• Title/Summary/Keyword: Data Usage

Search Result 3,505, Processing Time 0.027 seconds

A Visual Analysis on Factors Affecting Repurchase Intention in Social Commerce - Focused on Group-buying Social Commerce - (소셜커머스 재이용의도에 영향을 미치는 요인에 관한 시각화 분석 - 공동구매형 소셜커머스를 중심으로 -)

  • Mun, Seong Min;Han, Hyun Woo;Ha, Hyo Ji;Lee, Kyung Won
    • Design Convergence Study
    • /
    • v.13 no.6
    • /
    • pp.137-152
    • /
    • 2014
  • In considering the overheated competition amongst social commerce, it is imperative to determine which parts of the social commerce service are considered important by consumers, and which parts need improvements to sustain relationship between consumers and the corporation. Therefore, this research has identified the motives for usages of consumers as affordability, convenience, information acquisition, pleasure, and sociability, and set satisfaction as a factor that works as a medium between previously mentioned motives and willingness to repurchase to identify factors that affect willingness to repurchase and factors that affect positively. Additionally, to identify significant results that have not been identified in statistical analysis. The experiment was conducted on those who have experienced purchase on social commerce or are currently using social commerce. The survey was created based on prior research, and has representativeness as a sample were conducted empirical analysis and visualization analysis. As the research result, the result that satisfaction causes are in close relationship with causes for repurchase, and affordability has the most positive effect among the five motives for usage were deducted, and the conclusion that the relationship among data are easily deducted when statistic analysis and visual analysis are carried out at the same time was postulated.

The Effect of Regulatory Focus on the Link Between Purchase Behavior and Redemption Behavior

  • Kim, Ji Yoon
    • Asia Marketing Journal
    • /
    • v.15 no.4
    • /
    • pp.51-60
    • /
    • 2014
  • Previous research on loyalty program has verified the factors that influence redemption behavior and the understanding of the mechanism of redemption behavior with academic and practical implications. However, these research has not proven boundary conditions in which the phenomena can be strengthened or weakened- that is, the moderating effect remains unclear. The inclusion of moderating variables can provide a more extensive understanding of the mechanism of this behavior from academic and managerial perspectives alike. Therefore, this current research proposes regulatory focus as a moderating variable, which has received scarce attention in the study of loyalty program behavior, especially individual characteristic variables that, in turn, affect the consumers' purchasing behavior in various ways. Previous research on consumer decision making investigates the differential role of regulatory focus as a series of stages. Regulatory focus theory posits that people depend on the two types of regulatory focus when pursuing goals: promotion focus vs. prevention focus. The former induces tendencies to recognize a goal as a hope and ideal, as something that satisfies the need for accomplishment, and to be sensitive to the presence of a positive outcome of the match and to match the pursuit of goals. On the other hand, the latter tends to regard a goal as the responsibility or obligation to achieve the goal, has a tendency to avoid failure to meet a target, and is sensitive to the presence of the negative consequences that do not reach the target. The following propositions are suggested: 1) The effect of higher accumulation effort level on delaying point redemption speed will be relatively more pronounced for customers with prevention focus. 2) The effect of higher accumulation effort level on large redemption unit size will be relatively more pronounced for customers with prevention focus. 3) The effect of higher accumulation effort level on hedonic redemption ratio will be relatively more pronounced for customers with promotion focus. Therefore, this research provides a moderating variable that has the potential to be used as a reference for market segmentation and affects the relationship between point accumulation effort and three sides of point redemption behavior. On this basis, the direction for the future research on this issue is recommended. Future research could verify these propositions conducting a survey of customers' propensity of regulatory focus in conjunction with the history of the loyalty program of data. This would provide a more realistic effect on the usage behavior of loyalty program consumers by providing useful implications for both marketing practitioners and researchers.

  • PDF

The Effects of Depression, Self-efficacy, and Life Stress on the Smartphone Addiction of Nursing College Students (간호대학생의 우울, 자기효능감, 생활스트레스가 스마트폰 중독에 미치는 영향)

  • Eun-Hee Kang;Hyo-Jin Park;Mi-Young Kim
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.6
    • /
    • pp.435-442
    • /
    • 2023
  • This study is a descriptive survey study to confirm the degree of depression, self-efficacy, life stress and smartphone addiction of nursing college students, and to identify their correlations and influencing factors. The study subjects had 15.85 points of depression, 3.19 points of self-efficacy, 2.47 points of life stress, and 39.23 points of smartphone addiction. As a result of analyzing smartphone addiction according to the general characteristics of the subjects, there was no statistically significant difference in grade and major, and there were significant differences in gender(t=-2.540, p=.014), grade(F=3.080, p=.029), smartphone importance(F=16.192, P<0.001), smartphone usage time (F=6.938, P<0.001). The subject's smartphone addiction showed a positive correlation with depression (r=.351, p<0.01), life stress (r=.321, p<.001), and self-efficacy (r=-.383, p<.001) showed a negative correlation. A negative correlation was found between depression and self-efficacy (r=-.529, p<.001), and a positive correlation was found between life stress (r=.568, p<.001). A negative correlation was found between self-efficacy and college life stress (r=-.434, p<.001). Self-efficacy appeared to be an influential factor in the subject's smartphone addiction. The goal is to provide basic data for programs and education to improve college students' self-efficacy.

Determination of Propionic, Benzoic, and Sorbic Acids in Dried Seasoned Seafood Products in Korea (유통 조미건어포 중 프로피온산, 안식향산, 소브산 함유량 조사)

  • Woojin Jang;Jongyoon Choi;Seongjae Kim;Sang-Do Ha;Jihyun Lee
    • Journal of Food Hygiene and Safety
    • /
    • v.38 no.5
    • /
    • pp.311-318
    • /
    • 2023
  • This study was performed to determine the contents of propionic, benzoic, and sorbic acids in dried seasoned seafood products (n=27) sold in Korea. Propionic acid was determined using a gas chromatogramphy-flame ionization detector. Benzoic and sorbic acid were analyzed by using a high-performance liquid chromatography-diode array detector. Benzoic acid was not detected in the dried seasoned seafood products; however, propionic and sorbic acid were detected in some samples. The concentrations of propionic acid and sorbic acid were up to 125.10 mg/kg and 658.18 mg/kg in dried seasoned seafood products, respectively. Of eight samples labeled with potassium sorbate, sorbic acid was detected in seven of them. The detected sorbic acid levels in these samples met the regulations for sorbic acid usage in Korea. The propionic, benzoic, and sorbic acid contents of dried seasoned seafood products determined in this study can provide basic data for safety management of dried seasoned seafood products in future.

An Investigation on the Continuous Use of Carsharing: Evidence from RFMC Model (RFMC 모델 기반의 카 셰어링 지속 사용에 관한 연구)

  • HanByeol Stella Choi;Chanhee Kwak;Junyeong Lee
    • Information Systems Review
    • /
    • v.25 no.1
    • /
    • pp.75-91
    • /
    • 2023
  • Thanks to information technologies, sharing economy services offer a new way of consumption. Carsharing appeared as a novel type of service that transformed the conventional way of personal transportation, from owning a vehicle to using an on-demand service. Allowing users to use a vehicle without owning a car, carsharing provides various social benefits such as the reduction of resource allocation inefficiencies and the alleviation of transportation problems. To strengthen such positive aspects of carsharing service, it is essential to understand an individual's service usage pattern and reveal factors that affect users' reuse behavior. This study investigates the factors that have an influence on carsharing reuse of users applying RFMC (Recency, Frequency, Monetary, and Clumpiness) model, the popular model for understanding the reuse likelihood of customers. Using data from a leading carsharing service provider in South Korea, we empirically analyze the effect of RFMC on carsharing reuse behavior. The findings show that recency and monetary values are negatively related to reuse while frequency is positively related to carsharing service reuse. Moreover, the impact of recency and monetary value are more salient whereas the impact of frequency is smaller among users with higher clumpiness. Based on these findings, this study elaborates on theoretical and practical implications.

Exploring Factors to Minimize Hallucination Phenomena in Generative AI - Focusing on Consumer Emotion and Experience Analysis - (생성형AI의 환각현상 최소화를 위한 요인 탐색 연구 - 소비자의 감성·경험 분석을 중심으로-)

  • Jinho Ahn;Wookwhan Jung
    • Journal of Service Research and Studies
    • /
    • v.14 no.1
    • /
    • pp.77-90
    • /
    • 2024
  • This research aims to investigate methods of leveraging generative artificial intelligence in service sectors where consumer sentiment and experience are paramount, focusing on minimizing hallucination phenomena during usage and developing strategic services tailored to consumer sentiment and experiences. To this end, the study examined both mechanical approaches and user-generated prompts, experimenting with factors such as business item definition, provision of persona characteristics, examples and context-specific imperative verbs, and the specification of output formats and tone concepts. The research explores how generative AI can contribute to enhancing the accuracy of personalized content and user satisfaction. Moreover, these approaches play a crucial role in addressing issues related to hallucination phenomena that may arise when applying generative AI in real services, contributing to consumer service innovation through generative AI. The findings demonstrate the significant role generative AI can play in richly interpreting consumer sentiment and experiences, broadening the potential for application across various industry sectors and suggesting new directions for consumer sentiment and experience strategies beyond technological advancements. However, as this research is based on the relatively novel field of generative AI technology, there are many areas where it falls short. Future studies need to explore the generalizability of research factors and the conditional effects in more diverse industrial settings. Additionally, with the rapid advancement of AI technology, continuous research into new forms of hallucination symptoms and the development of new strategies to address them will be necessary.

Optimal Supply Calculation of Electric Vehicle Slow Chargers Considering Charging Demand Based on Driving Distance (주행거리 기반 충전 수요를 고려한 전기자동차 완속 충전기 최적 공급량 산출)

  • Gimin Roh;Sujae Kim;Sangho Choo
    • The Journal of The Korea Institute of Intelligent Transport Systems
    • /
    • v.23 no.2
    • /
    • pp.142-156
    • /
    • 2024
  • The transition to electric vehicles is a crucial step toward achieving carbon neutrality in the transportation sector. Adequate charging infrastructure at residential locations is essential. In South Korea, the predominant form of housing is multifamily dwellings, necessitating the provision of public charging stations for numerous residents. Although the government mandates the availability of charging facilities and designated parking areas for electric vehicles, it bases the supply of charging stations solely on the number of parking spaces. Slow chargers, mainly 3.5kW charging outlets and 7kW slow chargers, are commonly used. While the former is advantageous for installation and use, its slower charging speed necessitates the coexistence of both types of chargers. This study presents an optimization model that allocates chargers capable of meeting charging demands based on daily driving distances. Furthermore, using the metaheuristic algorithm Tabu Search, this model satisfies the optimization requirements and minimizes the costs associated with charger supply and usage. To conduct a case study, data from personal travel surveys were used to estimate the driving distances, and a hypothetical charging scenario and environment were set up to determine the optimal supply of 22 units of 3.5kW charging outlets for the charging demands of 100 BEVs.

A Study on the Collection and Application Measures for Media Platform Based Materials (매체 플랫폼 기반 자료의 수집 및 적용 방안 연구)

  • Younghee Noh;Youngmi Jung;Aekyoung Son;Inho Chang;Hyunju Cha
    • Journal of Korean Library and Information Science Society
    • /
    • v.55 no.1
    • /
    • pp.193-214
    • /
    • 2024
  • This study aimed to propose a method for collecting and applying media platform based materials at the National Library of Korea. Firstly, we analyzed the current status and limitations of data collection based on domestic media platforms, including the National Library of Korea. Secondly, a literature review method was used to investigate the current status and types of digital content based on media platforms. Thirdly, we identified the types of materials based on media platforms that are not currently included in the National Central Library's online material collection guidelines through the examination of cases from major overseas libraries. Fourthly, after reviewing technical and legal elements such as the definition of collection targets and scope for each new media, and collection methods, we established collection criteria. Fifthly, based on the research results, the policies proposed in this study are as follows: 1) there is a need to establish a clear legal basis for the collection of media platform based materials; 2) the development and presentation of collection guidelines for media platform based materials is necessary; 3) the development of collection tools and infrastructure for media platform based materials is required; 4) for the collection of media platform based materials, it is necessary to obtain permission for collection from targeted social media organizations, and to cooperate in linkage with organizations that produce and service extended reality content; 5) for the service activation of media platform based materials, it is necessary to improve accessibility for the usage activation of these materials, to enhance the content extensibility and ease of use of the e-deposit system including extended reality content, and to advance and construct spaces for reproducing extended reality content.

Association between receiving work communications outside of work hours via telecommunication devices and work-related headaches and eyestrain: a cross-sectional analysis of the 6th Korean Working Conditions Survey

  • Yoon-Soo Jang;Jae-Han Lee;Na-Rae Lee;Dong-Woo Kim;June-Hee Lee;Kyung-Jae Lee
    • Annals of Occupational and Environmental Medicine
    • /
    • v.35
    • /
    • pp.50.1-50.11
    • /
    • 2023
  • Background: The rise in telecommuting or non-face-to-face work owing to the coronavirus disease 2019 pandemic has fueled conversations regarding the "right to disconnect." Although evidence suggests that receiving work-related communications through telecommunication devices outside of work hours may lead to various symptoms and illnesses, limited research has been undertaken on these symptoms. This study therefore aims to investigate the correlation between receiving work communications through telecommunication devices after work hours and the occurrence of work-related headaches and eyestrain in full-time, non-shift white-collar workers. Methods: This study used data from the 6th Korean Working Conditions Survey. The frequency of using telecommunication devices for work purposes outside of working hours was divided into five categories: "Every day," "Several times a week," "Several times a month," "Rarely," and "Never." Work-related headaches and eyestrain were categorized based on a "yes" or "no" response to the survey questions. Descriptive statistics, χ2 tests, and multiple logistic regression analyses were performed using SPSS 27.0. Results: After adjusting for sex, age, income level, education, occupation, workplace size, work hours, and sleep disorders, the odds ratio (OR) of work-related headaches and eyestrain based on frequency of telecommunication device usage were as follows: "rarely" (OR: 1.292; 95% confidence interval [CI]: 1.111-1.503), "several times a month" (OR: 1.551; 95% CI: 1.249-1.926), "several times a week" (OR: 1.474; 95% CI: 1.217-1.784), and "every day" (OR: 1.548; 95% CI: 1.321-1.813). Conclusions: Employees who use telecommunication devices for work after regular hours are more susceptible to experiencing work-related headaches and eyestrain compared to those who do not. However, there is a dearth of research examining the physical and mental health impacts of using telecommunication devices for after-hours work. Furthermore, the existing preventative measures in Korea are insufficient. Consequently, it is imperative to develop effective measures and conduct additional research to address this issue.

Attitude Confidence and User Resistance for Purchasing Wearable Devices on Virtual Reality: Based on Virtual Reality Headgears (가상현실 웨어러블 기기의 구매 촉진을 위한 태도 자신감과 사용자 저항 태도: 가상현실 헤드기어를 중심으로)

  • Sohn, Bong-Jin;Park, Da-Sul;Choi, Jaewon
    • Journal of Intelligence and Information Systems
    • /
    • v.22 no.3
    • /
    • pp.165-183
    • /
    • 2016
  • Over the past decade, there has been a rapid diffusion of technological devices and a rising number of various devices, resulting in an escalation of virtual reality technology. Technological market has rapidly been changed from smartphone to wearable devices based on virtual reality. Virtual reality can make users feel real situation through sensing interaction, voice, motion capture and so on. Facebook.com, Google, Samsung, LG, Sony and so on have investigated developing platform of virtual reality. the pricing of virtual reality devices also had decreased into 30% from their launched period. Thus market infrastructure in virtual reality have rapidly been developed to crease marketplace. However, most consumers recognize that virtual reality is not ease to purchase or use. That could not lead consumers to positive attitude for devices and purchase the related devices in the early market. Through previous studies related to virtual reality, there are few studies focusing on why the devices for virtual reality stayed in early stage in adoption & diffusion context in the market. Almost previous studies considered the reasons of hard adoption for innovative products in the viewpoints of Typology of Innovation Resistance, MIR(Management of Innovation Resistant), UTAUT & UTAUT2. However, product-based antecedents also important to increase user intention to purchase and use products in the technological market. In this study, we focus on user acceptance and resistance for increasing purchase and usage promotions of wearable devices related to virtual reality based on headgear products like Galaxy Gear. Especially, we added a variables like attitude confidence as a dimension for user resistance. The research questions of this study are follows. First, how attitude confidence and innovativeness resistance affect user intention to use? Second, What factors related to content and brand contexts can affect user intention to use? This research collected data from the participants who have experiences using virtual rality headgears aged between 20s to 50s located in South Korea. In order to collect data, this study used a pilot test and through making face-to-face interviews on three specialists, face validity and content validity were evaluated for the questionnaire validity. Cleansing the data, we dropped some outliers and data of irrelevant papers. Totally, 156 responses were used for testing the suggested hypotheses. Through collecting data, demographics and the relationships among variables were analyzed through conducting structural equation modeling by PLS. The data showed that the sex of respondents who have experience using social commerce sites (male=86(55.1%), female=70(44.9%). The ages of respondents are mostly from 20s (74.4%) to 30s (16.7%). 126 respondents (80.8%) have used virtual reality devices. The results of our model estimation are as follows. With the exception of Hypothesis 1 and 7, which deals with the two relationships between brand awareness to attitude confidence, and quality of content to perceived enjoyment, all of our hypotheses were supported. In compliance with our hypotheses, perceived ease of use (H2) and use innovativeness (H3) were supported with its positively influence for the attitude confidence. This finding indicates that the more ease of use and innovativeness for devices increased, the more users' attitude confidence increased. Perceived price (H4), enjoyment (H5), Quantity of contents (H6) significantly increase user resistance. However, perceived price positively affect user innovativeness resistance meanwhile perceived enjoyment and quantity of contents negatively affect user innovativeness resistance. In addition, aesthetic exterior (H6) was also positively associated with perceived price (p<0.01). Also projection quality (H8) can increase perceived enjoyment (p<0.05). Finally, attitude confidence (H10) increased user intention to use virtual reality devices. however user resistance (H11) negatively affect user intention to use virtual reality devices. The findings of this study show that attitude confidence and user innovativeness resistance differently influence customer intention for using virtual reality devices. There are two distinct characteristic of attitude confidence: perceived ease of use and user innovativeness. This study identified the antecedents of different roles of perceived price (aesthetic exterior) and perceived enjoyment (quality of contents & projection quality). The findings indicated that brand awareness and quality of contents for virtual reality is not formed within virtual reality market yet. Therefore, firms should developed brand awareness for their product in the virtual market to increase market share.