site and Consumption Emotion - Focused on T-shirts Web Pages - (인터넷 쇼핑 사이트의 이미지 분석과 소비감성과의 관계 - 티셔츠 웹 페이지를 중심으로 -)

  • Kim, Eun-Jeong;Lee, Kyoung-Hee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.31 no.8
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    • pp.1273-1285
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    • 2007
  • The purpose of this study is to understand consumer emotion about T-shirts web pages and to provide the basis for effective design plan of them. 72 T-shirts web pages through 62 sites have been chosen as stimulus pictures, and the valuation tools are composed of 21 pairs of image adjective and 3 questions for valuation of consumption emotion. Data has been collected on subjects of 480 men and women at the age of $16{\sim}27$ who live in Busan. The image factors are Aestheticism, Activeness, Stability, Intimacy. The types of T-shirts web pages are classified into four groups. The image according to the type of T-shirts web pages has showed meaningful differences in all factors, and the differences of image factors according to design elements have been meaningfully presented. In the relation between consumption emotion and image of T-shirts web pages, Impulse needs, Buying needs, Recommendation needs are related to Aestheticism factor and Stability factor. The consumption emotion according to the type of T-shirts web pages is appeared high in the type 2(Refine image) and 3(Vivid image). The valuation of consumption emotion according design elements has presented meaningful differences all design elements except menu.

A Methodology for Predicting Changes in Product Evaluation Based on Customer Experience Using Deep Learning (딥러닝을 활용한 고객 경험 기반 상품 평가 변화 예측 방법론)

  • An, Jiyea;Kim, Namgyu
    • Journal of Information Technology Services
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    • v.21 no.4
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    • pp.75-90
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    • 2022
  • From the past to the present, reviews have had much influence on consumers' purchasing decisions. Companies are making various efforts, such as introducing a review incentive system to increase the number of reviews. Recently, as various types of reviews can be left, reviews have begun to be recognized as interesting new content. This way, reviews have become essential in creating loyal customers. Therefore, research and utilization of reviews are being actively conducted. Some studies analyze reviews to discover customers' needs, studies that upgrade recommendation systems using reviews, and studies that analyze consumers' emotions and attitudes through reviews. However, research that predicts the future using reviews is insufficient. This study used a dataset consisting of two reviews written in pairs with differences in usage periods. In this study, the direction of consumer product evaluation is predicted using KoBERT, which shows excellent performance in Text Deep Learning. We used 7,233 reviews collected to demonstrate the excellence of the proposed model. As a result, the proposed model using the review text and the star rating showed excellent performance compared to the baseline that follows the majority voting.

User Review Analysis of Microtransactions in Freemium Massively Multiplayer Online Role-Playing Games Using Structural Topic Modeling (구조적 토픽모델링을 활용한 무료형 대규모 다중이용자 온라인 롤플레잉 게임의 소액결제에 대한 이용자 리뷰 분석)

  • Cheol Lee;Jae-Eun Chung
    • Human Ecology Research
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    • v.61 no.3
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    • pp.475-492
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    • 2023
  • This study investigated player responses to microtransactions in freemium Massively multiplayer online roleplaying games (MMORPG), specifically focusing on the game LostArk using English language review data. To this end, structural topic modeling was employed and the following six microtransaction-relevant topics were identified: microtransactions, developer issues, real money trade (RMT), random number generator (RNG) upgrade system, game content, and collectibles & adventure. The first four topics were classified as being "not recommended". However, the proportions of microtransaction-related topics were relatively lower than the other topics. Additionally, this study did not extract keywords related to unfairness and unethical issues in previous microtransaction research. The last two topics, game content, and collectibles & adventure were "recommended" topics, indicating positive functions of microtransactions such as enhancing the game experience by purchasing virtual items. Moreover, it was found that players who do not engage in microtransactions can still be satisfied through continuous game content updates. Additionally, an examination of the interaction effect between time and recommendation status revealed that while the frequency with which the six microtransaction-related topics were mentioned increased over time in the reviews, the ratio of recommendations to non-recommendations varied differently. This study contributes to game-related research by revealing players' authentic opinions on microtransactions in freemium MMORPGs, thereby providing practical implications for game companies.

Two Factors of Overseas Online Shopping : Self-Efficacy and Impulsivity (해외직접구매의 두 요소 : 자기효능감과 구매충동성)

  • Lee, Han-Suk
    • Journal of Distribution Science
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    • v.16 no.8
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    • pp.79-89
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    • 2018
  • Purpose - This research aims to investigate the factors that influence consumer's overseas online shopping behavior. Consumers adopt overseas online shopping as a new buying way and more and more consumers prefer overseas online shopping than traditional shopping ways. Consumers' behaviors in this shopping experience can be different from other shopping experiences. With the increase of overseas online shopping, we need to find antecedents and results of overseas online shopping. Especially there would be positive or negative factors which influence overseas online shopping motivation. To find the relationship, this study examines self-efficacy and impulsivity as major factors which influence overseas online shopping. We also suggest that several attitude factors increase self-efficacy and it is positively related to customer satisfaction. On the other hand, we assume that overseas online shopping factors influence impulsivity of buying and it will decrease customer satisfaction. Research design, data, and methodology - This empirical study data were collected from Korean people who experience overseas online shopping. The subjects for this study were confined to shoppers who used overseas online shopping within the past six months. A total of 267 responses were gathered. SPSS 23.0, PLS 2.0 software were used in the data analysis. Descriptive statistics were used to show sample characteristics. We examined reliability, validity test for constructs. All measurement items used seven-point scales(1= very strong disagree, 7 = very strongly agree) drawn from previously published papers. Partial Least Square method was applied to find the relationship between antecedent factors and dependent factors and hypotheses were estimated. Results - Results show that perceived superiority, perceived ease of use, perceived transaction safety, perceived behavioral control positively affect self-efficacy. Self-efficacy influences positively to consumer's post purchase satisfaction. Perceived monetary benefit and perceived uniqueness motivated impulse buying. This can make consumer's post purchase dissatisfaction. Conclusions - This paper attempted to confirm the existence of both the positive and negative faces of overseas online shopping. The result reveals that self-efficacy is a major factor which may increase satisfaction in the overseas online shopping. Usually, we can think monetary benefit and uniqueness of products motivate overseas online shopping. But it can also intrigue impulse buying and negatively affect customer relationship. Therefore companies should provide enough products information to their potential customers and they might apply adequate processes such as recommendation, comparing systems to build long term relationship with their customers.

An Experience of Korean Consumer's Monitoring on Nanoproducts (국내 나노제품에 대한 시민 모니터링 결과 고찰)

  • Kim, Hoon-Gi
    • Journal of the Korean Vacuum Society
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    • v.19 no.6
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    • pp.442-452
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    • 2010
  • Our team carried out a new program for public engagement on nanotechnology in Korea. We chose 22 monitors, who majored in science or technology and graduated from universities long time ago. Most of them were married and housewives. This 'focus group' had not only general knowledge about science or technology but also much interest in social activities. The 167 nanoproducts to be monitored were for daily life, e.g. home appliances (washing machine, refrigerator, water purifier, etc), clothing, cosmetics, food, toy, and others. And the period of it was one month. The monitors had a sheet with 10 questions, and filled them out in essay form. All of them submitted 2~3 sheets every weekend to our team. Before monitoring, our team had a meeting for introduction and explanation about the potential risk of nanotechnology as well as benefits from it. Another meeting was held after finishing monitoring to share their experience one another. The main results of the monitoring were as follows: the number of nanoproducts describing both the definition of 'nano' and the size of nanomaterials was just 2 (1.2%) the number of them explaining the technical methods enough was 15 (9/0%) the number of them accounting for the reason of functional improvement enough was 14(8.4%); the number of them doubtful as if there would be exaggeration or false knowledge was 27 (16.2%); the number of them commenting potential hazards to human health or environment was almost zero; the number of them describing about safety certification acceptable was 9 (5.4%). The monitors made a proposal containing recommendation to Government and industry. The contents were as follows: industry should make the manual in detail and correctly, Describe Certificate detailed and correctly, Do research on risk and toxicity continually, Educate employee about nanoproducts at consumer's center; Government should make indication of nanoproducts compulsory, Appoint Certificate Authority and make Certificate Mark guaranteeing the safety on nanoproducts, Make detailed explanation about nanoproducts compulsory.

The Research on Recommender for New Customers Using Collaborative Filtering and Social Network Analysis (협력필터링과 사회연결망을 이용한 신규고객 추천방법에 대한 연구)

  • Shin, Chang-Hoon;Lee, Ji-Won;Yang, Han-Na;Choi, Il Young
    • Journal of Intelligence and Information Systems
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    • v.18 no.4
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    • pp.19-42
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    • 2012
  • Consumer consumption patterns are shifting rapidly as buyers migrate from offline markets to e-commerce routes, such as shopping channels on TV and internet shopping malls. In the offline markets consumers go shopping, see the shopping items, and choose from them. Recently consumers tend towards buying at shopping sites free from time and place. However, as e-commerce markets continue to expand, customers are complaining that it is becoming a bigger hassle to shop online. In the online shopping, shoppers have very limited information on the products. The delivered products can be different from what they have wanted. This case results to purchase cancellation. Because these things happen frequently, they are likely to refer to the consumer reviews and companies should be concerned about consumer's voice. E-commerce is a very important marketing tool for suppliers. It can recommend products to customers and connect them directly with suppliers with just a click of a button. The recommender system is being studied in various ways. Some of the more prominent ones include recommendation based on best-seller and demographics, contents filtering, and collaborative filtering. However, these systems all share two weaknesses : they cannot recommend products to consumers on a personal level, and they cannot recommend products to new consumers with no buying history. To fix these problems, we can use the information which has been collected from the questionnaires about their demographics and preference ratings. But, consumers feel these questionnaires are a burden and are unlikely to provide correct information. This study investigates combining collaborative filtering with the centrality of social network analysis. This centrality measure provides the information to infer the preference of new consumers from the shopping history of existing and previous ones. While the past researches had focused on the existing consumers with similar shopping patterns, this study tried to improve the accuracy of recommendation with all shopping information, which included not only similar shopping patterns but also dissimilar ones. Data used in this study, Movie Lens' data, was made by Group Lens research Project Team at University of Minnesota to recommend movies with a collaborative filtering technique. This data was built from the questionnaires of 943 respondents which gave the information on the preference ratings on 1,684 movies. Total data of 100,000 was organized by time, with initial data of 50,000 being existing customers and the latter 50,000 being new customers. The proposed recommender system consists of three systems : [+] group recommender system, [-] group recommender system, and integrated recommender system. [+] group recommender system looks at customers with similar buying patterns as 'neighbors', whereas [-] group recommender system looks at customers with opposite buying patterns as 'contraries'. Integrated recommender system uses both of the aforementioned recommender systems to recommend movies that both recommender systems pick. The study of three systems allows us to find the most suitable recommender system that will optimize accuracy and customer satisfaction. Our analysis showed that integrated recommender system is the best solution among the three systems studied, followed by [-] group recommended system and [+] group recommender system. This result conforms to the intuition that the accuracy of recommendation can be improved using all the relevant information. We provided contour maps and graphs to easily compare the accuracy of each recommender system. Although we saw improvement on accuracy with the integrated recommender system, we must remember that this research is based on static data with no live customers. In other words, consumers did not see the movies actually recommended from the system. Also, this recommendation system may not work well with products other than movies. Thus, it is important to note that recommendation systems need particular calibration for specific product/customer types.