• Title/Summary/Keyword: Online Program

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Effects of Apparel Product Attributes on Customer Satisfaction, Trust, and Loyalty in Online Stores (온라인 점포에서 의류상품특성이 고객만족, 고객신뢰, 고객충성도에 미치는 영향)

  • Park, Eun-Joo
    • Journal of the Korean Society of Clothing and Textiles
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    • v.32 no.8
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    • pp.1299-1308
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    • 2008
  • Customers’ loyalty to an online store may be worth up to ten times as much as its average customer. To develop a loyal customer base, most online stores try their best to continually satisfy their customers and to generate long-run relationships with them. This study investigates the effects of product attributes on customer satisfaction, trust, and loyalty in the context of online shopping for apparels. A self-administered questionnaire with multi-item scale was developed based on literatures. A total of 356 usable questionnaires were obtained from respondents and were analyzed using by LISREL 8.54 Program. The results showed that attributes of apparel products (e.g., products variety, price, and information) have indirectly influenced customer loyalty, which are moderated by customers’ satisfaction and trust. Additionally, customer satisfaction plays an important role to develop customer loyalty of online apparel stores. The findings suggest that, to satisfy their customers, online apparel stores should focus on product variety, and reasonable/economic prices of their apparel products, while they should provide the information about contents/care of apparels in building trusting relationships with their customers. In light of the major findings, this study sets forth strategic implications for customer loyalty in online settings of apparel store.

Game Design of Online Sutda using 3-Tier Structure

  • An, Syungog;An, Sung-Ho;Jung, Jinyoung;Kim, Soo-Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.9
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    • pp.55-60
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    • 2015
  • This paper introduces a program structure that minimizes the client's business logic by reducing the client's specifications as a way of minimizing the limitations of online game platforms. The objective of this thesis is to design an online game that is based on a 3-tier client/server structure, and thus using this 3-tier structure to ultimately create an online Sutda game that anyone can enjoy. The progression of newly released games is highly based on the mobile market and the number of online games being launched is decreasing. As the mobile game market grows, more and more multi-platform games are being developed and target platforms within online games are greatly diversifying. Through these situations, this thesis minimizes the client's business logic through a 3-tier structure of application-middleware-database, and also proposes an online game client/server that allows three or more users to participate simultaneously through the server.

The Extended S-O-R Model Investigating Consumer Impulse Buying Behavior in Online Shopping: A Meta-Analysis

  • LE, Trang Quang;WU, Wann-Yih;LIAO, Ying-Kai;PHUNG, Thuy Thi Thu
    • Journal of Distribution Science
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    • v.20 no.2
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    • pp.1-9
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    • 2022
  • Purpose: The online distribution channel has attracted the attention of retailers by potential impact on consumers' purchase intention. The objectives of this study are to provide an insight into how to encourage consumers' impulse buying behavior on commercial website as well as attempts to reveal factors that influence consumers' impulsive buying behavior in the online shopping environment. Research design, data and methodology: The research framework is based on the stimulus-organism-response (S-O-R) framework. The Meta-analysis method carried out the research, gathering data from 37 published studies. Results: The research findings suggest that intrinsic motivations such as perceived ease of use, perceived enjoyment, and online flow experience play a significant role in boosting consumers' hedonic value when buying and online. In addition, these findings help online retailers use appropriate marketing stimuli such as offering pricing incentives, promotion tactics, and improved communication effectiveness. Also, obtaining a better grasp of how to build a website to improve the consumer experience generally helps consumers feel the urge to buy impulsively and act without hesitation. Conclusions: This research confirms a direct positive relationship between marketing stimuli and hedonic shopping value, which may support an applied theoretical framework for future research and provide managerial implications for retailers in online distribution channels.

The Effects of "Me-model" Body-size Discrepancy on Young Korean Consumer's Shopping Mood, Store Satisfaction, and Intention to Revisit Online Apparel Stores

  • Lee, Ji Young;Johnson, Kim K.P.
    • Journal of the Korean Society of Clothing and Textiles
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    • v.36 no.12
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    • pp.1297-1309
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    • 2012
  • This study examined the effects of "me-model" body-size discrepancy on consumer's shopping mood, store satisfaction, and intention to revisit two types of online apparel stores (one featuring thin models and one featuring average-sized models). A convenience sample of women (n = 528) participated. Structural equation modeling was used to analyze the data. Participants who were thinner or similar to the models indicated positive shopping moods, a high level of online store satisfaction, and intended to revisit the stores when compared to participants who were larger than the models. Participants preferred the 'average-sized' model. This preference was attributed to the familiarity of the model and ability to effectively evaluate merchandise. The results revealed how models can influence apparel consumers in an online context.

The Effect of Brand Image Inconsistency on Patronage Intent in U.S. Multi-channel Retailing

  • Yoo, Jung-Min;Kim, Min-Jeong
    • International Journal of Human Ecology
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    • v.12 no.2
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    • pp.25-37
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    • 2011
  • Website design (due to increased online retailing) has received more attention as a way to influence consumer responses (Eroglu et al., 2001, 2003; Kim et al., 2009; Kim & Lennon, 2008; Yoo et al., 2010); however, the website design of multichannel retailers has not been examined from the perspective of the consistency of online store image with the brand image. This study examines the effect of brand image consistency (especially through the website) on consumer attitude and patronage intentions. The findings of this research will add to the growing body of literature on multichannel retailing and provide practical information for online retailers in the development of a website for their online business.

Suggestions for the Development of Online Education at the College of Korean Medicine - Based on the Current Status of Online Education and Satisfaction Surveys due to COVID-19 - (한의과대학 온라인 교육의 발전을 위한 제언 - COVID-19에 따른 온라인 교육 현황과 만족도 조사 사례를 바탕으로 -)

  • Wie, Hyosun;Yang, In-Jun
    • Journal of Physiology & Pathology in Korean Medicine
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    • v.35 no.5
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    • pp.162-168
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    • 2021
  • This study was conducted to investigate the current status of online classes and evaluations during the COVID-19 pandemic and the satisfaction of students attending the College of Korean Medicine. A survey was conducted with students enrolled in Dongguk University's College of Korean Medicine. The questionnaire was divided into four areas asking about online lectures, laboratory practice, clinical practice, and evaluation experience. The items were composed of multiple-choice, a 5-point scale, and subjective type. After distributing the Google form address through SNS and LMS, only those who agreed to the questionnaire were responded anonymously. 149 out of 457 enrolled students responded. 98.7% of students experienced online lectures, and more frequently experienced real-time online lectures (98.6%) than recorded lectures (43.5%). Overall satisfaction with online lectures was 3.99 on average. 80.5% of the students experienced the online experiment and practice class, and the overall satisfaction with it was 3.29 on average. 1.3% of students experienced online clinical practice. 86.6% of students experienced online evaluation, and when asked about the fairness of the test, the average score was 3.99. Satisfaction with online lectures and evaluations is generally high, so it is expected to be used as an effective learning tool in the future. However, it seems that facility improvement and technical training of instructors are necessary. In experimental and practical education, the satisfaction level is lower than that of online lectures, so it seems necessary to develop a new online program and to prepare a safe offline education system.

Effects of Adolescents' Game Addiction on Depression: Moderating Effect of Self-control (청소년의 온라인 게임 중독이 우울증에 미치는 영향: 자기통제의 조절효과 검증)

  • Kim, Song-Hee;Hwang, Sun-Hwan
    • Journal of the Korea Convergence Society
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    • v.11 no.6
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    • pp.383-391
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    • 2020
  • The purpose of this study was to identify the moderating effect of self-control in the relationship between online game addiction and depression among adolescents exposed to the online game environment. A total of 378 respondents who are high school students in K Metropolitan City were selected for the current study. The process macro program developed by Andrew F. Hayes was used to analyze for the moderating effect and the SPSS 25.0 program was used for frequency, descriptive statistics, and correlation analysis. The results showed that online game addiction in adolescents had a significant positive effect on depression and self-control had a negative effect on depression, and self-control had a moderating effect on the relationship between online game addiction and depression in adolescents. The higher the online game addiction among adolescents, the higher the depression, and the influence depends on the level of self-control.

WISET Fellow Mentoring Program from KISTI: History and Future Using Complementary Online and Offline System Based on Effective Matching Process

  • Ahn, Sul-Ah;Cho, Hyeyoung
    • Proceedings of the Korea Contents Association Conference
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    • 2014.06a
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    • pp.239-240
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    • 2014
  • Researchers in KISTI have been participating in the WISET Fellow Mentoring program since 2009 [1]. We describe the history and future of WISET Fellow Mentoring program from KISTI. We have communicated with mentees more freely and effectively using complementary online and offline system. In addition, we designed a automated matching process in order to help mentors and mentees to begin mentoring with satisfaction [2-6]. In the future, we plan to use our automated matching process for matching candidate mentors and mentees in order to obtain more satisfaction in mentoring.

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Development and Management of the Advanced STEAM Teacher Training Program (STEAM 심화과정 교사연수 프로그램 개발 및 운영)

  • Hahn, Insik;Hwang, Shinyoung;Yoo, Jungsook
    • Journal of The Korean Association For Science Education
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    • v.36 no.3
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    • pp.399-411
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    • 2016
  • The purpose of this study is to investigate implications for future STEAM education by analyzing the surveys by the in-service teachers who participated in the Advanced STEAM Teacher Training Program(ASTTP) for raising interests and understanding of science and technology and nurturing STEAM literacy and problem-solving ability of students. ASTTP was developed for promoting 'teacher competence for STEAM.' ASTTP is a 60-hour program(4 credits), which includes offline intensive course of 38 hours, online training course of 12 hours, a course of implementation at schools for 5 hours, and a workshop for 5 hours (based on the 2014 program). For the offline intensive course, teachers take various professional development classes and activities, such as open-laboratory tours, advanced experiments, mentoring programs, and team projects as well as lectures on diverse disciplines. For the online course, teachers take online classes freely while they are encouraged to work with other teachers in groups. After taking both online and offline courses, the teachers are required to implement their STEAM lesson plans in their classrooms. Finally at the workshop, some selected teachers share how successfully they have implemented STEAM education. About 700 teachers have successfully taken the program from 2012 to 2014. Based on the surveys by the teachers, the program has been modified and improved. Our analysis shows increased professional development in STEAM education for the participating teachers. This study can provide some implication and helpful insights for people who need to develop and manage teacher training programs for STEAM education and other education programs in general.

The Influences of the Relationships Formed by Entertainment Program Viewers on Program-Related Behaviors (예능 프로그램 시청자들이 형성하는 관계성이 프로그램 관련 행동에 미치는 영향)

  • Choi, Yun Jung;Jung, Kum Hee
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.710-723
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    • 2022
  • TV program favorability does not necessarily lead to actions related to programs such as producing videos, emotions, webtoons, and goods, participating in concerts, and fan meetings. Therefore, there might be a mediating variable between program favorability and related behaviors. This study presents relationships as a mediating variable. This study assumed that if the program favorability is high, a positive relationship can be formed with the program, the characters on the show, the groups appearing in the program, the viewers who watch it together, and viewing affordance. Those formed relations can have positive effects on the program related activities. In the conducted online survey, we found that high favorability has positive effects on intimate relationships with the program, viewing affordance, characters, and other viewers, and these relationships have positive effects on program-related offline and online activities. However, the relationship with the character group has a negative effect on program-related behavior. This may be the result of viewers feeling alienated from highly intimate relationships formed among characters appearing in the show.