• Title/Summary/Keyword: Online to Offline Service

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Types of Media Combination and Strategy of Interactivity in Digital Signage: A Case Study in view of Media Creative (디지털 사이니지의 매체결합 유형과 상호작용 전략 -유형별 미디어 크리에이티브 사례분석을 중심으로)

  • Lee, Hyun-Woo;Kim, Woon-Han
    • Journal of Digital Contents Society
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    • v.17 no.1
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    • pp.33-41
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    • 2016
  • This study aims to suggest practical ways to interact effectively with consumers based on current situation of 'media creative' and media use patterns. Cases of digital signage are reviewed in the perspective of cross media, and the strategic meanings of cross media are explored according to interactivity. Results are collected through 'Naver' search engine service, and can be possibly assorted into five media combined types: SNS-combined, QR codes or Augmented Reality(AR)-combined, Brand App(application)-combined, Online to Offline-combined, and Behavioral factors-combined ones. Some strategic suggestions on media creative are given for effective interaction with consumers.

A Study on the Relationship Between Online Community Characteristics and Loyalty : Focused on Mediating Roles of Self-Congruency, Consumer Experience, and Consumer to Consumer Interactivity (온라인 커뮤니티 특성과 충성도 간의 관계에 대한 연구: 자아일치성, 소비자 체험, 상호작용성의 매개적 역할을 중심으로)

  • Kim, Moon-Tae;Ock, Jung-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.4
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    • pp.157-194
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    • 2008
  • The popularity of communities on the internet has captured the attention of marketing scholars and practitioners. By adapting to the culture of the internet, however, and providing consumer with the ability to interact with one another in addition to the company, businesses can build new and deeper relationships with customers. The economic potential of online communities has been discussed with much hope in the many popular papers. In contrast to this enthusiastic prognostications, empirical and practical evidence regarding the economic potential of the online community has shown a little different conclusion. To date, even communities with high levels of membership and vibrant social arenas have failed to build financial viability. In this perspective, this study investigates the role of various kinds of influencing factors to online community loyalty and basically suggests the framework that explains the process of building purchase loyalty. Even though the importance of building loyalty in an online environment has been emphasized from the marketing theorists and practitioners, there is no sufficient research conclusion about what is the process of building purchase loyalty and the most powerful factors that influence to it. In this study, the process of building purchase loyalty is divided into three levels; characteristics of community site such as content superiority, site vividness, navigation easiness, and customerization, the mediating variables such as self congruency, consumer experience, and consumer to consumer interactivity, and finally various factors about online community loyalty such as visit loyalty, affect, trust, and purchase loyalty are those things. And the findings of this research are as follows. First, consumer-to-consumer interactivity is an important factor to online community purchase loyalty and other loyalty factors. This means, in order to interact with other people more actively, many participants in online community have the willingness to buy some kinds of products such as music, content, avatar, and etc. From this perspective, marketers of online community have to create some online environments in order that consumers can easily interact with other consumers and make some site environments in order that consumer can feel experience in this site is interesting and self congruency is higher than at other community sites. It has been argued that giving consumers a good experience is vital in cyber space, and websites create an active (rather than passive) customer by their nature. Some researchers have tried to pin down the positive experience, with limited success and less empirical support. Web sites can provide a cognitively stimulating experience for the user. We define the online community experience as playfulness based on the past studies. Playfulness is created by the excitement generated through a website's content and measured using three descriptors Marketers can promote using and visiting online communities, which deliver a superior web experience, to influence their customers' attitudes and actions, encouraging high involvement with those communities. Specially, we suggest that transcendent customer experiences(TCEs) which have aspects of flow and/or peak experience, can generate lasting shifts in beliefs and attitudes including subjective self-transformation and facilitate strong consumer's ties to a online community. And we find that website success is closely related to positive website experiences: consumers will spend more time on the site, interacting with other users. As we can see figure 2, visit loyalty and consumer affect toward the online community site didn't directly influence to purchase loyalty. This implies that there may be a little different situations here in online community site compared to online shopping mall studies that shows close relations between revisit intention and purchase intention. There are so many alternative sites on web, consumers do not want to spend money to buy content and etc. In this sense, marketers of community websites must know consumers' affect toward online community site is not a last goal and important factor to influnece consumers' purchase. Third, building good content environment can be a really important marketing tool to create a competitive advantage in cyberspace. For example, Cyworld, Korea's number one community site shows distinctive superiority in the consumer evaluations of content characteristics such as content superiority, site vividness, and customerization. Particularly, comsumer evaluation about customerization was remarkably higher than the other sites. In this point, we can conclude that providing comsumers with good, unique and highly customized content will be urgent and important task directly and indirectly impacting to self congruency, consumer experience, c-to-c interactivity, and various loyalty factors of online community. By creating enjoyable, useful, and unique online community environments, online community portals such as Daum, Naver, and Cyworld are able to build customer loyalty to a degree that many of today's online marketer can only dream of these loyalty, in turn, generates strong economic returns. Another way to build good online community site is to provide consumers with an interactive, fun, experience-oriented or experiential Web site. Elements that can make a dot.com's Web site experiential include graphics, 3-D images, animation, video and audio capabilities. In addition, chat rooms and real-time customer service applications (which link site visitors directly to other visitors, or with company support personnel, respectively) are also being used to make web sites more interactive. Researchers note that online communities are increasingly incorporating such applications in their Web sites, in order to make consumers' online shopping experience more similar to that of an offline store. That is, if consumers are able to experience sensory stimulation (e.g. via 3-D images and audio sound), interact with other consumers (e.g., via chat rooms), and interact with sales or support people (e.g. via a real-time chat interface or e-mail), then they are likely to have a more positive dot.com experience, and develop a more positive image toward the online company itself). Analysts caution, however, that, while high quality graphics, animation and the like may create a fun experience for consumers, when heavily used, they can slow site navigation, resulting in frustrated consumers, who may never return to a site. Consequently, some analysts suggest that, at least with current technology, the rule-of-thumb is that less is more. That is, while graphics etc. can draw consumers to a site, they should be kept to a minimum, so as not to impact negatively on consumers' overall site experience.

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The Study on the Improvement of Curriculum for the Development of Beauty Tourism: Focusing on IPA (뷰티관광 활성화를 위한 교육과정 개선 방안 연구: IPA를 중심으로)

  • Hwang, Young-A;Yan, Wen-Yan
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.233-238
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    • 2022
  • The purpose of this study is to improve the curriculum to revitalize beauty tourism by analyzing the difference in importance and satisfaction of the beauty tourism curriculum. And online and offline surveys were conducted for workers in the beauty tourism industry, and IPA analysis was conducted using 208 valid samples. As a result of the analysis, it was found that there was a difference in the importance and satisfaction of all educational contents. And than, it was found that there were no educational contents that needed improvement, and the training courses that required continuous maintenance were field practice, major practice, service and manners, customer consultation, customer management, marketing, and interpersonal relationships. Education content with low priority was found to be foreign languages, multicultural understanding, tourism, and beauty management. Based on the results, directions for improving the curriculum for revitalizing beauty tourism were suggested.

The research on the characterization solution of eyeglass dispensing & fitting fee in optical shop (안경원의 안경 조제·가공료와 피팅비 정착화에 관한 연구)

  • Leem, Hyun-Sung;Lee, Eun-Hee;Jung, Mi-A
    • Journal of the Korea Convergence Society
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    • v.8 no.12
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    • pp.391-395
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    • 2017
  • In this research, we conducted a questionnaire survey of contents necessary for eyeglass dispensing & fitting fee and characterization solution of eyeglass dispensing & fitting fee. From August 1, 2016 to September 30, questionnaires were set up for 202 spectators of Seoul and Gyeonggi area, questionnaire survey was conducted online and offline. Statistical processing of all data was performed using Origin Pro 8.5. 92.1% (186 people) and 93.1% (188 people) were positively evaluating the necessity of introduction for the necessity of introducing eyeglass dispensing & fitting fee, respectively. The result suggested that it is necessary to establish the position of the optician as a medical service expert by providing a more stable policy through analysis of overseas cases of eyeglass dispensing & fitting fee.

A Research on the Characteristics of Virtual Reality Stores -Focused on Hyundai VR Store and eBay VR Department Store- (가상현실 점포의 특성에 관한 연구 -현대백화점 VR 스토어와 eBay VR 백화점 사례를 중심으로-)

  • Jang, Ju Yeun;Chun, Jaehoon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.42 no.4
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    • pp.671-688
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    • 2018
  • This study investigates the characteristics of VR stores that emerged as new fashion communication media. Two case studies on Hyundai and eBay VR Department stores were conducted along with a discussion of the function and meaning of the fashion VR store. The results showed that both stores provide novel shopping experiences; however, the two were differentiated in terms of production method and technology implementation level. Functional aspects such as providing shopping efficiency and purchasing service was insufficient in both stores. Instead, they were complementing by means of product rotation, recommendation system, voice guidance, or linkage with an online shopping mall. In experiential aspects, both stores provided a strong sense of immersion. Hyundai VR store enhanced immersion with a high resolution image of a real offline store; however, it lacked in the ability to provide multisensory stimulation such as kinetic sense or auditory stimulation. The eBay VR Department store intensified the immersion experience by providing auditory stimulation as well as visual stimulation that enhanced the speed and distance sense through the utilization of animation. However, the extent of experience was limited in terms of agency and transformation because of the low interactivity found in both store systems.

A Study on Implementation and Design of Scheme to Securely Circulate Digital Contents (디지털콘텐츠의 안전한 유통을 위한 구조 설계 및 구현에 관한 연구)

  • Kim, Yong;Kim, Eun-Jeong
    • Journal of the Korean Society for information Management
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    • v.26 no.2
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    • pp.27-41
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    • 2009
  • With explosive growth in the area of the Internet and IT services, various types of digital contents are generated and circulated, for instance, as converted into digital-typed, secure electronic records or reports, which have high commercial value, e-tickets and so on. However, because those digital contents have commercial value, high-level security should be required for delivery between a consumer and a provider with non face-to-face method in online environment. As a digital contents, an e-ticket is a sort of electronic certificate to assure ticket-holder's proprietary rights of a real ticket. This paper focuses on e-ticket as a typical digital contents which has real commercial value. For secure delivery and use of digital contents in on/off environment, this paper proposes that 1) how to generate e-tickets in a remote e-ticket server, 2) how to authenticate a user and a smart card holding e-tickets for delivery in online environment, 3) how to save an e-ticket transferred through network into a smart card, 4) how to issue and authenticate e-tickets in offline, and 5) how to collect and discard outdated or used e-tickets.

An Approach for Enhancing Current Korean e-Grocery Business Focusing on Delivery Service Alternatives (한국의 e-Grocery 배송서비스 대안에 관한 연구)

  • Koo, Jong-Soon;Lee, Jung-Sun;Jeon, Dong-Hwa
    • International Commerce and Information Review
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    • v.13 no.3
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    • pp.169-201
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    • 2011
  • There was a new wave in grocery business with development of information and technology, thus a movement from traditional stores to online stores, In order to expand the scale of traditional supermarket and to satisfy the customers' needs, they provide offline and online services simultaneously. This paper is based on the previous studies which had been researched in developed countries from late 1990s to early 2000s and the purpose of this study is to introduce the idea and operation system of e-Grocery business. Moreover, we suggest the alternatives on delivery service methods in order to satisfy the customers' needs through analyzing the current condition of e-Grocers in Korea. According to the result of this study, Korean e-Grocers offer only attended home delivery services. In our opinion, Korean supermarkets have to take hybrid model which Tesco.com is using. There are some alternatives to increase the profits of Korean e-Grocers and to provide better services to their customers as follows: As an alternatives for delivery services, picking service is the easiest and cheapest way to apply for supermarkets. This is very useful for working women and also it is possible to order by smartphone recently. They can order the goods to the closest local supermarkets from working place, and then they pick them up on the way home from working off. In order to improve the quality of delivery services, to use the reception box will be the way to provide better services to the customers. The reception box is a way to protect the quality of goods such as fresh-cut product, which require the freshness through the temperature adjustment, and also to keep the safety of ordered goods through locking system Through this system, supermarkets are able to use attended or unattended services under the customers' satisfaction. However, using the reception box is expensive, so shared reception box will be an alternative. As an alternative for development of e-Grocery business, the advertisement for e-Grocery business has to be supported in order to attract potential customers in e-Grocery business. Furthermore, the main concerns of e-Grocery business such as the sanitation and safety of goods, and convenience must be guaranteed in order to keep the loyal customers and to attract new customers.

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Omnichannel's Perception Effect on Omnichannel Use and Customer-Brand Relationship (옴니채널의 지각된 편리성과 유용성이 옴니채널 사용과 소비자-브랜드 관계에 미치는 영향)

  • Yim, Duk-Soon;Han, Sang-Seol
    • Journal of Distribution Science
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    • v.14 no.7
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    • pp.83-90
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    • 2016
  • Purpose - This study focuses on new type distribution channel that named as Omnichannel. Omnichannel is developed from Multichannel which is used in many distribution channels to buy or selling goods. Omnichannel basically needs an Information and Communications Technologies(ICT) to use, so researcher conduct a Technology Acceptance Model(TAM) to research model. Customer-brand relationship was used as dependent variable to focus on the role of Omnichannel. Research design, data, and methodology - The subject of this study is customer who purchase goods or service through omnichannel. Based on the literature from the preceding research analysis of TAM and customer-brand relationship, this study was constructed by the reference to previous studies, final research model design for figure out casual relationship among perceived ease of use, perceived usefulness, omnichannel use and customer-brand relationship. From 2016 February 3 to March 17, questionnaire survey targeted customers who use online and offline channels. 273 questionnaire survey had conducted, then, 252 survey data were available for empirical analysis. Researcher provide descriptive statistics for checking generality. Cronbach's alpha value was used to check the reliability of data. Exploratory factor analysis was used for purification of values and eigenvalue checking. After EFA, Confirmatory factor analysis was used to prepare structural equation modeling with executing structural equation modeling for confirming hypothesis which developed by researcher. Results - The main results of this empirical study are as follows. First, omnichannel's perceived ease of use has positive significant effect on perceived usefulness(estimate: 0.579). Moreover, omnichannel's perceived ease of use and perceived usefulness has positive significant effect on omnichannel use(estimate: 0.325,0.648). Second, using omnichannel has positive significant effect on brand-customer relationship(estimate: 0.521). Every hypothesis adopted as researcher designed. This study found out the intermediate relationship between perceived ease of use and omnichannel use by investigating hypothesis. Conclusions - Base on the empirical result, this study confirmed that TAM theory perceived has relation with omnichannel. First, factors of TAM has positive effect on omnichannel use, so it highlights the important role of customer based interface and usefulness. Especially, perceived usefulness has high indirect influence on ease of use and use of omnichannel. It seems that when customers try to decide use or not use omnichannel, customers focus on percept benefits from omnichannel. Thus, a provider should applicate attractive price table, accurate product or service information and high switching cost strategy to emphasize the usefulness of omnichannel. Second, using omnichannel enhances the relationship between customers and brand, because there are more time and frequency to serve customers. It is important because good relationship between customers can increase the future's financial performance through word of mouse, positive brand image and loyalty to brand or company. Finally, despite of empirical result and implications, this study has limitations. First, there are only a few previous studies about omnicahnnel, so literature reviews are restricted. While set up the factors which can affect the use of omnichannel, next study should be considered with broader theories or models(ex: contingency theory). Second, omnichannel has developed from multichannel, so comparative analysis is needed between these methods because there is a possibility about different forte character of each distribution system on customer's consuming patterns.

Beacon Signal Strength Analysis for Efficient Indoor Positioning (효율적인 실내 위치 측위를 위한 비콘 신호세기 분석)

  • Hwang, Hyun-seo;Park, Jin-tae;Yun, Jun-soo;Phyo, Gyung-soo;Moon, Il-young;Lee, Jong-sung
    • Journal of Advanced Navigation Technology
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    • v.19 no.6
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    • pp.552-557
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    • 2015
  • Recent performed by recognizing a user's location, various services have been tailored focus on short-range wireless communication technology. A beacon in which is attracting attention as next-generation technology. Beacon is a terminal by utilizing the frequency of the non-audible area can not be bluetooth and human sending and receiving terminals and information, Apple recently iBeacon like a low-power Bluetooth (BLE; bluetooth low energy) based beacon showing a tendency to rise into the mainstream there. Services using a beacon is basically installs the terminal in a certain place indoor. It is characterized by providing the user the services to catch the user's position, even automatically take a separate action. Various types of location-based service provided by the target interior space began to attract attention. A variety of location-based services are provided in the interior space in order to be successfully deployed and provide guidance to the interior space, the movement route and the like are essentially required to build various types of information. In this paper, for efficient indoor positioning by varying the signal strength of the beacon in such areas were measured and analyzed.

A Study on the Skin Stress Recognition and Beauty Care Status due to Wearing Masks (안면 마스크 착용에 따른 피부 스트레스 인식도와 뷰티 케어 현황에 관한 연구)

  • Kim, Hyeon-Suk
    • Journal of the Korean Applied Science and Technology
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    • v.38 no.2
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    • pp.465-475
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    • 2021
  • This study conducted an online and offline survey of 210 people from March 11 to 27, 2021 for the purpose of investigating and analyzing the current status of skin stress recognition and beauty care behavior due to wearing masks. The collected data were analyzed using SPSS 25.0 with Cronbach's α, Frequency Analysis, Chi-square test, and One way Anova. The average daily mask wearing time of more than 7 hours during the Covid-19 period was 43.8%, and skin stress recognition by wearing masks was highest among those in their 30s (M=4.27) and service workers (M=4.64), and those with acne and skin troubles (M=4.47) perceived high stress. The most important factor for home care treatment was cleansing(67.6%) and for beauty care was skin care(36.7%). Considerations factors on beauty care were 54.3% for service and customer care capabilities, and on body shape management method 45.7% for exercise. According to this study, respondents are recognizing skin stress due to the long-term use of masks, and home care treatment has been increasing as the esthetic salon has become unstable to visit due to the Covid-19 epidemic.