• Title/Summary/Keyword: Offline quality

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The Impacts of Restaurant Qualty on Brand Love and Hate, and Off-line and On-line Word-of-Mouth (레스토랑 품질이 브랜드 사랑과 증오, 그리고 온·오프라인 구전에 미치는 영향 )

  • Meiyu, CHAO;Yen Yoo, YOU
    • The Korean Journal of Franchise Management
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    • v.14 no.1
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    • pp.1-21
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    • 2023
  • Purpose: During COVID-19, consumers prefer social distancing or contactless activities for safety, and hygienic condition has become one of the most important factors in evaluating restaurants. Therefore, this study aims to investigate whether offline/online word-of-mouth is affected by restaurant quality. Research design, data and methodology: The data were collected from 480 consumers who had experiences of visiting a restaurant in the past 90 days and analyzed with SPSS 28.0 and SmartPLS 4.0 programs. Results: Physical environment and menu had positively significant effects on brand love, while employee service and hygiene had no significance on brand love. Restaurant environment, menu, and hygiene had negatively significant effects on brand hate, but employee service had not significant impact on brand hate. Brand love had positively significant effects on offline and online word-of-mouth, and brand hate had negatively significant effects on offline and online word-of-mouth. Conclusions: First, restaurants need to develop a pleasant space where customers can have emotional experiences. Second, restaurants need to fulfill customers' desire for global food consumption. Third, restaurants should ensure hygiene and safety to prevent customers' brand hate. Lastly, restaurants need to establish offline/online word-of-mouth strategy to identify which restaurant quality attributes influence brand love/hate and offline/online word-of-mouth.

Perception of Internet Information Quality and Trust in Government: Focusing on participation of young netizens in their twenties and thirties in public policy process (인터넷정보의 질에 대한 인식이 정부신뢰에 미치는 영향 - 20-30대 네티즌의 정책과정참여를 중심으로 -)

  • Kim, Ki Hyun;Park, Tong Hee
    • Informatization Policy
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    • v.18 no.4
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    • pp.59-84
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    • 2011
  • In the 21st century, Internet information has a huge impact on citizens' participation in public policy process and trust in government. If the quality of Internet information is more positively perceived, the impact will be greater. In order to identify that causal relation, we construct the elements which make up the quality of Internet information and then analyze the impact of that quality on citizens' participation in public policy process and trust in government. First, positive perception about the quality of Internet information increases online participation and decreases offline participation in public policy process. Second, online participation activates offline participation significantly. Third, offline participation has a negative impact on trust in government. In sum, the quality of Internet information activates online participation, which, in turn, contributes a lot to an increase in offline participation and eventually weakens trust in government. On the other hand, the improved quality of Internet information weakens offline participation in public policy process and could contribute to the improvement of trust in government.

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The Effects of Perceived Risks on Purchase Decision Behavior among Internet Fashion Consumers (인터넷 패션소비자의 위험지각이 구매결정행동에 미치는 영향)

  • Nam, Eun-Ha;Lee, Jin-Hwa
    • Journal of the Korean Society of Clothing and Textiles
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    • v.33 no.11
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    • pp.1707-1718
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    • 2009
  • This study examines the effects of perceived risks on purchase decision behavior among Internet fashion consumers. The study survey used a self-administered questionnaire and a total data of 244 responses were used for analysis. The results of this study are as follows: First, the perceived risks consist of 6 factors, quality risk, counterfeit product risk, credit dealing risk, social/psychological risk, size and appearance risk, and delivery risk. The purchase decision behavior consist of 3 factors, delay of purchase decision, website switching, and offline conversion behavior. Second, purchase time positively affected the quality risk and credit dealing risk. Purchase frequency negatively affected the quality risk and credit dealing risk. Third, the quality risk, size and appearance risk, counterfeit product risk, and credit dealing risk positively affected the delay of purchase decisions. Quality risk and counterfeit product risk positively affected website switching. In addition, quality risk, social/psychological risk, and credit dealing risk positively affected the offline conversion behavior. Fourth, credit dealing risk negatively affected a short term purchase intention and the delivery risk negatively affected a long term purchase intention. The social/psychological risk and credit dealing risk negatively affected the repurchase intention.

A Study on the Effect of O2O Service Quality on User Satisfaction and Intention of Reuse (O2O서비스 품질이 사용자만족과 재이용의도에 미치는 영향에 관한연구)

  • Lee, Ok Ju;Yang, Dong Woo
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.165-178
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    • 2017
  • O2O platforms are developing in a business area of daily life with evolution of IT technology. The aim of this research is to identify any quality factor of online and offline which affects the satisfaction of O2O service by business characteristic and to varify the relationship between service satisfaction and reuse intention. In this study, information quality, system quality and service quality are defined as factors for online quality and perceived quality and perceived price defined as offline quality. This study was conducted on 199 users who use O2O service. The results showed that online quality system and perceived price of offline quality had a positive effect on user satisfaction and that user satisfaction had a positive effect on Intention to Reuse. These results will provide guidelines for O2O service providers to improve their online services and to select an offline vendor for the O2O platform. It would provide customized O2O service according to personal property of a customer, in case that further research by types of business or service, which are not covered this paper.

Improvement of Item-Based Collaborative Filtering by Applying Each Customer's Purchase Patterns in Offline Shopping Malls (오프라인 쇼핑몰에서 고객의 과거 구매 패턴을 활용한 아이템 기반 협업필터링 성능 개선에 관한 연구)

  • Jeong, Seok Bong
    • Journal of Information Technology Applications and Management
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    • v.24 no.4
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    • pp.1-12
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    • 2017
  • Item-based collaborative filtering (IBCF) is an important technology that is widely used in recommender system of online shopping malls. It uses historical information to compute item-item similarity and make predictions. However, in offline shopping each customer's purchasing pattern can be occurred continuously and repeatedly due to time and space constraints contrast to online shopping. Those facts can make IBCF to have limitations from being applied to offline shopping malls directly. In order to improve the quality of recommendations made by IBCF in offline shopping mall, we propose an ensemble approach that considers both item-item similarity of IBCF and each customer's purchasing patterns which are modeled by item networks. Our experimental results show that this approach produces recommendation results superior to those of existing works such as pure IBCF or bestseller approaches.

Game Theoretic Analysis of the Mobile Discount Service of the Offline Retailers (오프라인 소매점의 모바일 할인 서비스에 대한 전략적 분석)

  • Cho, Hyung-Rae;Rhee, Minho
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.39 no.3
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    • pp.47-55
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    • 2016
  • The proliferation of the Internet and related technologies has led to a new form of distribution channels, namely online retailers. The conventional offline and the new online retailers have different transaction costs perceived by the consumers in the following perspectives: the accessibility to the product information, the traffic cost and the opportunity cost for the time to visit the store, the delivery time and the possibility of 'touch and feel' to test the quality of the product. In particular, the online retailers have lower distribution cost structure in that they do not have physical stores, which results in lower selling price. Thus they continuously offer price competition against offline retailers using the lower selling cost as competitive weapon. Moreover the emergence of the social commerce is likely to intensify the competition between the online and offline retailers. To survive in this fierce competition, the offline retailers are trying to defend their business interests by sticking to offline transaction in anticipation of increased customer loyalty, customer's preference for 'touch and feel' style shopping, and others. Despite of these efforts, customers who touch and feel a product in an offline store but purchase the product through an online retailer are increasing. To protect such customers, recently, some of the offline retailers began to provide the mobile discount service (MDS) which enables the offline customers to purchase a product at a discounted price through the mobile applications. In business competitions, the price discount strategy is usually considered to secure more market share at the cost of lower profit. In this study, however, we analyze the effect of MDS as a weapon for securing more profit. To do this, we set up a game model between the online and offline retailers which incorporates the effect of the MDS. By numerically analyzing the Nash equilibrium of the game, some managerial implications for using the MDS for more profit are discussed.

A Research of Real-time Rendering Potentials on 3D Animation Production

  • Ke Ma;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.293-299
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    • 2023
  • In recent years, with the rapid development of real-time rendering technology, the quality of the images produced by real-time rendering has been improving, and its application scope has been expanded from games to animation and advertising and other fields. This paper analyses the development status of real-time rendering technology in 3D animation by investigating the 3D animation market in China, which concludes that the number of 3D animations in China has been increasing over the past 20 years, and the number of 3D animations using real-time rendering has been increasing year by year and exceeds that of 3D animations using offline rendering. In this study, a real-time rendering and offline rendering 3D animation are selected respectively to observe the screen effect of characters, special effects and environment props, and analyse the advantages and disadvantages of the two rendering technologies, and finally conclude that there is not much difference between real-time rendering 3D animation and offline rendering 3D animation in terms of quality and the overall sense of view, and due to the real-time rendering of the characteristics of the WYSIWYG, the animation designers can better focus on the creation of art performance. Real-time rendering technology has a good development prospect and potential in 3D animation, which paves the way for designers to create 3D content more efficiently.

The Study on The Evaluation of the Service Quality of the Public Administration Web Sites -the comparison of Services between online and offline- (공공기관 인터넷 사이트의 행정서비스 품질 평가에 관한 연구 - 오프라인/온라인 비교분석)

  • Kim, Hak-Hee;Kim, Kyoung-June;Park, Jung-Hee
    • Journal of Digital Convergence
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    • v.5 no.1
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    • pp.141-157
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    • 2007
  • Due to the development of Internet and networking technologies, it is much more easier to get in touch with public service through the web services such as tax, travel information, getting a job, etc. In order to measure the quality of official government web sites, we are to test the difference between the web quality of the government sites and the offline feature of the same official service by means of customer perspectives. The resulting of this study show that the quality of official web site has been improved so far though such areas as privacy, security needed to be updated. Especially the web interface or contact point of the digital media should be reflected customer's need so that the online materials may be quickly updated according to the request of client's.

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A Study on the Effects of O2O Commerce Characteristics and Consumer Characteristics on Trust, Desire and Intention to Use in China (중국 O2O 커머스 특성과 소비자 특성이 신뢰, 욕구 및 이용의도에 미치는 영향)

  • Zhang, Ping;Moon, Hee-Cheol
    • Korea Trade Review
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    • v.42 no.1
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    • pp.141-163
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    • 2017
  • The purpose of this study to analyze the relationship among three characteristics of O2O commerce and extended goal-directed behavior(EGB) model(trust, desire and intention to use). From June to July in 2015, the questionnaires were sent to Chinese customers using O2O commerce. Among 494 questionnaires gathered, 433 valid ones are analyzed using SPSS and AMOS. Among ten research hypotheses derived from prior research and the research model, eight hypotheses are tenable, while the rest hypotheses are untenable. Online features of mobility and Offline features of service quality. The Online features of mobility bring consumers convenience but also has some latent customer privacy issue. On other hand, because of the untenable hypothesis, there is inconformity between online service and offline service, and customer have distrust on the O2O commerce. To achieve continuous online consumption, offline businesses need to improve their service. The perceived quality of selling company exerts a significant effect on the customers' reliability for the brand equity of open market company and selling company, such as the brand awareness of the open market, open market image, brand awareness of selling company, and the perceived quality of selling company. Thus, selling company should improve self-brand service and quality in order to improve customers' reliability. In addition, the consumer characteristics of attitude, subjective norm, and perceived behavioral control are all tenable. These results mean that O2O commerce is a favorite way of consumption by Chinese consumers.

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A Comparative Analysis of Students' Evaluations of Online and Offline Capstone Design Course

  • Kim, Moon-Soo
    • Journal of Engineering Education Research
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    • v.25 no.1
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    • pp.12-21
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    • 2022
  • The College of engineering's capstone design is student-team-centred learning based on project-based learning and is one of the most important courses for students aiming to be competent professional engineers capable of solving real industrial problems. Therefore, in order to resolve the capstone problems, various face-to-face contacts such as frequent industrial site visits, multiple meetings with diverse people including team members, and repeated contacts with course-supervising and team-advising professors are prerequisite processes. However, according to the transition to fully online education due to the global pandemic of COVID-19, capstone design courses for 2020 and 2021 were also conducted online. Based on the modified students' evaluations of educational quality (SEEQ) with 3 perspectives such as curriculum, teaching-staff and students themselves, this study compares their evaluations of offline capstone designs from 2013 to 2019 and online capstone designs in 2020 and 2021 in the context of COVID-19. In 3 perspectives, the difference in students' evaluation of the online capstone between the beginning and the end of the course shows a positive effect, which is better than the offline capstone. Also, in various dimensions for each perspective, the online capstone shows a better evaluation than the offline capstone. These findings suggest that the online capstone design curriculum can be expected to have educational effects as well as students' satisfaction with the online curriculum in the future.