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Customer's Time Orientation: Moderating Effects on the Service Convenience-Shopping Performance Linkages in Retail Contexts (고객의 시간 지향성: 소매업체에서의 서비스 편의성과 쇼핑 성과의 관계에 대한 조절효과)

  • Kim, Mi-Jeong;Park, Chul-Ju
    • Journal of Distribution Science
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    • v.14 no.2
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    • pp.123-133
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    • 2016
  • Purpose - Understanding how service convenience drives shopping performance is imperative for retailers such as department and large discount stores. Retailers have to enhance shopping productivity by reducing the costs of shopping, as convenience triggers customers' perceived shopping value, leading to customer satisfaction, and ultimately patronage behavior. Consumers, generally considering time as a scarce resource, are more sensitive to the time costs of tasks in regard to shopping trip, differently from forming perceptions of convenience in time orientation. Therefore, this study attempts to examine the moderating effects of consumers' time orientation on the relationships among service convenience of retailers and shopping performances such as shopping value and service performances. Research design, data, and methodology - The department and discount store chains were chosen as the point of analysis in this study. Data were collected from a survey of real-life consumers and all respondents were screened to ensure only those who had visited in the department and discount store chains within past six month prior to the day of data collection. Out of 600 self-reported surveys that were distributed, a total of 530 responses were returned and after excluding 20 incomplete responses, the final sample size was 510. The three hypotheses were proposed and tested in this study. The one hypothesis was on the moderating effects of time orientation for the effects of service convenience on shopping value (hedonic and utilitarian shopping value). The other two hypotheses were on the comparisons between high and low time-oriented customers with the effects in shopping value from service performance. Hierarchical moderated regression analysis was used to test the hypotheses. Results - The results suggest that the effect of service convenience on utilitarian shopping value and the positive effect of utilitarian shopping value on customer satisfaction are greater in low time orientation than high time orientation customers. Conversely, when customers are highly oriented toward time, the effects of hedonic shopping value on customer satisfaction and revisit intention are greater than for customers who are lowly oriented toward time. Conclusions - This study has two-fold significance. First, this study contributes to the consumer behavior and services marketing literature by incorporating customers' time orientation into the service convenience-shopping performance. Although the effect of service convenience on shopping performance might differ from customers' perceptions concerning shopping, there has been little investigation or comparison between customers' perception on time. This study is a first attempt to consider how the effects of service convenience on shopping value and service performance vary with differing levels of customers' time orientation. This study advances prior studies by showing that the service convenience-shopping value and service convenience-service performance relationships vary across different combinations of the customer's time orientation. The findings of this study suggest that the retailers need to enhance the experiential aspects of the stores for their high time-oriented customers. Conversely, for the low time-oriented customers, the retailers should boost the visual distinctiveness and ease of store navigation.

A Study on the AtoN Operational Software Development for the AtoN Management and the Decision Support of its Placement Planning (항로표지 관리 및 배치 의사결정 지원을 위한 항로표지 운용 소프트웨어 개발에 관한 연구)

  • Kim, Ah-Young;Lee, Yeong-Ju;Park, Se-Kil;Oh, Jae-Yong;Kim, Yeon-Gyu
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.20 no.5
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    • pp.543-551
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    • 2014
  • This study has searched to find a program in order to manage simply and practically use the expelled AtoN database from the AtoN Simulator and to support the idea decision for the AtoN placement. It examines a program that manages AtoN database through the hierarchy structure, history card and endowment with condition same as a scenario. And accomplishes this study's goal owing to realizing AtoN operational software that helps for visual, hearing sense, fixed amount verification upon AtoN placement project. The AtoN operational software contributes not only flexible control like a newly establishment, relocation etc, but also supports idea decision for AtoN placement plan through many functions such as condition search, virtual sailing and fixed amount appraisal result exhibition, etc. Through utilization of this, it is to help upon the presupposition of the impact to ship or sailor about many designs and in addition, upon the judgment of whether or not for the efficiency and appropriation of the design. It is expected to reduce possible failure costs and management costs due to AtoN design and placement plans, because to compare more various designs thru the easier verification method.

A Study on the Application of Information Design to Korean Cultural Heritage Education (한국 문화유산 교육의 정보디자인 적용 방법 고찰)

  • Barng, Keeung
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.11
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    • pp.475-489
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    • 2019
  • This study seeks to explore the method of imagination through creative new thinking in cultural heritage education and the most effective model of education in education. Research methods were organized by the methods of reviewing literature, browsing the Internet, and comparative analysis of prior research. We hope to realize the need for differentiated Korean cultural heritage and make efforts to incorporate our identity in the design. Through this study, we hope to realize the need for differentiated Korean cultural heritage and make efforts to incorporate our identity in the design. In the process of visualizing information, the focus should be on identifying the structure, characteristics, and the correlation between pattern and trend analysis, and the heterogeneity analysis, and should be made with the characteristics considered. Texting, graphics, sound, animation, lighting, and Navigation are often used as the expressive elements of information visualization for educational models. To facilitate the understanding of learners, accurate information transmission visuals should be presented. To do so, the use of infographic can be the answer. It is necessary to develop appropriate multimedia visual data, such as the use of infographic to be applied, and to develop various infographic multimedia visuals. These work should not be merely a research dimension, but should be carried out with the aim of helping develop actual cultural heritage educational content.

A Study on the Improvement of Collection, Management and Sharing of Maritime Traffic Information (해상교통정보의 수집, 관리 및 공유 개선방안에 관한 연구)

  • Shin, Gil-Ho;Song, Chae-Uk
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.28 no.4
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    • pp.515-524
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    • 2022
  • To effectively collect, manage, and share the maritime traffic information, it is necessary to identify the technology trends concerning this particular information and analyze its current status and problems. Therefore, this study observes the domestic and foreign technology trends involving maritime traffic information while analyzing and summarizing the current status and problems in collecting, managing, and sharing it. According to the data analysis, the problems in the collecting stage are difficulties in collecting visual information from long-distance radars, CCTVs, and cameras in areas outside the LTE network coverage. Notably, this explains the challenges in detecting smuggling ships entering the territorial waters through the exclusive economic zone (EEZ) in the early stage. The problems in the management stage include difficult reductions and expansions of maritime traffic information caused by the lack of flexibility in storage spaces mostly constructed by the maritime transportation system. Additionally, it is challenging to deal with system failure with system redundancy and backup as a countermeasure. Furthermore, the problems in the sharing stage show that it is difficult to share information with external operating organizations since the internal network is mainly used to share maritime transportation information. If at all through the government cloud via platforms such as LRIT and SASS, it often fails to effectively provide various S/W applications that help use maritime big data. Therefore, it is suggested that collecting equipment such as unmanned aerial vehicles and satellites should be constructed to expand collecting areas in the collecting stage. In the management and sharing stages, the introduction and construction of private clouds are suggested, considering the operational administration and information disclosure of each maritime transportation system. Through these efforts, an enhancement of the expertise and security of clouds is expected.

A Study on the Interactive Narrative - Focusing on the analysis of VR animation <Wolves in the Walls> (인터랙티브 내러티브에 관한 연구 - VR 애니메이션 <Wolves in the Walls>의 분석을 중심으로)

  • Zhuang Sheng
    • Trans-
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    • v.15
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    • pp.25-56
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    • 2023
  • VR is a dynamic image simulation technology with very high information density. Among them, spatial depth, temporality, and realism bring an unprecedented sense of immersion to the experience. However, due to its high information density, the information contained in it is very easy to be manipulated, creating an illusion of objectivity. Users need guidance to help them interpret the high density of dynamic image information. Just like setting up navigation interfaces and interactivity in games, interactivity in virtual reality is a way to interpret virtual content. At present, domestic research on VR content is mainly focused on technology exploration and visual aesthetic experience. However, there is still a lack of research on interactive storytelling design, which is an important part of VR content creation. In order to explore a better interactive storytelling model in virtual reality content, this paper analyzes the interactive storytelling features of the VR animated version of <Wolves in the walls> through the methods of literature review and case study. We find that the following rules can be followed when creating VR content: 1. the VR environment should fully utilize the advantages of free movement for users, and users should not be viewed as mere observers. The user's sense of presence should be fully considered when designing interaction modules. Break down the "fourth wall" to encourage audience interaction in the virtual reality environment, and make the hot media of VR "cool". 2.Provide developer-driven narrative in the early stages of the work so that users are not confused about the ambiguous world situation when they first enter a virtual environment with a high degree of freedom. 1.Unlike some games that guide users through text, you can guide them through a more natural interactive approach that adds natural dialog between the user and story characters (NPC). Also, since gaze guidance is an important part of story progression, you should set up spatial scene user gaze guidance elements within it. For example, you can provide eye-following cues, motion cues, language cues, and more. By analyzing the interactive storytelling features and innovations of the VR animation <Wolves in the walls>, I hope to summarize the main elements of interactive storytelling from its content. Based on this, I hope to explore how to better showcase interactive storytelling in virtual reality content and provide thoughts on future VR content creation.