• Title/Summary/Keyword: online service

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A Study of Situation based Coordinate Service in Internet Fashion Shopping Malls - Focused on Men in Their 20s - (인터넷 쇼핑몰의 상황별 패션 코디 서비스에 관한 연구 - 20대 남성을 중심으로 -)

  • Cho, Min-Jeong;Park, Dong-Jun;Chung, Hyun-Sook
    • The Research Journal of the Costume Culture
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    • v.17 no.2
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    • pp.255-269
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    • 2009
  • The purpose of this study was to understand the internet fashion shopping behavior of men in their 20s, and to develop the internet shopping website with situation-based clothing coordination services for male comsumer in their 20s. The study was implemented through a normative descriptive survey method using a questionnaire. The survey was conducted in April and May 2006, and the sample group consisted of 280 men in their 20s from Busan and the provinces of Gyeongnam and Gyeongbuk. The data was analyzed by following statistical methods: frequency analysis, one-way-ANOV A, and Scheffe's test. The results are as follow: first, regarding internet the usage trend of male consumers in their 20s, it was shown that they usually spent more than 15 minutes and less than 30 minutes for internet shopping the price range from their experiences of clothing purchases was relatively high for they bought jackets or suits was relatively high. Second, an analysis on men's pattern of clothing purchase showed that many respondents purchase single items such as shirts or pants online. Third, in terms of their experiences of online purchase of coordinated clothes, 69% said "none." Yet, they showed positive assessment to a question whether they are willing to purchase clothes by using a situation-based coordination service or a 1:1 online coordination services. Fourth, the relationship between consumers' reactions to online situation-based clothing coordination services and respondents' demographic characteristics showed statistically significant different results in terms of occupation.

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Fake GPS Detection for the Online Game Service on Server-Side (모의 위치 서비스를 이용한 온라인 게임 악용 탐지 방안)

  • Han, Jaehyeok;Lee, Sangjin
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.27 no.5
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    • pp.1069-1076
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    • 2017
  • Recently $Pok\acute{e}mon$ GO implements an online game with location-based real time augmented reality on mobile. The correct play of this game should be based on collecting the $Pok\acute{e}mon$ that appears as the user moves around by foot, but as the popularity increases, it appears an abuse to play easily. Many people have used an application that provides a mock location service such as Fake GPS, and these applications can be judged to be cheating in online games because they can play games in the house without moving. Detection of such cheating from a client point of view (mobile device) can consume a large amount of resources, which can reduce the speed of the game. It is difficult for developers to apply detection methods that negatively affect game usage and user's satisfaction. Therefore, in this paper, we propose a method to detect users abusing mock location service in online game by route analysis using GPS location record from the server point of view.

The Impact of Consumer's Psychological Attachment and Enjoyment, Trust on Satisfaction and Attitude toward On-Demand O2O(Online to Offline) Service (온디맨드 O2O(Online to Offline)서비스에 대한 소비자의 심리적 애착과 즐거움 및 신뢰성이 서비스만족도와 태도에 미치는 영향)

  • Lee, Yun-Sun
    • Journal of Convergence for Information Technology
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    • v.8 no.6
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    • pp.399-407
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    • 2018
  • This study examines the psychological factors of consumers to On-Demand O2O service which is different from the previous study on O2O service. To investigate the relative influence of consumer's psychological attachment of On-Demand O2O service, enjoyment, and trust on consumer's satisfaction and attitude, I conducted qualitative and quantitative surveys to investigate consumers' perception. Through the quantitative survey on 152 participants, the study shows that the consumer's psychological attachment to the service has the greatest influence on the attitude toward On-Demand O2O service and the trust has the highest effect on satisfaction with service. This study is meaningful in that the consumer's psychological factors to the O2O service is examined from the consumer's point of view. This study suggests that the consumer's attachment and trust should be considered primarily to expand the On-Demand O2O service.

A Path Analytic Exploration of Consumer Information Search in Online Clothing Purchases (온라인 의복구매를 위한 소비자 정보탐색의 경로분석적 탐구)

  • Kim, Eun-Young;Knight, Dee K.
    • Journal of the Korean Society of Clothing and Textiles
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    • v.31 no.12
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    • pp.1721-1732
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    • 2007
  • This study identified types of information source, and explored a path model for consumer information search by shopping attributes in the context of online decision making. Participants completed self-administered questionnaires during regularly scheduled classes. A total of 219 usable questionnaires were obtained from respondents who enroll at universities in the southwestern region of the United States. For data analysis, factor analysis and path model estimation were used. Consumer information source was classified into three types for online clothing purchases: Online source, Offline retail source, and Mass media. Consumers were more likely to rely on offline retail source for online clothing purchases, than other sources. In consumer information search by shopping attributes, online sources were more likely to be related to transaction-related attributes(e.g., incentive service), whereas offline retail source(e.g., displays in stores, manufacturer's catalogs and pamphlets) were more likely to be related to product and market related attributes(e.g., aesthetics, price) when purchasing clothing online. Also, the path model emphasizes the effect of shopping attributes on traditional retailer search behavior, leading to online purchase intention for clothing. This study supports consumer information search by attributes, and discusses a managerial implication of multi-channel retailing for apparel.

The Effect on Satisfaction with Mediation of Trust Caused by Hypermarkets' Online Image (온라인에서 대형마트 쇼핑몰의 이미지가 신뢰를 매개로 만족에 미치는 영향)

  • Shin, Moon-Shik;Kim, Hyo-Jung
    • Journal of Distribution Science
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    • v.12 no.10
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    • pp.67-74
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    • 2014
  • Purpose - This study analyzed how image affects customer trust and satisfaction in the online shopping mall market, which is becoming more competitive; future implications for customer management in online shopping malls were presented. Consumers visit and prefer a few shopping mall sites instead of many sites. Consumers do not visit sites that cannot provide trust and satisfaction. Therefore, establishing trust and satisfaction with differentiated image is essential for survival and growth. Specifically analyzing company image, shop image, and brand image, I studied how symbolic image, functional image, and empirical image affect satisfaction mediated by trust in the online shopping malls of hypermarket retailers. Research design, data, and methodology - To investigate the relationship between image and satisfaction of big box retailers' shopping malls in the online market, the study is based on analyzed data from questionnaires involving advanced research. From May 1st to 20th in the year 2014, a questionnaire survey targeting university students using big box retailers' shopping malls in Seoul was conducted. A total of 282 questionnaires were conducted, and 276 questionnaires were used for empirical analysis, excluding invalid data. Using the SPSS 21.0 statistics package, factor analysis and regression analysis were implemented, and effects of image on trust and satisfaction were presented. Results - First, symbolic image can affect satisfaction with only trust. Among 3 image factors, symbolic image exerts the most influence on trust; trust is important in coupling the medium to satisfaction. Second, functional image and empirical image affect satisfaction directly and indirectly with trust. Conclusions - As I classified the image of hyper market retailers' online shopping malls into symbolic, functional, and empirical image, I analyzed the effects of image on trust and satisfaction empirically. The results of the study and strategic implications are as follows. First, symbolic image can affect satisfaction with only trust. Among 3 image factors, symbolic image exerts the most influence on trust; trust is important in coupling the medium to satisfaction. The establishment of a distinctive symbolic image, such as the online shopping mall's loyalty, level of awareness, and special service, is needed. With the establishment of symbolic image, trust and satisfaction could be improved. Second, functional image and empirical image affect satisfaction directly and indirectly with trust. Especially, as functional image affects trust more than empirical image, setting and implementing a strategy for empirical image based on the right price, service, and convenience could raise trust and satisfaction. Empirical image affects trust and satisfaction substantially. Even though empirical image's influence on trust is lower than that of other three image factors, empirical image's influence on satisfaction is higher than symbolic image. Therefore, it requires a strategy for providing joyful use, and information research functions and distinctive use experience are important to improve satisfaction. This study analyzed image characteristics of hyper-market retailers' online shopping malls in the fast-growing online market; future strategic implications were presented.

Optimal Strategy of Hybrid Marketing Channel in Electronic Commerce (전자상거래하에서의 하이브리드 마케팅 채널의 믹스 전략에 관한 연구)

  • Chun, Se-Hak;Kim, Jae-Cheol
    • Asia pacific journal of information systems
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    • v.17 no.2
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    • pp.83-95
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    • 2007
  • We are motivated by how offline and online firms compete. The Internet made many conventional offline firms build a dynamic online business as another sales channel using their advantages such as brand equity, an existing customer base with comprehensive purchasing data, integrated marketing, economies of scale, and longtime experience with the logistics of order fulfillment and customer service. Even though the hybrid selling using both offline and online channel seems to have advantages over a pure online retailer, all the conventional offline firms are not seen to create an online business. Many conventional offline firms began to launch online business since the Internet era, however, just being online business is not likely to guarantee success. According to Bizate.com's report whether the hybrid channel strategy is successful is still under investigation. For example, consider the classic case of Barnes and Noble versus Amazon.com, Barnes and Noble was already the largest chain of bookstores in the U,S., when Amazon.com was established in 1995, BarnesandNoble.com followed suit in 1997, After suffering losses in its initial years, Amazon finally turned profitable in 2003. In 2004, Amazon's net income was $588 million on revenues of $6.92 billion, while Barnes and Noble earned $143 million on revenues of $4.87 billion, which included BarnesandNoble.com's loss of $21 million on revenues of $420 million. While these examples serve to motivate our thinking, it does not explain when offline firms should venture online. It also does not provide an analytical framework that can generalized to other competitive online-offline situations. We attempt to do this in this paper and analyze a hybrid channel model where a conventional offline firm competes against online firms using its own direct online channels. We are particularly interested in an optimal channel strategy when a conventional offline firm sells its products through its own direct online channel to compete with other rival online firms. We consider two situations where its direct online channel and other online firms are symmetric and asymmetric in the brand effect. The analysis of this paper presents several findings. In the symmetric model where a hybrid firm's online channel is not differentiated from a pure online firm, (i) a conventional offline firm will not launch its online business. In the asymmetric model where a hybrid firm's online channel is differentiated from a pure online firm, (ii) a conventional offline firm can launch its online business if its brand effect is greater than a certain threshold. (iii) there is a positive relationship between its brand effect and online customer costs showing that a conventional offline firm needs more brand effect in order to launch online business as online customer costs decrease. (iv) there is a negative relationship between its brand effect and the number of customers with access to the Internet showing that a conventional offline firm tends to launch its online business when customers with access to the Internet increases.

The Antecedents of Switching Cost and its Effect on Customer Loyalty in Digital Music Service Industry (온라인 음악서비스 산업에서 전환비용의 선행요인 및 전환비용이 고객충성도에 미치는 영향)

  • Kang, Sung-Min;Uhm, Gi-Heon
    • Asia pacific journal of information systems
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    • v.20 no.2
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    • pp.157-180
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    • 2010
  • Rapid development of information technology has generated a new industry and market. In particular, network technology such as the Internet and other computer networks made transaction activities switched from traditional offline commerce to e-commerce. Among them, digital content is bit-based object which is created and distributed through electronic environment. In particular, many entertainment contents such as the music, the movies, and the computer game softwares are main products. Although digital content commerce has high potential demand, it lacks the consideration about the factor related to maintaining existing customer such as customer loyalty and switching costs. There has been a number of research on customer loyalty and other factors affecting it in the traditional electronic commerce environment, but there is a lack of research which examines the characteristics of digital content. The study about the effect of switching costs on customer loyalty in digital content commerce is necessary because the customers of digital content commerce market are from those of other e-commerce market or traditional offline commerce market. In addition, customer loyalty and switching costs are important factors because they may build up greater customer retention. For that reason, this study focused on examining the relationships among switching costs, antecedents for switching costs, and customer loyalty in online digital music service industry. The study has three major purposes: (1) to find antecedents of switching costs on digital content commerce and examine effect of antecedents for switching costs; (2) to identify effect of switching costs on customer loyalty in digital content commerce and examine moderating effects of alternative attractiveness; (3) to identify the differences of antecedents for switching costs by contents transmission type(streaming service and downloading service). And, the online digital music service industry is selected in this study since there are many users and transactions incurring. To accomplish these purposes, a survey questionnaire was developed and distributed to 256 informants. Survey instrument was developed based on previous research and pre-established survey items. Total of 206 surveys are collected and used in the data analysis. Among the respondents, 56.8% is male and 43.2% is female. Also, 86 responses were streaming service user group and 120 responses were download service user group. These data was analyzed using regression analysis. Major findings of empirical analysis can be summarized as follows. First, switching costs have positive effect on customer loyalty in digital content commerce environment. Second, the influence of switching costs on customer loyalty increases under conditions of high alternative attractiveness. Third, DRM convenience and breadth of use have positive effect on switching costs. The findings imply that the digital content provider should pay more attention to switching costs in addition to customer satisfaction in order to attract customers. Also, increasing the convenience of DRM use by securing the convenience of user interface and expanding the support device and increasing the service use scope by providing diverse value-added service helps to create a switching barrier. The result of the study can become a practical use in marketing strategy for maintaining existing customer. In particular, switching barrier is very important under conditions of high competition in the online music service market. This study can be used as a basis for further studies about customer retention in digital content commerce.

The Role of Content Services Within a Firm's Internet Service Portfolio: Case Studies of Naver Webtoon and Google YouTube (기업의 인터넷 서비스 포트폴리오 내 콘텐츠 서비스의 역할: 네이버 웹툰과 구글 유튜브의 사례 연구)

  • Choi, Jiwon;Cho, Wooje;Jung, Yoonhyuk;Kwon, YoungOk
    • Journal of Intelligence and Information Systems
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    • v.28 no.1
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    • pp.1-28
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    • 2022
  • In recent years, many Internet giants have begun providing their own content services, which attract online users by offering personalized services based on artificial intelligence technologies. This study investigates the role of two firms' content services within the firms' online service network. We examine the role of Naver Webtoon, which can be characterized as a professional-generated content, within Naver's service portfolio, and that of Google YouTube, which can be characterized as a user-generated content, within Google's service portfolio. Using survey data on viewers' use of the two services, we analyze a valued directed service network, where a node denotes an online service and a relationship between two nodes denotes a sequential use of two services. We found that both Webtoon and YouTube show higher out-degree centrality than in-degree centrality, which implies these content services are more likely to be starting services rather than arriving services within the firms' interactive network. The gap between the out-degree and in-degree centrality of YouTube is much smaller than that of Webtoon. The high centrality of YouTube, a user-generated content service, within the Google service network shows that YouTube's initial role of providing specific-content videos (e.g., entertainment) has expanded into a general search service for users.

A Study on the Effects of After-purchase Feedback About Customer Service Quality on Purchase Process - Focusing on Internet Shopping Mall - (고객 서비스 품질에 대한 구매 후기 댓글이 구매과정에 미치는 영향 - 인터넷 쇼핑몰을 중심으로 -)

  • Shin, Chang-Nag;Kim, Young-Ei;Park, Young-Kyun
    • Journal of Distribution Research
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    • v.14 no.1
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    • pp.27-44
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    • 2009
  • This research classified the customer service factor of on-line shopping mall into tangibility, reliability, responsiveness, and empathy and analyzed the effect that the factors affect to consumer's purchase and re-purchase. If we present suggestions on the basis of these results of study, we would provide next two points: First, purchasers have utilized online shopping mall who pursued free from hard sell that being done in off-line and convenience of purchase affected more by reliability and responsiveness such as the fame of shopping mall that visit, reliability of security, and quick product search than the Customer of After-purchase Feedback influence for online purchasers decision factor out of consumer's purchase and re-purchase by on-line shopping mall customer service factor. Second, This study analyzed that online re-purchaser recognized the Customer of After-purchase Feedback factor high and built their loyalty through friendly emotion of on-line shopping mall and satisfaction of shopping mall service, and recommendation. In addition, they behave themselves as an affirmative messenger that is role of the Customer of After-purchase Feedback that make active opinion presentation and participation through community by important adjustment impact that empathy factor of on-line shopping mall customer service.

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Exploring the Factors of Serendipity in Online Video Environment (온라인 동영상 환경에서의 세렌디피티 요인에 관한 탐색)

  • Baek, Sodam;Lee, Wonyoung;Chae, Anbyeong;Hwang, Eunyoung;Kim, Sungwoo
    • Journal of the HCI Society of Korea
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    • v.12 no.3
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    • pp.25-33
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    • 2017
  • Current video service market doesn't satisfy the users' needs who want to find new and interesting contents despite the vast amount of contents. Now it is continuously necessary to Study on technology and using experience is continuously required in online video service area to stimulate the watching motivation efficiently with such as recommendation or promotion. One of efficient ways of increasing the using motivation is to give the users pleasure when they use the services. This study focused on 'unexpected funny finding' as a strategy of providing pleasure of using. It was believed that it could increase the pleasure of using the service, if serendipity, which means unexpected pleasure, accidental finding such as finding a beautiful $caf{\acute{e}}$ or meeting a friend at a certain place unexpectedly, is applied. This study defines the serendipity as 'contents that give unexpected pleasure' at the online video environment. First it theoretically extracted the various characteristics of serendipity through reading many books. Next it verified the other concept of serendipity through the diary of users' survey to additionally extract the characteristics of serendipity at video environment that are hard to find in books. It formed estimation items for the characteristics of the extracted serendipity and tested them in youtube to confirm the characteristics of serendipity being found in video service and observe potential factors that make it. As a result if verified and confirmed four factors that cause serendipity at video environment. This study could be used as basic data to understand the concept of serendipity. It has an academic meaning in the point that it could be a useful reference for the future study that analyzes the role or effect of serendipity at IT area including online video service.