• Title/Summary/Keyword: fashion platform

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System Performance Bound in Target Motion Analysis

  • Yoon, Dong-Hun
    • The Journal of the Acoustical Society of Korea
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    • v.17 no.3E
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    • pp.22-26
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    • 1998
  • This paper proposes a simple method to measure system's performance in target tracking problems. Essentially employing the Cramer-Rao Lower Bound (CRLB) on tracking accuracy, an algorithm of predicting system's performance under various scenarios is developed. The input data is a collection of measurements over tim from sensors embedded in Gaussian noise. The target of interest may not maneuver over the processing time interval while the own ship observing platform may maneuver in an arbitrary fashion. The proposed approach is demonstrated and discussed through simulation results.

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Target tracking accuracy and performance bound

  • 윤동훈;엄석원;윤동욱;고한석
    • Proceedings of the IEEK Conference
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    • 1998.06a
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    • pp.635-638
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    • 1998
  • This paper proposes a simple method to measure system's performance in target tracking problems. Essentially employing the Cramer-Rao lower bound (CRLB) on trakcing accuracy, an algorithm of predicting system's performance under various scenarios is developed. The input data is a collection of measurements over time fromsensors embedded in gaussian noise. The target of interest may not maneuver over the processing time interval while the own ship observing platform may maneuver in an arbitrary fashion. Th eproposed approach is demonstrated and discussed through simulation results.

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The Effects of the Attributes of Second-Hand Luxury Goods Trading Platforms on Perceived Usefulness, Perceived Enjoyment, and Continuance Intention to Use (중고 명품 거래 플랫폼의 속성이 지각된 유용성, 유희성 및 지속사용의도에 미치는 영향)

  • Chen Xi Jiang;Mi Sook Kim
    • Fashion & Textile Research Journal
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    • v.24 no.6
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    • pp.731-743
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    • 2022
  • This study examined the effects of platforms' attributes(economy, convenience, ease of use, and security) on perceived usefulness, perceived enjoyment, trust, and the continuance intention to use. Data were collected through a survey conducted with 327 users of second-hand luxury goods trading platforms in their twenties and thirties; 300 were used for statistical analysis using SPSS26.0 for exploratory factor analysis and correlation analysis, and AMOS 26.0 for confirmatory factor analysis and structural equation modeling. For the attributes of second-hand luxury goods trading platforms, four factors were extracted: economy, convenience, ease of use and security. The results showed that only the security of second-hand luxury goods platforms had a positive effect on the perceived usefulness of the platform, but other attributes did not influence perceived usefulness. In contrast, all attributes of the platform showed positive effects on perceived enjoyment. Perceived enjoyment had a strong effect on trust; however, perceived usefulness did not affect trust. The continuance intention to use the platforms was most influenced by perceived usefulness, trust, and perceived enjoyment, in that order. The current findings can help marketers of second-hand luxury goods platforms optimize the platforms' attributes based on the marketing objectives and develop strategies to build perceived usefulness and enjoyment first, and in turn, trust and intention to use.

A study on deriving success factors and activating methods through metaverse marketing cases (메타버스(Metaverse) 마케팅 사례를 통한 성공요인 및 활성화 방안 연구)

  • Jo, Jae-Wook
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.791-797
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    • 2022
  • Through recent metaverse marketing case studies, success factors and activation methods were analyzed from the perspective of content, platform, network, and device of the metaverse ecosystem in each industry. The importance of contents and platform of metaverse could be found in entertainment, fashion, office space and real estate, education, advertisement and commerce industries. In order to vitalize the metaverse, firstly, it is necessary to strengthen active participation and retention by providing a stable revenue model for market participants. Secondly, the importance of attractive content to expand subscribers is a key trigger for metaverse activation. Thirdly, it is necessary to increase the convenience of using metaverse service by using a light and simple device for the user. Fourthly, a win-win cooperation strategy should be supported in the value chain of the industry through ecosystem scalability. In addition, business opportunities for market participants and additional revenue models should be continuously provided.

A study on the effect of perceived amount of information in a fashion crowdfunding project on perceived risk and intention to participate (패션 크라우드펀딩 프로젝트에서 지각된 정보의 양이 소비자 위험지각 및 참여의도에 미치는 영향 연구)

  • Lee, Eun-Jung;Shim, Woo Joo
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.365-374
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    • 2021
  • Recently, the high growth rate and advantages of the crowdfunding market have also led to increased participation of brands and companies, and this also applies to fashion business. Risk has been noted to be a key factor in consumer behavior in crowdfunding. With the high-risk context of crowdfunding where supporters inevitably bear to pay full amount of price before receiving the actual products. Factors enhancing or inhibiting perceived risk of crowdfunding need to be explored. The past literature on perceived risk and consumer attitudes in crowdfunding has expanded, but it has rarely covered the context of experience goods such as fashion products. In addition, the platform characteristics in relation to perceived risk should be addressed. The current study attempts to address the effect of the perceived amount of information offered in a fashion crowdfunding project on perceived risk and the intention to participate in the project. For the experiment of this study, a fictitious crowdfunding page for fashion products was set as the stimuli. A total of 240 Korean participants were recruited and their responses were statistically analyzed using SPSS 24.0 software. In the results, the greater the amount of detailed information about the fashion crowdfunding project, the higher the intention to participate the project. The greater the amount of information provided, the lower the perceived risk of consumers. Moreover, the lowered perceived risk affected the intention of participate. Perceived risk has a partial mediation in the relationship between the amount of information and intention to participate. Theoretical and managerial implications are discussed.

Factors Boosting Impulse Buying Behavior in Live-streaming Commerce - Roles of Para-social Interactions, Task Complexity and Perceived Amount of Information (라이브 커머스의 충동구매행동에 대한 영향 요인 - 의사사회적 상호작용, 과업 복잡성과 지각된 정보의 양을 중심으로 -)

  • Kim, Hyojung;Lee, Yuri;Park, Minjung
    • Fashion & Textile Research Journal
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    • v.23 no.1
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    • pp.70-83
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    • 2021
  • Live-streaming commerce is attracting attention as a noticeable trend in the retail industry. It is a new mobile shopping service platform developed by combining live streaming with e-commerce technologies. This study examined the impact of para-social interactions on consumer impulse buying behavior and investigated the impact through task complexity as well as perceived amount of information. To achieve this goal, 203 women using a mobile commerce participated in an online survey after experiencing beauty live-streaming commerce. The collected data were analyzed using SPSS 25.0, AMOS 23.0, and SPSS PROCESS Macro program. The results of the study revealed that para-social interactions negatively influenced task complexity, positively influenced perceived amounts of information, and positively influenced impulse buying behavior. In addition, impulse buying behavior was negatively influenced by task complexity versus positively that was influenced by perceived amounts of information. The impact of para-social interactions on impulse buying behavior is mediated by task complexity and perceived information. The findings of this study contribute to the theoretical extension of para-social interaction on impulse buying behavior in the context of live-streaming commerce. The implications of the findings suggest practical marketing strategies for digital media commerce retailers.

A Study on Fashion Item Purchase Decision-Making Process of ZEPETO and Roblox of MZ Generation - Focused on Self-expression - (MZ세대의 제페토와 로블록스 패션 아이템 구매의사결정과정에 관한 연구 - 자아 표현을 중심으로 -)

  • Lee, Seowon;Kim, Nayoon;Jeon, Dabeen;Han, Yealim;Shin, Eunjung
    • Fashion & Textile Research Journal
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    • v.24 no.4
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    • pp.418-430
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    • 2022
  • This study aims to analyze consumers' purchase decision-making process of buying avatar fashion items on the Metaverse platform. Drawing on the connection between the self-expression tendency of the MZ generation and that of avatars in the Metaverse, this study uses a qualitative research method to analyze how consumers express their self-image through the appearance of their avatars. Unlike previous studies on the clothing purchase decision-making process, this study shows that purchasing and consumption behavior involve the following six stages: recognizing desire, collecting information, evaluating alternatives, making purchases, evaluating the consumption, and post-purchase action-taking. In the first stage of the purchase decision-making process, consumers' desire arises with self-image expression and confirmation. In the second stage, consumers have a high tendency to shop in the best item category. In the alternative evaluation stage, consumers tend to seek items that match their highest standard while considering their personal preferences. In the fourth stage, when making actual purchases, unplanned purchase behavior often occurs along with an active practice of alternative evaluation. In the fifth stage, the evaluation of the consumption shows that consumers achieve satisfaction by applying a style to their avatars that they are unable to try in the real world. In the last stage, consumers often use their purchases to communicate their various styles with other online consumers. Therefore, we conclude that the online purchase decision-making process differs from the offline process as it is divided into six stages.

Response of double hinged articulated tower platforms to wind forces

  • Islam, Nazrul;Zaheer, Mohd Moonis;Ahmed, Suhail
    • Wind and Structures
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    • v.12 no.2
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    • pp.103-120
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    • 2009
  • Articulated tower platforms due to its compliant nature are more susceptible to the dynamic effects of wind than conventional fixed platforms. Dynamic response analysis of a double hinged articulated tower excited by low frequency wind forces with random waves is presented in this paper. The exposed super structure of the platform, housing the drilling and production facilities is subjected to mean and fluctuating wind loads, while the submerged portion is acted upon by wind driven waves. The fluctuating component of the wind velocity is modeled by Emil Simiu's spectrum, while the sea state is characterized by Pierson-Moskowitz spectrum. Nonlinearities in the system due to drag force, added mass, variable submergence and instantaneous tower orientation are considered in the analysis. To account for these nonlinearities, an implicit time integration scheme (Newmark's-${\beta}$) has been employed which solves the equation of motion in an iterative fashion and response time histories are obtained. The power spectra obtained from random response time histories show the significance of low frequency responses.

A Cross-Platform Malware Variant Classification based on Image Representation

  • Naeem, Hamad;Guo, Bing;Ullah, Farhan;Naeem, Muhammad Rashid
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.7
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    • pp.3756-3777
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    • 2019
  • Recent internet development is helping malware researchers to generate malicious code variants through automated tools. Due to this reason, the number of malicious variants is increasing day by day. Consequently, the performance improvement in malware analysis is the critical requirement to stop the rapid expansion of malware. The existing research proved that the similarities among malware variants could be used for detection and family classification. In this paper, a Cross-Platform Malware Variant Classification System (CP-MVCS) proposed that converted malware binary into a grayscale image. Further, malicious features extracted from the grayscale image through Combined SIFT-GIST Malware (CSGM) description. Later, these features used to identify the relevant family of malware variant. CP-MVCS reduced computational time and improved classification accuracy by using CSGM feature description along machine learning classification. The experiment performed on four publically available datasets of Windows OS and Android OS. The experimental results showed that the computation time and malware classification accuracy of CP-MVCS was higher than traditional methods. The evaluation also showed that CP-MVCS was not only differentiated families of malware variants but also identified both malware and benign samples in mix fashion efficiently.

Interactivity and Professionalism to increase Purchase Intention in LiveStreaming Distribution Channel: The Mediation Effect of Trust in Sellers and Platform

  • Agustinus FEBRUADI;Nisa SEPTIANI
    • Journal of Distribution Science
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    • v.22 no.10
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    • pp.55-63
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    • 2024
  • Purpose: This study explores the impact of interactivity and professionalism on consumer trust and purchase intentions in live-streaming distribution channels, explicitly focusing on Shopee Live in Indonesia. While prior research has examined trust as a general mediator between live-streaming features and consumer behavior, this study focuses on the distinct effects of trust in sellers versus in platforms. Utilizing the S-O-R framework, this research provides a novel exploration of how these trust dimensions act as an intermediary between live-streaming features and purchase intentions. Research Methods: Data were collected from 373 Shopee Live users who purchased fashion products via online surveys. The research employs Partial Least Squares Structural Equation Modeling (PLS-SEM) to test the proposed model and hypotheses. Results: Findings reveal that interactivity positively affects trust in both sellers and platforms but does not directly influence purchase intentions. Conversely, professionalism directly impacts purchase intentions and enhances trust. Trust in sellers and platforms significantly mediates the relationship between interactivity, professionalism, and purchase intentions. Specifically, trust in sellers substantially affects purchase intentions more than trust in platforms. Conclusion: The study concludes that while interactivity builds essential trust, professionalism directly drives purchase intentions, highlighting the importance of professional conduct in live-streaming distribution channel contexts.