• Title/Summary/Keyword: on-line survey

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A Confirmatory Model for Sustainability of Apparel Brands and Its Impact on Brand Outcomes

  • Park, Hyejune
    • International Journal of Costume and Fashion
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    • v.16 no.1
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    • pp.55-70
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    • 2016
  • The existing research on sustainability in the apparel industry provides no clear consensus on the definition of sustainability for the apparel brands and how sustainability of apparel brands as it is perceived by consumers can be measured. To fill this gap in research, the present study proposes and tests a confirmatory model of sustainability for apparel brands based on the three pillars of sustainability (i.e., economic, environmental, social sustainability) theorized in the Triple Bottom Line model. A survey of 754 U.S. consumers provided data for empirical testing. The results support the three-dimensional factor structure of sustainability for apparel brands and reveal that a second-order sustainability exerts a significant impact on both brand image and brand trust. The findings provide theoretical implications for researchers and practical managerial suggestions for marketers.

Classification Framework for Services and Service Products in Electronic Commerce (전자상거래 서비스상품 분류에 대한 연구)

  • Cho, Sung-Eui;Park, Kwang-Tae
    • Asia pacific journal of information systems
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    • v.12 no.3
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    • pp.169-189
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    • 2002
  • In this study, we newly classify services and service products in EC into Mass Service, Interactive Service, Ordering Service, and Professional Service. For classification, five selected variables and two factorized dimensions such as 1) ease of on-line interaction and 2) needs of on-line interactions are used. On the result of classification, we investigate the relationships with customer purchase intentions in EC. For this purpose, customer surveys were conducted on the respondent groups who are known to be frequent purchasers in EC and have advanced knowledge on services and service products. The survey is analyzed by statistical methods such as factor score plot, cluster analysis, analysis of variance, etc.

ON THE NATURE OF SODIUM EXCESS OBJECTS

  • Jeong, Hyunjin;Yi, Sukyoung K.;Kyeong, Jaemann;Sarzi, Marc;Sung, Eon-Chang;Oh, Kyuseok
    • The Bulletin of The Korean Astronomical Society
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    • v.39 no.1
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    • pp.47.2-47.2
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    • 2014
  • Several studies have reported the presence of sodium excess objects having neutral atomic absorption lines at $5895{\AA}$ (NaD) and $8190{\AA}$ that are deeper than expected based on stellar population models that match the stellar continuum. The origin of these lines is therefore hotly debated. van Dokkum & Conroy proposed that low-mass stars (0.3M) are more prevalent in massive early-type galaxies, which may lead to a strong NaI 8190 line strength. It is necessary to test this prediction, however, against other prominent optical line indices such as NaD, Mgb, and Fe5270, which can be measured with a significantly higher signal-to-noise ratio than NaI 8190. We identified a new sample of roughly one thousand NaD excess objects (NEOs; ~8% of galaxies in the sample) based on NaD line strength in the redshift range 0.00$H{\beta}$ line strengths and significant emission lines, which are indicative of the presence of young stellar populations. This result implies that the presence of the interstellar medium and/or dust contributes to the increase in NaD line strengths observed for these galaxies.

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A Study on the Relationship between College Women's Preference in Clothing Design and Interest (여대생의 의복디자인 기호와 흥미간의 상관연구)

  • 이인자
    • Journal of the Korean Home Economics Association
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    • v.12 no.34
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    • pp.663-677
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    • 1974
  • The social and psychological approaches to clothing researches by Fluge,l, Hurlock and Barr in the early 1930's have since been developed greatly. It has now been generally agreed that clothing is the symbol of one's personality and social status, for clothing is regarded as the second skin and a manifestation of one's emotional states as well. Based on this consensus, this study was intended to observe the possible relationship between one's clothing design preference-in line, color and texture- and interest. For this survey, 200 college woman students from four universities were selected at random, and an interest-test standardized by prof. Jung Bum Mo and a questionaire made of 20 items on the clothing prferences were given. The results as commputerized and analyzed are as follows : 1. Line Preference a) Structural line : It is quite obvious that those like straight line are interested in fine arts, and curved line in physics. b) Out-line : Among tubular, bell and bustle of the silhouette, those like the bustle have shown particular interest in music, and the tubular in politics and business. c) Style : There is a salient tendency that those like a dressy style are much interested in music, and casual style in physics and physical exercise. 2. Color Preference a) Favorite color : Those like red, orange and yellow show a high interest in artistic activities and physical exercise, and black, grey and white in politics. b) Variety and combination of color ; These have shown no relationship to the interest. 3. Texture Preference a) The touch : Those like the texture with the feeling the crisp and rough are interested in fine arts, and of soft and smooth in the field of social service. b) Fabric surface : Those like naturalistic pattern, i.e. print of flowers, show much interest in music and literature, and plain fabrics in physical exercise.

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A study on the application of on-line card game Avatar (온라인 카드게임 아바타 활용에 관한 연구)

  • Lee, Mi-Young
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.133-142
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    • 2005
  • Recently, on-line users prefer image and sense that are deviated from standardization pattern. Also, they need instant and mutual exchangeable communication forms. Developing the various Avatars is required to apply it to various situations. It is due to that the Avatar is used as a card in the on-line communication to represent the user's character visually. The Avatar in the on-line game, such as poker or go-stop which are the most popular nowadays, does not have different character from general community site. Therefore, it dose not satisfy owner who needs sensitive and various character of the Avatar. In this paper, we will be analysis the card game Avatar service, character and desire of the user in existing game petal sites. Also, we'll provide service method which can satisfy the user's requirements. For this, we survey recognition and design preference of users on the card game Avatar.

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Using Time Use Data for Weighting Internet Survey Results (생활시간 조사를 이용한 가중치 부여방법: 인터넷 조사에 대한 적용 가능성 검토)

  • Cho, Sung-Kyum;Park, Ah-Hyun;Huh, Myung-Hoe
    • Survey Research
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    • v.12 no.2
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    • pp.145-157
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    • 2011
  • There are limitations as to how internet surveys can be used. Applying various weighting procedures has not always resulted in error reduction. A good reference survey would increase the effects of the weighting method, but it is very difficult to get a reference survey for non-demographic weighting variables, which restricts the use of internet surveys. We hypothesized that time use variables could be employed as weighting variables. The time use survey is conducted regularly by KOSTAT and includes various time-related variables. We tested our hypothesis using the 2009 survey results, which had been gathered by KOSTAT in 2009. When we applied weighting variables which were based on the 2004 time use survey results to the online version of the 2009 KOSTAT social survey, the gap between the online and off-line versions was slightly reduced. This result shows that we could use time use survey results to develop a better weighting scheme.

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The Status and Features of the DMZ Forested Wetlands Fauna - Focusing on the Kyongui Line in Paju - (DMZ 산림습지의 식생 현황과 특성에 관한 연구 - 파주 경의선 지역을 중심으로 -)

  • Park, Mi-Young;Cho, Dong-Gil;Kim, Kwi-Gon
    • Journal of the Korean Society of Environmental Restoration Technology
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    • v.8 no.5
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    • pp.28-38
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    • 2005
  • The De-militarized Zone(DMZ) on the Korean Peninsula is ecologically conserved and naturally developed as access to the area has been controlled in the past five decades. As a result, biodiversity and wetlands are developed very well, but they have not been sufficiently surveyed due to land mines and security reasons. Focusing on the Kyongui Line area in Paju DMZ, this study aims at examining the status of forested wetlands in detail through an on-site survey and understanding the features of forested wetlands in DMZ. The forested wetlands of Paju Kyongui Line area are inhabited by naturally grown Salix koreensis Andress. and Acer ginnale Maxim. and affected by Sacheon Basin region extensively. As the topography of this region is created of inundated area and gentle ground, it is easily affected by hydrology and irrigation and has ideal conditions as forested wetlands. In addition, forest wetlands in this area were used as agricultural land in the past but now transformed into palustrine forested wetlands after being deserted for long time. However, as construction of roads and railways increasingly blocks water paths, the coverage of Robinia pseudoacacia L. and Amorpha fruticosa L. is on the rise, which indicates that forestedwetlands are gradually becoming inland over time.

A Study on the Factors Facilitating the Effectiveness of Web-based Collaborative Learning - Focused on Situation, Interaction, System- (e-Learning에서 협력학습과 학습효과에 영향을 주는 요인에 관한 연구 -상황요인, 상호작용요인, 제도요인을 중심으로 -)

  • Ko, Il-Sang;Ko, Yun-Jung
    • Journal of Information Technology Applications and Management
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    • v.13 no.4
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    • pp.197-214
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    • 2006
  • This study explores factors to facilitate web-based collaborative learning and the effect of learning, based on the PBL(Problem Based Learning) from the constructivist approach in e-learning. A research model, using the key variables such as situations, interactions, and systems, was developed. In order to test this proposed model, experimental design and post-survey was conducted to the learners who took on-line and off-line course with team project. In the research model, situation category was divided into instructor's support, unstructured problem, and self-directed learning. Interaction category was divided into three factors; 'interaction between learners', 'interaction between learner and instructor', and 'interaction between learner and technology'. System category was divided into.monitoring and incentives. As a result, it was found that collaborative learning can be improved by situations, interactions, and systems, and the effectiveness of learning can be improved by situations and interactions in PBL.

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A Study on the Business Value of Products Considering Cross Selling Effect (교차판매효과를 고려한 상품의 가치평가에 관한 연구)

  • Hwang, In-Soo
    • Asia pacific journal of information systems
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    • v.15 no.3
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    • pp.209-221
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    • 2005
  • One of the most fundamental problems in business is to evaluate the value of each product. The difficulty is that the profit of one product not only comes from its own sales, but also its influence on the sales of other products, i.e., the "cross-selling effect". This study integrates a measure for cross selling and an algorithm for profit estimation. Sales transaction data and post sales survey data from on-line and off-line shopping mall is used to show the effectiveness of the method against other heuristic for profit estimation based on product-specific profitability. We show that with the use of the new method we are able to identify the cross-selling potential of each product and use the information for better product selection.

A Comparative Case Study on Sampling Methods for Cost-Effective Forest Inventory: Focused on Random, Systematic and Line Sampling (비용 효율적 표준지 조사를 위한 표본추출방법 비교 사례연구: 임의추출법, 계통추출법, 선상추출법을 중심으로)

  • Park, Joowon;Cho, Seungwan;Kim, Dong-geun;Jung, Geonhwi;Kim, Bomi;Woo, Heesung
    • Journal of Korean Society of Forest Science
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    • v.109 no.3
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    • pp.291-299
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    • 2020
  • The purpose of this study was to propose the most cost-effective sampling method, by analyzing the cost of forest resource investigation per sampling method for the planned harvesting area of in Chunyang-myeon, Byeonghwa-gun, Gyeongsangbuk-do, Korea. For this study, three sampling methods were selected: random sampling method, systematic sampling method, and line transect method. For each method, sample size, hourly wage, number of sample points, survey time, travel time, the sample error rate of the estimated average volume, and the desired sampling error rate were used to calculate the cost of forest resource inventories. Thus, 10 sampling points were extracted for each sampling method, and the factors required for cost analysis were calculated via a field survey. As a result, the field survey cost per ha using the random sampling method was found to be have the lowest cost, regardless of the desired sampling error rate, followed by the systematic sampling method, and the line transect method.