• 제목/요약/키워드: electronic consumer products

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A Study of the Arbitration Procedures for Disputes Regarding Automobiles (자동차분쟁에 있어서 중재절차에 관한 고찰)

  • Kim, Yong Kil
    • Journal of Arbitration Studies
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    • v.30 no.4
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    • pp.71-94
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    • 2020
  • When a dispute or conflict occurs, standard methods for resolving them include resolution by trial or resolutions outside of courts. An alternative dispute resolution method called ADR that aims at remedying disputes instead of filing lawsuits is used commonly throughout the world, including the US and China. ADR, which is a remedy method outside of courts, includes negotiation, arbitration, or mediation between the concerned parties, and the arbitration system has several advantages. The Lemon Law is a consumer protection law of the United States that was enacted in 1975. This law prescribes that when specified quality standards are not met repeatedly due to defects in vehicles or electronic products, the manufacturer must provide exchanges or refunds to consumers. Korea also enacted a newly revised automobile management act, the Korea "Lemon Law," on January 1, 2019, which allows consumers to receive exchanges or refunds from the manufacturer if the same malfunction repeatedly occurs after purchasing a new automobile. There have recently been many cases of large fires occurring while driving import vehicles, causing huge public rage; therefore, interest is being focused on the revised automobile management act. Part 5-2 of the automobile management act was newly added to implement automobile exchange or refund arbitration systems. It is desirable to utilize the arbitration system to smoothly resolve automobile-related disputes that have recently increased significantly, and it is thus being used frequently for practical purposes.

Potentials for Uniform Treatments of E-Commerce

  • Song, Keyong-Seog;Kim, Min-Choul
    • 한국디지털정책학회:학술대회논문집
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    • 2004.11a
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    • pp.55-73
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    • 2004
  • The Internet is a wonderland that can be enjoyed by the young, old, and those in-between. It is also a vast commercial market where many contracts are formed every second. The Internet and E-Commerce have created new situations that have generated sweeping proposals for fundamental changes in contract law. During the first half of the 20th Century. when many businesses expanded their geographic scope, there was a tremendous desire for uniform treatment of contracts for the sale of goods throughout the U.S.A. and the whole world. That same dynamic is now occurring in E-Commerce. There is a general recognition of the desirability of uniform contract law to govern E-commerce, but to date that does not exist, though there are extensive proposals for reform of contract law on the Internet. E-Commerce is currently plagued by some of the same problems that led to the passage of the UCC. In the absence of uniform legislation, state-by-state differences are inevitable with respect to E-Commerce. State-by-state differences in E-Commerce contract law is widely viewed as undesirable. To deal with this problem, a number of uniform bills have been proposed including UCITA, UETA, and revisions to Article 2 of the UCC (Subpart B). The thrust of these uniform acts is to create legal parity between paper records and electronic records. There is considerable resistance by consumer groups to this parity and progress towards Passage of UCITA, UETA, and revised Article 2 has been slow. The UCITA covers licenses of computer software but does not cover the sale oil goods on the Internet. The scope of the UCITA includes computer software. multimedia interactive products, computer data and databases, and Internet and online information, The UETA deals comprehensively with E-Commerce and contract law. The UCC covers the sale of goods, which does not necessarily involve E-Commerce. The basic principles of contract law are modified to deal with Internet transactions. Intent is inferred from the operations of electronic agents and "signatures" can occur with a response to an invitation to click to accept.

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PSYCHO-PHYSICAL ANALYSIS OF PAPER AND A NEW DESIGN CONCEPT OF PAPER MEDIA FOR THE NEXT CENTURY

  • Fumihiko ONABE
    • Proceedings of the Korea Technical Association of the Pulp and Paper Industry Conference
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    • 1999.11b
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    • pp.209-213
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    • 1999
  • In the society of the 21\ulcorner century under multiphase media conditions, the rapidly glowing electronic media will replace the conventional paper media in a variety of areas. However, if human being still has an affinity for paper media and an instinct for hardcopy from electronic-based text or image, the new market will be created for the paper industry. To what extent the consumer choses paper media for output will depend upon the availability of functions of paper media appealing to human senses; i.e., "sensory functions of paper". As a whole, on-demand type personal as well as business communications will increase in the next century and this trend will lead certainly to a rapidly expanding "contents hardcopy market". The technological progress of the paper industry in the 21\ulcorner century depends upon the market needs for higher products quality and higher efficiency of manufacturing process as well as an endeavour to overcome constraints from forest resource, energy, and environmental issues. Under the conditions with above constraints, the paper media will be polarized into two categories; (1)paper for higher image reproduction capability for original image or text and (2)paper for lower reproduction but with higher appeals for human senses. To cope with these trends, psycho-physical analysis and a sensory engineering approach for developing new paper media is vitally required. Also newly emerged roles of paper physics in the multimedia age is pointed out associated with sensory functions of paper that are not well-understood so far.

The Effect of SNS Tourism Information Characteristics on the Determinant Factor of Internet Travel Products Purchase (SNS 여행정보특성이 온라인 여행상품 구매결정요인에 미치는 영향에 관한 연구)

  • Chun, Chang-Suk
    • The Journal of the Korea institute of electronic communication sciences
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    • v.13 no.1
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    • pp.119-126
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    • 2018
  • The purpose of this study is to understand the important factor of internet travel product purchase according to the characteristics of SNS tourism information. The characteristics of SNS tourism information perceived by travel product consumers are investigated as four major dimensions; reliability, interest, interaction, and usefulness. 17 items of online travel product purchase are adopted and produced four factors namely; safety, price & cost, customer service and convenience. We confirm that consumer have high importance on reliability consider convenience as most important factor of online travel product purchase. Interest of SNS tourism information have significant relation with price & cost, and Usefulness and Interaction of SNS tourism information have significant relation with customer service of online travel product purchase.

Enabling reuse driven software development : lessons learned from embedded software industry practice (재사용 기반의 소프트웨어 개발 체계 구축 : 내장형 소프트웨어 영역의 기업 사례)

  • Kim Kang-Tae
    • The KIPS Transactions:PartD
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    • v.13D no.2 s.105
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    • pp.271-278
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    • 2006
  • This paper presents industry feedback and a case of improvement trial on enabling reuse driven software development which is one of several activities to improve software quality and productivity in a company which develops software that are embedded into consumer electronic products. Several case studies will be introduced that are related to software reuse strategies and practices to show how to establish environment for reuse basis in a company, how to apply it to development team and project and how to improve that through trials and errors. To enable reuse-oriented software development in a huge company, integrated and focused approach is needed among technical, management and environmental point of view. We tried to solve that problem in technical field with reuse method, in management filed with reuse metric and in environment field with reuse repository. The characteristics of our software development environment could be summarized as below. The first, embedded software which would not independent to hardware devices and the second, it is very huge company which develops extremely various products by many different organization with different domain characteristics and the third, development lead time is extremely short and many variation models are stems from basic models. We expect that our study would give contribution to industry struggling to solve similar problem for presenting our experience and could be a reference model for enabling software reuse in a real world practically.

A Study for Strategy of On-line Shopping Mall: Based on Customer Purchasing and Re-purchasing Pattern (시스템 다이내믹스 기법을 활용한 온라인 쇼핑몰의 전략에 관한 연구 : 소비자의 구매 및 재구매 행동을 중심으로)

  • Lee, Sang-Gun;Min, Suk-Ki;Kang, Min-Cheol
    • Asia pacific journal of information systems
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    • v.18 no.3
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    • pp.91-121
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    • 2008
  • Electronic commerce, commonly known as e-commerce or eCommerce, has become a major business trend in these days. The amount of trade conducted electronically has grown extraordinarily by developing the Internet technology. Most electronic commerce has being conducted between businesses to customers; therefore, the researches with respect to e-commerce are to find customer's needs, behaviors through statistical methods. However, the statistical researches, mostly based on a questionnaire, are the static researches, They can tell us the dynamic relationships between initial purchasing and repurchasing. Therefore, this study proposes dynamic research model for analyzing the cause of initial purchasing and repurchasing. This paper is based on the System-Dynamic theory, using the powerful simulation model with some restriction, The restrictions are based on the theory TAM(Technology Acceptance Model), PAM, and TPB(Theory of Planned Behavior). This article investigates not only the customer's purchasing and repurchasing behavior by passing of time but also the interactive effects to one another. This research model has six scenarios and three steps for analyzing customer behaviors. The first step is the research of purchasing situations. The second step is the research of repurchasing situations. Finally, the third step is to study the relationship between initial purchasing and repurchasing. The purpose of six scenarios is to find the customer's purchasing patterns according to the environmental changes. We set six variables in these scenarios by (1) changing the number of products; (2) changing the number of contents in on-line shopping malls; (3) having multimedia files or not in the shopping mall web sites; (4) grading on-line communities; (5) changing the qualities of products; (6) changing the customer's degree of confidence on products. First three variables are applied to study customer's purchasing behavior, and the other variables are applied to repurchasing behavior study. Through the simulation study, this paper presents some inter-relational result about customer purchasing behaviors, For example, Active community actions are not the increasing factor of purchasing but the increasing factor of word of mouth effect, Additionally. The higher products' quality, the more word of mouth effects increase. The number of products and contents on the web sites have same influence on people's buying behaviors. All simulation methods in this paper is not only display the result of each scenario but also find how to affect each other. Hence, electronic commerce firm can make more realistic marketing strategy about consumer behavior through this dynamic simulation research. Moreover, dynamic analysis method can predict the results which help the decision of marketing strategy by using the time-line graph. Consequently, this dynamic simulation analysis could be a useful research model to make firm's competitive advantage. However, this simulation model needs more further study. With respect to reality, this simulation model has some limitations. There are some missing factors which affect customer's buying behaviors in this model. The first missing factor is the customer's degree of recognition of brands. The second factor is the degree of customer satisfaction. The third factor is the power of word of mouth in the specific region. Generally, word of mouth affects significantly on a region's culture, even people's buying behaviors. The last missing factor is the user interface environment in the internet or other on-line shopping tools. In order to get more realistic result, these factors might be essential matters to make better research in the future studies.

An Exploratory Study on Channel Equity of Electronic Goods (가전제품 소비자의 Channel Equity에 관한 탐색적 연구)

  • Suh, Yong-Gu;Lee, Eun-Kyung
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.3
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    • pp.1-25
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    • 2008
  • Ⅰ. Introduction Retailers in the 21st century are being told that future retailers are those who can execute seamless multi-channel access. The reason is that retailers should be where shoppers want them, when they want them anytime, anywhere and in multiple formats. Multi-channel access is considered one of the top 10 trends of all business in the next decade (Patricia T. Warrington, et al., 2007) And most firms use both direct and indirect channels in their markets. Given this trend, we need to evaluate a channel equity more systematically than before as this issue is expected to get more attention to consumers as well as to brand managers. Consumers are becoming very much confused concerning the choice of place where they shop for durable goods as there are at least 6-7 retail options. On the other hand, manufacturers have to deal with category killers, their dealers network, Internet shopping malls, and other avenue of distribution channels and they hope their retail channel behave like extensions of their own companies. They would like their products to be foremost in the retailer's mind-the first to be proposed and effectively communicated to potential customers. To enable this hope to come reality, they should know each channel's advantages and disadvantages from consumer perspectives. In addition, customer satisfaction is the key determinant of retail customer loyalty. However, there are only a few researches regarding the effects of shopping satisfaction and perceptions on consumers' channel choices and channels. The purpose of this study was to assess Korean consumers' channel choice and satisfaction towards channels they prefer to use in the case of electronic goods shopping. Korean electronic goods retail market is one of good example of multi-channel shopping environments. As the Korea retail market has been undergoing significant structural changes since it had opened to global retailers in 1996, new formats such as hypermarkets, Internet shopping malls and category killers have arrived for the last decade. Korean electronic goods shoppers have seven major channels : (1)category killers (2) hypermarket (3) manufacturer dealer shop (4) Internet shopping malls (5) department store (6) TV home-shopping (7) speciality shopping arcade. Korean retail sector has been modernized with amazing speed for the last decade. Overall summary of major retail channels is as follows: Hypermarket has been number 1 retailer type in sales volume from 2003 ; non-store retailing has been number 2 from 2007 ; department store is now number 3 ; small scale category killers are growing rapidly in the area of electronics and office products in particular. We try to evaluate each channel's equity using a consumer survey. The survey was done by telephone interview with 1000 housewife who lives nationwide. Sampling was done according to 2005 national census and average interview time was 10 to 15 minutes. Ⅱ. Research Summary We have found that seven major retail channels compete with each other within Korean consumers' minds in terms of price and service. Each channel seem to have its unique selling points. Department stores were perceived as the best electronic goods shopping destinations due to after service. Internet shopping malls were perceived as the convenient channel owing to price checking. Category killers and hypermarkets were more attractive in both price merits and location conveniences. On the other hand, manufacturers dealer networks were pulling customers mainly by location and after service. Category killers and hypermarkets were most beloved retail channel for Korean consumers. However category killers compete mainly with department stores and shopping arcades while hypermarkets tend to compete with Internet and TV home shopping channels. Regarding channel satisfaction, the top 3 channels were service-driven retailers: department stores (4.27); dealer shop (4.21); and Internet shopping malls (4.21). Speciality shopping arcade(3.98) were the least satisfied channels among Korean consumers. Ⅲ. Implications We try to identify the whole picture of multi-channel retail shopping environments and its implications in the context of Korean electronic goods. From manufacturers' perspectives, multi-channel may cause channel conflicts. Furthermore, inter-channel competition draws much more attention as hypermarkets and category killers have grown rapidly in recent years. At the same time, from consumers' perspectives, 'buy where' is becoming an important buying decision as it would decide the level of shopping satisfaction. We need to develop the concept of 'channel equity' to manage multi-channel distribution effectively. Firms should measure and monitor their prime channel equity in regular basis to maximize their channel potentials. Prototype channel equity positioning map has been developed as follows. We expect more studies to develop the concept of 'channel equity' in the future.

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A Study on Product Design Process in Digital Environment A Comparative Analysis of Image Evaluation and Design Factors in Internet Environment and Reality Environment (디지털 환경 하에 제품디자인 프로세스 연구 -인터넷 환경과 현실 환경에서의 제품디자인 이미지 평가 및 디자인 요소 비교분석-)

  • 윤형건
    • Archives of design research
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    • v.13 no.3
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    • pp.123-134
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    • 2000
  • Electronic commerce in digital environment is greatly different from the commerce in physical environment in the past (reality environment) in terms of marketing, distribution structure and, above an, comsumers'purchase pattern. The Old purchase pattern is that a consumer buys a product after s/he touches, tests, and feels it physically, while the purchase pattern in electronic commerce enables the comsumer to make a decision about whether to buy it or not through the information gleaned from the computer monitor screen. A number of products which appears in the market now are designed to use the reality environment setup without consideration of the digital environment, of which the intention is to appeal to consumers with a series of design process. However, taking under consideration the present situation in which lots of electronic commerce are made in the cyber space or digital environment, we are required to forward the product design which can gains the positive attraction for consumers in this environment. Factor analysis is made in order to understand how the subjects perceive the image of the design of the product both in reality situation and in digital environment. The result shows the first factor has different images in those environments. In the background of this conclusion rests the fact that the difference of the transfer of formative factors to consumers is made in the images which show themselves in those different environments.

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Discrimination of the drinking water taste by potentiometric electronic tongue and multivariate analysis (전자혀 및 다변량 분석법을 활용한 먹는물의 구별 방법)

  • Eunju Kim;Tae-Mun Hwang;Jae-Wuk Koo;Jaeyong Song;Hongkyeong Park;Sookhyun Nam
    • Journal of Korean Society of Water and Wastewater
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    • v.37 no.6
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    • pp.425-435
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    • 2023
  • Organoleptic parameters such as color, odor, and flavor influence consumer perception of drinking water quality. This study aims to evaluate the taste of the selected bottled and tap water samples using an electronic tongue (E-tongue) instead of a sensory test. Bottled and tap water's mineral components are related to the overall preference for water taste. Contrary to the sensory test, the potentiometric E-tongue method presented in this study distinguishes taste by measuring the mineral components in water, and the data obtained can be statistically analyzed. Eleven bottled water products from various brands and one tap water from I city in Korea were evaluated. The E-tongue data were statistically analyzed using multivariate statistical tools such as hierarchical clustering analysis (HCA), principal component analysis (PCA), and partial least squares discriminant analysis (PLS-DA). The results show that the E-tongue method can clearly distinguish taste discrimination in drinking water differing in water quality based on the ion-related water quality parameters. The water quality parameters that affect taste discrimination were found to be total dissolved solids (TDS), sodium (Na+), calcium (Ca2+), magnesium (Mg2+), sulfate (SO42-), chloride (Cl-), potassium (K+) and pH. The distance calculation of HCA was used to quantify the differences between 12 different types of drinking water. The proposed E-tongue method is a practical tool to quantitatively evaluate the differences between samples in water quality items related to the ionic components. It can be helpful in quality control of drinking water.

The Impact of Mobile Commerce Quality on Customer Satisfaction and Repurchase Intention (모바일 커머스 만족과 불만족, 지속사용의도에 미치는 영향요인에 관한 연구)

  • Jang, Mi-Ri;Lim, Dong-Ho
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.2
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    • pp.195-203
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    • 2018
  • With the explosion of SNS(social network services) users, the social commerce market has emerged as a new consumer market, and will continue to grow in recent years. Despite the market environment, however, studies are lacking as to the causes of frustration that are hurting social commerce activation. This study is based on the 'Hezbollah' 2 Factor Theory and is a study of social commerce users' satisfaction and frustration factors. For this purpose, social commerce site characteristics and user characteristics were first derived from interviews and literature reviews to confirm their relationship to satisfaction and dissatisfied products. The results showed that the price discount rate, diversity, regional infrastructure, and e-commerce familiarity resulted in the impact on the definition of satisfaction, while the price discount rate, interoperability and innovation resulted in the definition of unsatisfactory goods. It also showed that satisfaction affects the definition of intended use. In particular, the price discount rate was found to be the only factor affecting the definition of unsatisfactory as well as affecting the definition of satisfaction.