• Title/Summary/Keyword: Consumer-based Technology

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Sampling Plans Based on Truncated Life Test for a Generalized Inverted Exponential Distribution

  • Singh, Sukhdev;Tripathi, Yogesh Mani;Jun, Chi-Hyuck
    • Industrial Engineering and Management Systems
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    • v.14 no.2
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    • pp.183-195
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    • 2015
  • In this paper, we propose a two-stage group acceptance sampling plan for generalized inverted exponential distribution under truncated life test. Median life is considered as a quality parameter. Design parameters are obtained to ensure that true median life is longer than a given specified life at certain level of consumer's risk and producer's risk. We also explore situations under which design parameters based on median lifetime can be used for other percentile points. Tables and specific examples are reported to explain the proposed plans. Finally a real data set is analyzed to implement the plans in practical situations and some suggestions are given.

A Study on Gamification Consumer Perception Analysis Using Big Data

  • Se-won Jeon;Youn Ju Ahn;Gi-Hwan Ryu
    • International Journal of Advanced Culture Technology
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    • v.11 no.3
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    • pp.332-337
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    • 2023
  • The purpose of the study was to analyze consumers' perceptions of gamification. Based on the analyzed data, we would like to provide data by systematically organizing the concept, game elements, and mechanisms of gamification. Recently, gamification can be easily found around medical care, corporate marketing, and education. This study collected keywords from social media portal sites Naver, Daum, and Google from 2018 to 2023 using TEXTOM, a social media analysis tool. In this study, data were analyzed using text mining, semantic network analysis, and CONCOR analysis methods. Based on the collected data, we looked at the relevance and clusters related to gamification. The clusters were divided into a total of four clusters: 'Awareness of Gamification', 'Gamification Program', 'Future Technology of Gamification', and 'Use of Gamification'. Through social media analysis, we want to investigate and identify consumers' perceptions of gamification use, and check market and consumer perceptions to make up for the shortcomings. Through this, we intend to develop a plan to utilize gamification.

Security Framework for RFID-based Applications in Smart Home Environment

  • Konidala, Divyan M.;Kim, Dae-Young;Yeun, Chan-Yeob;Lee, Byoung-Cheon
    • Journal of Information Processing Systems
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    • v.7 no.1
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    • pp.111-120
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    • 2011
  • The concept of Smart-Homes is becoming more and more popular. It is anticipated that Radio Frequency IDentification (RFID) technology will play a major role in such environments. We can find many previously proposed schemes that focus solely on: authentication between the RFID tags and readers, and user privacy protection from malicious readers. There has also been much talk of a very popular RFID application: a refrigerator/bookshelf that can scan and list out the details of its items on its display screen. Realizing such an application is not as straight forward as it seems to be, especially in securely deploying such RFID-based applications in a smart home environment. Therefore this paper describes some of the RFID-based applications that are applicable to smart home environments. We then identify their related privacy and security threats and security requirements and also propose a secure approach, where RFID-tagged consumer items, RFID-reader enabled appliances (e.g., refrigerators), and RFID-based applications would securely interact among one another. At the moment our approach is just a conceptual idea, but it sheds light on very important security issues related to RFID-based applications that are beneficial for consumers.

Study on Implementation of Restaurant Recommendation System based on Deep Learning-based Consumer Data (딥러닝 기반의 소비자 데이터를 응용한 외식업체 추천 시스템 구현에 관한 연구)

  • Kim, Hee-young;Jung, Sun-mi;Kim, Woo-suk;Ryu, Gi-hwan;Son, Hyeon-kon
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.437-442
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    • 2021
  • In this study, a recommendation algorithm was implemented by learning a deep learning-based classification model for consumer data. For this purpose, a meaningful result is presented as a result of learning using ResNet50, which is commonly used in classification tasks by converting user data into images.

A Study on the Factors Affecting Chinese Consumers' Smartphone Adoption (중국소비자의 스마트폰 사용 의도에 영향을 미치는 요인)

  • Sun, Zhenbao;Park, Miyoun;Hwang, Kumju
    • Journal of Information Technology Applications and Management
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    • v.20 no.1
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    • pp.149-171
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    • 2013
  • The purpose of this study is to investigate factors influencing Chinese consumers' intention to adopt Smartphones. This paper examines Smartphone characteristics factors (situational dependence, diversity and security) and consumer personality characteristics (innovation, self-efficacy and familarity) based on the Technology Acceptance Model. The 320 sets of data are tested against the model using SEM (structural equation model). The research results reveal that diversity and security have significant influences on both perceived usefulness and perceived playfulness. According to the data analysis, self-efficacy affects only perceived easy of use, and familiarity positively affects perceived easy of use, usefulness and playfulness. This study finds that perceived easy of use and perceived usefulness have positive influences on behavioral intention to adopt Smartphones, and situational dependence and innovation directly affect the behavioral intention. The perceived cost has a negative impact on the behavioral intention. Research results are discussed, and limitations of the current study and future research are presented.

Analysis on the Competition in the Saturated Residential Broadband Access Market: Using stated consumer preference data (컨버전스 접속 서비스와 부가서비스 신규 도입시 댁내 브로드밴드 접속 서비스시장의 미래 경쟁 분석)

  • Koh Dae-Young;Kim Yoen-Bae;Lee Jeong-Dong
    • Journal of Korea Technology Innovation Society
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    • v.8 no.3
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    • pp.1060-1086
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    • 2005
  • In this paper, we attempt to predict the future of broadband access market where new convergence access technologies and additional services are introduced, based on consumer preferences. Conjoint analysis and mixed logit model is used for estimation, From the results, consumers value convergence access technologies such as PLC and wireless LAN, and TV-related service, However, valuation on new beneficial features of convergence access technologies is not enough to overcome their technological inferiorities in data transfer speed and quality stability at current technological stage, Additionally, consumer preferences are so heterogeneous that differentiated business strategies are required, Finally, some managerial and policy implications are presented.

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An Empirical Study on Consumer's Continued Use of IPTV Service (IPTV 서비스의 지속적 사용에 대한 실증 분석 연구)

  • Jin, Jing;Lee, Dong-Won
    • Journal of Information Technology Services
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    • v.8 no.1
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    • pp.11-27
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    • 2009
  • Recently, IPTV attracts great attention along with the digital convergence of communication and media technologies. This study examined critical factors on the consumer's continued use of the IPTV service. Based on the expectation-confirmation theory and the innovation diffusion theory, we derived nine key factors in the research model-relative advantage, compatibility, ease of use, image, diversity of contents, interactivity, monetary value, social influence, and user satisfaction. Using the partial least square method, we found that content diversity and compatibility have a significant indirect effect on the continued use of the IPTV service via user satisfaction, and user satisfaction and social influence also have a significant direct impact on the IPTV use. These findings not only provide practical insights on the consumer acceptance of new technology-converging services, but also help managers to plan their marketing strategies better.

Consumer Attitudes, Intention to Use Technology, Purchase Intention of Korean 20's Women on the Acceptance of Fashion Augmented Reality (FAR) with the Application of the UTAUT Model (UTAUT 모델을 응용한 패션 증강현실(FAR) 기술수용에 관한 한국 20대 여성의 소비자 태도, 기술 사용의도 및 구매의도)

  • Cho, Sung Hee;Kim, Chil Soon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.43 no.1
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    • pp.125-137
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    • 2019
  • This study determined the impact of 'Fashion Augmented Reality (FAR)' acceptance factors based on the model of acceptance and use of technology (UTAUT) on consumer attitudes, intention to use technology, and fashion product purchase intention. A survey asked participants to have an AR experience using a FAR app to understand FAR in advance. Data were analyzed factor analysis and stepwise regression using SPSS. The results are as follows. First, the factor analysis classified the acceptance variables of FAR technology into 'social relations', 'shopping effectiveness', and 'easy to use FAR'. Second, among the three factors of FAR acceptance, 'shopping effectiveness' is statistically more influential on positive attitudes towards FAR. However, 'easy to use' factor was more influential on 'the intention to use technology' as well as 'purchase intention'. Third, 'social relations' were identified as an important factor affecting 'consumer attitudes', 'intention to use technology' and 'purchase intention' which are not well covered in fashion technology research. In addition, 'the intention to use technology' was found to be influential on 'purchase intention' and indicated the importance of easiness of FAR to enhance purchase intention.

Qualitative Analysis on Digital Divide between Parents and Children and its Consequences on Communication, Conflict, and Consumer Socialization (부모자녀 간 정보격차에 따른 의사소통, 갈등, 소비자 사회화에 관한 질적 연구)

  • 박명희;이성림
    • Journal of the Korean Home Economics Association
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    • v.42 no.5
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    • pp.11-25
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    • 2004
  • This study analyzed information sharing and digital divide within family and their consequences on the power structure between parents and their children based on the resource-exchange theory. In-depth interview has been conducted to collect data and materials for analysis. Major findings are: first, children recognized the ability to use information technology as resources, while parents did not; second, digital divide between parents and children seemed to be associated with laissez-faire communication between parents and children and worked as a cause of conflict between parents and children; third, reverse-socialization from children to parents occurred in consumer socialization in the family. Based on the findings, the implications to further research were provided.

A Study on the Difference of Effect to Customer Satisfaction of After-Sales Service Factors in Mobile Phone (모바일 폰의 애프터서비스 품질요인이 고객만족에 미치는 영향도 차이에 관한 연구)

  • Jung, Tae-Wook;Lee, Jae-Joon;Koo, Ja-Hwal;Cho, Jin-Hyung
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.36 no.2
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    • pp.39-48
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    • 2013
  • The development of mobile communication technology is transforming the market of mobile communication devices, which is used to be merely for simple communication, into the one which offers features of personal digital assistant (PDA), fax communication and Internet access. Unlike a mobile phone which comes out as a complete package and whose functions cannot be changed, a smart phone can be upgraded by its user, adding or removing apps as he pleases. OS's of smart phones are iOS-based Apple, Google Android, Window Mobile, and others. Due to its convenience and powerful features, many people use smart phones its high price. On the other hand, consumer complaints are rising on poor A/S for occasional malfunction. This study analyzes how A/S cases can be classified into groups according to quality factors. We evaluate factors such as consumer impression and consumer satisfaction. By dual quality evaluation using KANO method, we would like to show the different A/S strategy for smart phones, compared with mobile phones.