• Title/Summary/Keyword: consumer information processing

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The Effect of 3 Dimensional Graphics on Consumer Information Processing in Online Shopping Malls (3차원 그래픽의 활용이 온라인 쇼핑몰 소비자 정보처리 과정에 미치는 영향)

  • Lee, Young-Eun;Suh, Kil-Soo
    • Asia pacific journal of information systems
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    • v.13 no.3
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    • pp.151-172
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    • 2003
  • The purpose of this research is, first, to assess empirically web3D impacts on consumer information processing. Second, this research aimed to reveal the circumstances under which web3D impact can be maximized. To achieve the second goal, products were classified into physical dominant and information dominant products, and web3D impact was assessed on these two product categories. The laboratory experiment was adopted to compare the web3D impacts on the physical dominant products with that on the information dominant products. The result of this experiment showed that overall, web3D positively influenced consumer comprehension, memory, and attitude toward the products. In detail, for the physical dominant products, subjects significantly comprehended and memorized information better and performed positive attitude toward the products. For the information dominant products, subjects significantly comprehended and memorized better but did not perform the positive attitude toward the products. This paper explains theses results by suggesting that, overall, web3D impact is large and can be maximized when the characteristics of web3D such as interactivity, realistic display of objects support the characteristics of products that web3D represents.

Correlation Analysis between Consumer Sentiment Index and Real Estate Consumer Sentiment Index (소비자 심리지수와 부동산시장 소비심리지수의 상관관계 분석)

  • Seon Ho Choi;Jin Hui Jeong;Hyon Hee Kim
    • Proceedings of the Korea Information Processing Society Conference
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    • 2024.05a
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    • pp.563-564
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    • 2024
  • 부동산시장은 경제의 중심 요소 중 하나로, 거래량과 가격 변동 등이 직접적인 영향을 미친다. 특히, 부동산시장은 경제 지표 외에도 정책이나 심리에 따라 변동하는 경향이 있어 심리적 요인의 변화와 분석에 대한 요구가 지속된다. 본 연구는 소비자 심리지수(CCSI)와 부동산시장 소비심리지수(REI) 간 상관관계를 분석하여 부동산시장의 건정성 유지 및 효율성 향상에 기여하고자 한다. 본 연구에서는 선형 회귀분석 및 상관분석을 통해 소비자 심리지수와 부동산시장 소비심리지수 간 연관성 연구를 진행했다. 경제적 상황 및 소비자 심리 변화가 부동산시장 소비심리지수에 영향을 미친다는 것을 보여주며, 이는 부동산시장의 예측과 전략 수립에 중요한 역할을 할 것으로 기대된다.

An Eye-tracking Study: Consumer Perceptual Processing of SPA Brand Extensions (Eye-tracking 연구: SPA 브랜드 확장에 대한 소비자 지각 과정)

  • Kang, Jungsuk
    • Science of Emotion and Sensibility
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    • v.18 no.4
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    • pp.87-98
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    • 2015
  • As SPA brands are growing in Korean apparel markets, they are extending their well-established brands into new markets (i.e., SPA brand extensions). To investigate psychological mechanism underlying SPA brand extensions, this study conceptually proposed such consumer information processing of SPA brand extensions as (1) perception of similarity between SPA brand extensions and their original brands and (2) evaluations on the SPA brand extensions (i.e., attitude and purchase intent). For hypothetical SPA brand extensions (high, moderate and low similarity conditions), perceived similarity was measured by using a eye-tracker and evaluations were assessed by using a self-reported questionnaire. The results reveal that the amount of external information searching for SPA brand extensions was larger in the following order: moderate, low and high similarity conditions. The depth of SPA brand information processing was also deeper in the same order. Evaluations on SPA brand extensions were higher in high and moderate similarity conditions than in low similarity condition. The findings suggest that the evaluations are affected by perceived similarity and the amount of cognitive efforts in processing SPA brand extensions.

Effect That Type Gets in Consumer Communication : Product Participation Level and Internet Word-of-mouth -Laying stress on purchase review of product and Internet shopping mall by FCB Model- (제품 관여수준과 인터넷 구전메시지 유형이 소비자 커뮤니케이션에 미치는 영향 -FCB 모델에 따른 제품과 인터넷 쇼핑몰의 구매 댓글을 중심으로-)

  • Chin, Hong-Kun;Lee, Eun-Joo
    • Management & Information Systems Review
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    • v.22
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    • pp.85-115
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    • 2007
  • Following is discovered in this study by some. First, attribute(product/non- product) of that truth that get through experiment of this study is WOM deduced result that have statistical meaning in dependent variable which is public trust only in this study. Specially, information by word of mouth type received High positive response more with non-product information by word of mouth attribute than the product attribute in all experiment products that is parted according to involvement. Consumer's response by involvement level of product can affect for site attitude, public trust, and intention to purchase by second. For example, consumer's site attitude has induced the most positive response, and can confirm positive response of High consumer most in that involvement sensitivity product in that participation reason type product and could confirm response that is the most positive in that involvement reason product even if there is for intention to purchase. Result of this study is grasped that have High mean value relatively in site attitude, product attitude, information by word of mouth effect, public trust, brand attitude, purchase intention etc. generally that product involvement and information by word of mouth attribute are interrelation by third. This can change fairly data processing process according to consumer's Involvement Level, behavior deterministic process, consumer's action with attitude formation process, and involvement for products. High occasion than is low incline more efforts in information retrieval and is discreet result such as study finding of produce.

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Design & Implementation of a Multimedia Streaming Platform on Embedded System-based Consumer Electronics Devices. (임베디드 시스템 기반 정보가전에서 멀티미디어 스트리밍 플랫폼 설계 및 구현)

  • Park, Seungho;Jung, HaRim;Chung, Yon Dohn
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.11a
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    • pp.1522-1525
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    • 2010
  • 최근 VOD(Video On Demand) 사이트의 이용시간이 급격이 늘어나면서 온라인 멀티미디어 서비스의 요구가 늘어나고 있다. 하지만, 하드웨어 자원이 빈약한 가전 기기 (CE: Consumer Electronics)에서 이러한 서비스를 제공하기에는 잦은 버퍼링으로 인한 서비스 품질 저하, 애플리케이션 업데이트의 불편함 및 안정성 문제 등 많은 어려움이 있다. 본 논문에서는 동적 버퍼 사이즈 결정 기법을 통하여 버퍼 언더런을 최소화 함으로써 동영상 시청 환경을 최적화 한다. 또한 Ajax 기술 기반의 Web OS 플랫폼을 적용하여 모듈 별 업데이트가 가능하고 시스템 안정성을 향상시키도록 플랫폼을 설계 및 구현하고 그 성능을 확인한다.

The Effect of Technology Infringement on Consumer's Attitude Change Depending on Brand Reputation: Focusing on the Under-dog Effect of Weak Brand (브랜드 명성에 따른 기술 침해에 대한 소비자의 태도 변화: 약자 브랜드의 언더독 효과를 중심으로)

  • Kim, Keon-Woo;Park, Do-Hyung
    • The Journal of Information Systems
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    • v.27 no.4
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    • pp.167-187
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    • 2018
  • Purpose The purpose of this study is to confirm the factors for explaining the consumer behavior when occur patent litigation and technology infringement of each conditions which are brand reputation gap, technology importance and technology leakage attribution based on the Attribution Theory. Design/methodology/approach This study made a design of the research model by 2x2x2 factorial design deducted and performed 3-way ANOVA then analyzed 2-way AVOVA with brand reputation gap as center from technology importance and technology leakage attribution on the basis of the Attribution Theory. Findings According to the empirical analysis result, this study confirmed that consumer attitude has no difference regardless of technology leakage attribution when top-dog vs. under-dog situation and top-dog vs. top-dog situation. Also, this study confirmed that when under-dog infringe important technology, consumer show more positive attitude than the other. On the other hand, top-dog infringe important technology, consumer show more negative attitude than the other.

Fashion attribute-based mixed reality visualization service (패션 속성기반 혼합현실 시각화 서비스)

  • Yoo, Yongmin;Lee, Kyounguk;Kim, Kyungsun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.2-5
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    • 2022
  • With the advent of deep learning and the rapid development of ICT (Information and Communication Technology), research using artificial intelligence is being actively conducted in various fields of society such as politics, economy, and culture and so on. Deep learning-based artificial intelligence technology is subdivided into various domains such as natural language processing, image processing, speech processing, and recommendation system. In particular, as the industry is advanced, the need for a recommendation system that analyzes market trends and individual characteristics and recommends them to consumers is increasingly required. In line with these technological developments, this paper extracts and classifies attribute information from structured or unstructured text and image big data through deep learning-based technology development of 'language processing intelligence' and 'image processing intelligence', and We propose an artificial intelligence-based 'customized fashion advisor' service integration system that analyzes trends and new materials, discovers 'market-consumer' insights through consumer taste analysis, and can recommend style, virtual fitting, and design support.

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The Effects of Virtual Reality Advertisement on Consumer's Intention to Purchase: Focused on Rational and Emotional Responses (가상현실(Virtual Reality) 광고가 소비자 구매의도에 미치는 영향: 이성적인 반응과 감성적인 반응의 통합)

  • Cha, Jae-Yol;Im, Kun-Shin
    • Asia pacific journal of information systems
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    • v.19 no.4
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    • pp.101-124
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    • 2009
  • According to Wikipedia, virtual reality (VR) is defined as a technology that allows a user to interact with a computer-simulated environment. Due to a rapid growth in information technology (IT), the cost of virtual reality has been decreasing while the utility of virtual reality advertisements has dramatically increased. Nevertheless, only a few studies have investigated the effects of virtual reality advertisement on consumer behaviors. Therefore, the objective of this study is to empirically examine the effects of virtual reality advertisement. Compared to traditional online advertisements, virtual reality advertisement enables consumers to experience products realistically over the Internet by providing high media richness, interactivity, and telepresence (Suh and Lee, 2005). Advertisements with high media richness facilitate consumers' understanding of advertised products by providing them with a large amount and a high variety of information on the products. Interactivity also provides consumers with a high level of control over the computer-simulated environment in terms of their abilities to adjust the information according to their individual interests and concerns and to be active rather than passive in their engagement with the information (Pimentel and Teixera, 1994). Through high media richness and interactivity, virtual reality advertisements can generate compelling feelings of "telepresence" (Suh and Lee, 2005). Telepresence is a sense of being there in an environment by means of a communication medium (Steuer, 1992). Virtual reality advertisements enable consumers to create a perceptual illusion of being present and highly engaged in a simulated environment, while they are in reality physically present in another place (Biocca, 1997). Based on the characteristics of virtual reality advertisements, a research model has been proposed to explain consumer responses to the virtual reality advertisements. The proposed model includes two dimensions of consumer responses. One dimension is consumers' rational response, which is based on the Information Processing Theory. Based on the Information Processing Theory, product knowledge and perceived risk are selected as antecedents of intention to purchase. The other dimension is emotional response of consumers, which is based on the Attitude-Structure Theory. Based on the Attitude-Structure Theory, arousal, flow, and positive affect are selected as antecedents of intention to purchase. Because it has been criticized to have investigated only one of the two dimensions of consumer response in prior studies, our research model has been built so as to incorporate both dimensions. Based on the Attitude-Structure Theory, we hypothesized the path of consumers' emotional responses to a virtual reality advertisement: (H1) Arousal by the virtual reality advertisement increases flow; (H2) Flow increases positive affect; and (H3) Positive affect increases intension to purchase. In addition, we hypothesized the path of consumers' rational responses to the virtual reality advertisement based on the Information Processing Theory: (H4) Increased product knowledge through the virtual reality advertisement decreases perceived risk; and (H5) Perceived risk decreases intension to purchase. Based on literature of flow, we additionally hypothesized the relationship between flow and product knowledge: (H6) Flow increases product knowledge. To test the hypotheses, we conducted a free simulation experiment [Fromkin and Streufert, 1976] with 300 people. Subjects were asked to use the virtual reality advertisement of a cellular phone on the Internet and then answer questions about the variables. To check whether subjects fully experienced the virtual reality advertisement, they were asked to answer a quiz about the virtual reality advertisement itself. Responses of 26 subjects were dropped because of their incomplete answers. Responses of 274 subjects were used to test the hypotheses. It was found that all of six hypotheses are accepted. In addition, we found that consumers' emotional response has stronger impact on their intention to purchase than their rational response does. This study sheds much light into practical implications for both IS researchers and managers. First of all, while most of previous research has analyzed only one of the customers' rational and emotional responses, we theoretically incorporated and empirically examined both of the two sides. Second, we empirically showed that mediators such as arousal, flow, positive affect, product knowledge, and perceived risk play an important role between virtual reality advertisement and customer's intention to purchase. In addition, the findings of this study can provide a basis of practical strategies for managers. It was found that consumers' emotional response is stronger than their rational response. This result indicates that advertisements using virtual reality should focus on the emotional side, and that virtual reality can be served as an appropriate advertisement tool for fancy products that require their online advertisements to give an impetus to customers' emotion. Finally, even if this study examined the effects of virtual reality advertisement of cellular phone, its findings could be applied to other products that are suited for virtual experience. However, this research has some limitations. We were unable to control different kinds of consumers and different attributes of products on consumers' intention to purchase. It is, therefore, deemed important for future research to control the consumer and product types for more reliable results. In addition to the consumer and product attributes, other variables could affect consumers' intention to purchase. Thus, the future research needs to find ways t control other variables.