• Title/Summary/Keyword: survey methodology

Search Result 2,003, Processing Time 0.028 seconds

An Exploratory Study of the Determinants of Global Sourcing Intention in Korean Clothing Sewing Industry: Focusing on Women's Knit Wear Production (국내 의류봉제 산업의 글로벌소싱 의향 고려요인 연구: 여성니트복종(women's knit wear) 생산을 중심으로)

  • Dabin Yoo;Sunwook Chung
    • Asia-Pacific Journal of Business
    • /
    • v.14 no.4
    • /
    • pp.67-85
    • /
    • 2023
  • Purpose - This study seeks to investigate the determinants of global sourcing intention in clothing sewing industry, in particular with its focus on women's knit wear production. Design/methodology/approach - This study collected a unique set of qualitative data through 31 in-depth interviews with fashion brands, promotion agencies, and sewing factories between July 2023 and October 2023. In addition, it analyzed the dataset using the MAXQDA to complement the research findings. Findings - We have two findings. First, the interviewees commonly mentioned the following factors as reasons for considering global sourcing: the human factors(aging of skilled technicians and labor shortages), the financial factors(gap in production unit prices at home and abroad), the relational factors(lack of novelty), and the physical factors(loss of production infrastructure and network), while the human factors(skilled workforce), the production factors(delivery date and product quality), and the relational factors(timely communication and mutual trust) as reasons for continuing domestic sourcing. Additional code analysis of interview also supports this finding. On the other hand, there was also a subtle difference between buyers(brands) and suppliers(promotion agencies and processing plants), and buyers consider the exact delivery date critical so that they could see trend-sensitive women's knit wear on time, and suppliers took production costs, labor costs, and labor shortages, which are financial factors, more seriously. Research implications or Originality - This study provides a richer and more balanced view of existing literature, which has generally tended to introduce global sourcing across the clothing industry despite the existence of various diversity within the industry. In addition, through qualitative research, we introduce that the sewing industry is carried out according to complex factors, and by revealing and categorizing the determinants of global sourcing, we supplement the existing research on the clothing sewing industry centered on survey. On a practical note, this study introduces that there is a difference in view of domestic sourcing and global sourcing between buyers(brands) and suppliers(promotion agencies and sewing factories), suggesting practical implications for revitalizing networks and deriving win-win cooperation network models among members in the future.

Development of Systematic Process for Estimating Commercialization Duration and Cost of R&D Performance (기술가치 평가를 위한 기술사업화 기간 및 비용 추정체계 개발)

  • Jun, Seoung-Pyo;Choi, Daeheon;Park, Hyun-Woo;Seo, Bong-Goon;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
    • /
    • v.23 no.2
    • /
    • pp.139-160
    • /
    • 2017
  • Technology commercialization creates effective economic value by linking the company's R & D processes and outputs to the market. This technology commercialization is important in that a company can retain and maintain a sustained competitive advantage. In order for a specific technology to be commercialized, it goes through the stage of technical planning, technology research and development, and commercialization. This process involves a lot of time and money. Therefore, the duration and cost of technology commercialization are important decision information for determining the market entry strategy. In addition, it is more important information for a technology investor to rationally evaluate the technology value. In this way, it is very important to scientifically estimate the duration and cost of the technology commercialization. However, research on technology commercialization is insufficient and related methodology are lacking. In this study, we propose an evaluation model that can estimate the duration and cost of R & D technology commercialization for small and medium-sized enterprises. To accomplish this, this study collected the public data of the National Science & Technology Information Service (NTIS) and the survey data provided by the Small and Medium Business Administration. Also this study will develop the estimation model of commercialization duration and cost of R&D performance on using these data based on the market approach, one of the technology valuation methods. Specifically, this study defined the process of commercialization as consisting of development planning, development progress, and commercialization. We collected the data from the NTIS database and the survey of SMEs technical statistics of the Small and Medium Business Administration. We derived the key variables such as stage-wise R&D costs and duration, the factors of the technology itself, the factors of the technology development, and the environmental factors. At first, given data, we estimates the costs and duration in each technology readiness level (basic research, applied research, development research, prototype production, commercialization), for each industry classification. Then, we developed and verified the research model of each industry classification. The results of this study can be summarized as follows. Firstly, it is reflected in the technology valuation model and can be used to estimate the objective economic value of technology. The duration and the cost from the technology development stage to the commercialization stage is a critical factor that has a great influence on the amount of money to discount the future sales from the technology. The results of this study can contribute to more reliable technology valuation because it estimates the commercialization duration and cost scientifically based on past data. Secondly, we have verified models of various fields such as statistical model and data mining model. The statistical model helps us to find the important factors to estimate the duration and cost of technology Commercialization, and the data mining model gives us the rules or algorithms to be applied to an advanced technology valuation system. Finally, this study reaffirms the importance of commercialization costs and durations, which has not been actively studied in previous studies. The results confirm the significant factors to affect the commercialization costs and duration, furthermore the factors are different depending on industry classification. Practically, the results of this study can be reflected in the technology valuation system, which can be provided by national research institutes and R & D staff to provide sophisticated technology valuation. The relevant logic or algorithm of the research result can be implemented independently so that it can be directly reflected in the system, so researchers can use it practically immediately. In conclusion, the results of this study can be a great contribution not only to the theoretical contributions but also to the practical ones.

The Spatial Characteristics of Real-time Population Distribution in Seoul based on the Media Users' Time-space Information for The Activity Spaces (미디어 이용자의 활동공간 시.공간 정보를 활용한 서울의 실시간 인구 분포 분석)

  • Lee, Keumsook;Kim, Ho Sung;Lee, Soo Young
    • Journal of the Economic Geographical Society of Korea
    • /
    • v.18 no.1
    • /
    • pp.87-102
    • /
    • 2015
  • This study attempts to introduce the methodology for accounting real-time population distribution in the urban areas. For the purpose, we utilize the media user's time-space information from the media users' media diaries in the media panel survey databases. We analyze the space-time population rate for each activity space related with everyday urban lifes. Seoul has been selected as a case study area, since space-time information are relatively rich there, and thus the comparisons are available. The space-time population rates have been verified by the comparative analysis with the T-card results. We propose a real time population measurement method by combination of the space-time population rate with geographical data. The real time population of each activity space at each dong in Seoul has been calculated by multiplying the space-time population rates to the numbers of employer of three categories of activity spaces(residential, working, and commercial). By utilizing GIS, we visualize the results of two time points (3AM and 3PM) and then analyze the spacio-temporal characteristics of real time population distribution in Seoul. The Day time population distribution pattern shows strong relationships with the distribution of business and commercial activities, while the night time population distribution pattern can be explained by resident population distribution almost perfectly.

  • PDF

Evaluation on Feed-Nutritional Change of Food Waste According to Different Processing Methods and Trouble-shooting Strategy (음식물쓰레기의 가공처리방법별 사료영양소 함량 변화 평가 및 문제점 개선 방안)

  • Jee, K.S.;Baik, Y.H.;Kwak, W.S.
    • Journal of Animal Science and Technology
    • /
    • v.47 no.4
    • /
    • pp.513-524
    • /
    • 2005
  • This study was conducted to introduce recycling procedures of food waste(FW) as feed according to the dehydration, semi-dehydration fermentation and liquid fermentation methods through the on-site survey of companies related, to trace physico-chemical components and nutritional losses depending upon the processing stage for each method and finally to suggest more desirable methodology for the efficient utilization of FW as animal feed. For the dehydration method, dewatering of FW alone reduced(P<0.05) moisture(approximately 10%) and ether extract contents and increased(P<0.05) fiber contents. Dewatering and subsequent dehydration of FW decreased(P<0.05) contents of ether extract, limiting amino acids such as lysine, methionine and histidine, pepsin digestibility of protein by half, and NaCl content by 40%, increased(P<0.05) contents of fiber, crude ash, Ca and P, and did not alter(P>0.05) pH. The semi-dehydration fermentation method of FW did not affect(P>0.05) the chemical components, pepsin digestibility of protein, pH and NaCl content. For the liquid fermentation method, pasteurization and fermentation of FW decreased(P<0.05) contents of dry matter, ether extract, crude fiber, lysine and NaCl; however, it did not affect(P>0.05) other chemical components, pepsin digestibility of protein and pH. Among the processing methods, nutrient losses were highest for the dehydration method(25% of metabolizable energy loss, 12% of organic matter loss) and little for the semi-dehydration and liquid fermentation methods. The on-site survey of companies related revealed that the existence of foreign materials in FW products were problematic for all the three companies surveyed, thus it was necessary to develop a more efficient screener. Before feeding FW-containing diets to pigs, high quality of protein and energy feedstuffs needed to be fortified for the dehydration method. For the semi-dehydration fermentation method, the scientific diet formulation technology was required at the initial mixing stage. For the liquid fermentation method, possibly most energetic and proteinaceous feeds needed to be supplemented for the normal animal growth.

The Effects of Self-Congruity and Functional Congruity on e-WOM: The Moderating Role of Self-Construal in Tourism (중국 관광객의 온라인 구전에 대한 자아일치성과 기능일치성의 효과: 자기해석의 조절효과를 중심으로)

  • Yang, Qin;Lee, Young-Chan
    • The Journal of Information Systems
    • /
    • v.25 no.1
    • /
    • pp.1-23
    • /
    • 2016
  • Purpose Self-congruity deals with the effect of symbolic value-expressive attributes on consumer decision and behavior, which is the theoretical foundation of the "non-utilitarian destination positioning". Functional congruity refers to utilitarian evaluation of a product or service by consumers. In addition, recent years, social network services, especially mobile social network services have created many opportunities for e-WOM communication that enables consumers to share personal consumption related information anywhere at any time. Moreover, self-construal is a hot and popular topic that has been discussed in the field of modem psychology as well as in marketing area. This study aims to examine the moderating effect of self-construal on the relationship between self-congruity, functional congruity and tourists' positive electronic word of mouth (e-WOM). Design/methodology/approach In order to verify the hypotheses, we developed a questionnaire with 32 survey items. We measured all the items on a five-point Likert-type scale. We used Sojump.com to collect questionnaire and gathered 218 responses from whom have visited Korea before. After a pilot test, we analyzed the main survey data by using SPSS 20.0 and AMOS 18.0, and employed structural equation modeling to test the hypotheses. We first estimated the measurement model for its overall fit, reliability and validity through a confirmatory factor analysis and used common method bias test to make sure that whether measures are affected by common-method variance. Then we tested the hypotheses through the structural model and used regression analysis to measure moderating effect of self-construal. Findings The results reveal that the effect of self-congruity on tourists' positive e-WOM is stronger for tourists with an independent self-construal compared with those with interdependent self-construal. Moreover, it shows that the effect of functional congruity on tourists' positive e-WOM becomes salient when tourists' self-construal is primed to be interdependent rather than independent. We expect that the results of this study can provide important implications for academic and practical perspective.

Characteristics of the Subway Sign Blank through Cluster Analysis (군집분석을 통한 지하철 표지 여백에 대한 특성)

  • Hong, Sujeong;Oh, Heungun
    • KSCE Journal of Civil and Environmental Engineering Research
    • /
    • v.39 no.4
    • /
    • pp.513-521
    • /
    • 2019
  • The purpose of this research is to find out the preference of users on the characteristics of the subway sign blank. In detail, The purpose is to introduce the concept of designing various characteristics of the subway sign blank according to characteristics such as gender and age, etc. The methodology of this study is to investigate the preference of the characteristics of the characteristics of the subway sign blank space and analyze the preference of the whole group and the cluster group. A survey was conducted to investigate preferences. A cluster analysis was conducted to analyze the preferences. And a demographic and conjoint analysis was conducted for whole group and the cluster group. The attributes of the subway sign blank space for preference survey are as follow : top and bottom blank, side blank, border line blank, arrow thickness, 'station name' and 'line number' order. The results of the preference analysis are as follows. The importance of the attributes in the whole group is shown in the order of the border line blank, 'station name' and 'line number' blank, side blank, top and bottom blank, and arrow thickness. The cluster group is composed of 3 groups, 1 cluster is a woman who uses the subway almost every day, three to four times a week, and seems to prefer half the side blank. 2 crowd is the user who thinks that 60 or more subway signs are uncomfortable, and preferring the order of 'station name' + 'line number' order without border. The 3 clusters were men in their 20s and 30s, with a preference for 1/5 border line blank and thin arrow thickness. The conclusion is as follows. First, the characteristics of the subway sign blank must be designed consistently. However, it is necessary to consider various factors according to gender, age, and frequency of subway use for specific regions or routes. Secondly, It has been shown that, depending on the specific area or route, it is possible to design two or more types of design, not one type of standardized marking of the characteristics of the subway sign blank.

Korean Practice Guidelines for Gastric Cancer 2022: An Evidence-based, Multidisciplinary Approach

  • Tae-Han Kim;In-Ho Kim;Seung Joo Kang;Miyoung Choi;Baek-Hui Kim;Bang Wool Eom;Bum Jun Kim;Byung-Hoon Min;Chang In Choi;Cheol Min Shin;Chung Hyun Tae;Chung sik Gong;Dong Jin Kim;Arthur Eung-Hyuck Cho;Eun Jeong Gong;Geum Jong Song;Hyeon-Su Im;Hye Seong Ahn;Hyun Lim;Hyung-Don Kim;Jae-Joon Kim;Jeong Il Yu;Jeong Won Lee;Ji Yeon Park;Jwa Hoon Kim;Kyoung Doo Song;Minkyu Jung;Mi Ran Jung;Sang-Yong Son;Shin-Hoo Park;Soo Jin Kim;Sung Hak Lee;Tae-Yong Kim;Woo Kyun Bae;Woong Sub Koom;Yeseob Jee;Yoo Min Kim;Yoonjin Kwak;Young Suk Park;Hye Sook Han;Su Youn Nam;Seong-Ho Kong;The Development Working Group for the Korean Practice Guidelines for Gastric Cancer 2022 Task Force Team
    • Journal of Gastric Cancer
    • /
    • v.23 no.1
    • /
    • pp.3-106
    • /
    • 2023
  • Gastric cancer is one of the most common cancers in Korea and the world. Since 2004, this is the 4th gastric cancer guideline published in Korea which is the revised version of previous evidence-based approach in 2018. Current guideline is a collaborative work of the interdisciplinary working group including experts in the field of gastric surgery, gastroenterology, endoscopy, medical oncology, abdominal radiology, pathology, nuclear medicine, radiation oncology and guideline development methodology. Total of 33 key questions were updated or proposed after a collaborative review by the working group and 40 statements were developed according to the systematic review using the MEDLINE, Embase, Cochrane Library and KoreaMed database. The level of evidence and the grading of recommendations were categorized according to the Grading of Recommendations, Assessment, Development and Evaluation proposition. Evidence level, benefit, harm, and clinical applicability was considered as the significant factors for recommendation. The working group reviewed recommendations and discussed for consensus. In the earlier part, general consideration discusses screening, diagnosis and staging of endoscopy, pathology, radiology, and nuclear medicine. Flowchart is depicted with statements which is supported by meta-analysis and references. Since clinical trial and systematic review was not suitable for postoperative oncologic and nutritional follow-up, working group agreed to conduct a nationwide survey investigating the clinical practice of all tertiary or general hospitals in Korea. The purpose of this survey was to provide baseline information on follow up. Herein we present a multidisciplinary-evidence based gastric cancer guideline.

K-DEV: A Borehole Deviation Logging Probe Applicable to Steel-cased Holes (철재 케이싱이 설치된 시추공에서도 적용가능한 공곡검층기 K-DEV)

  • Yoonho, Song;Yeonguk, Jo;Seungdo, Kim;Tae Jong, Lee;Myungsun, Kim;In-Hwa, Park;Heuisoon, Lee
    • Geophysics and Geophysical Exploration
    • /
    • v.25 no.4
    • /
    • pp.167-176
    • /
    • 2022
  • We designed a borehole deviation survey tool applicable for steel-cased holes, K-DEV, and developed a prototype for a depth of 500 m aiming to development of own equipment required to secure deep subsurface characterization technologies. K-DEV is equipped with sensors that provide digital output with verified high performance; moreover, it is also compatible with logging winch systems used in Korea. The K-DEV prototype has a nonmagnetic stainless steel housing with an outer diameter of 48.3 mm, which has been tested in the laboratory for water resistance up to 20 MPa and for durability by running into a 1-km deep borehole. We confirmed the operational stability and data repeatability of the prototype by constantly logging up and down to the depth of 600 m. A high-precision micro-electro-mechanical system (MEMS) gyroscope was used for the K-DEV prototype as the gyro sensor, which is crucial for azimuth determination in cased holes. Additionally, we devised an accurate trajectory survey algorithm by employing Unscented Kalman filtering and data fusion for optimization. The borehole test with K-DEV and a commercial logging tool produced sufficiently similar results. Furthermore, the issue of error accumulation due to drift over time of the MEMS gyro was successfully overcome by compensating with stationary measurements for the same attitude at the wellhead before and after logging, as demonstrated by the nearly identical result to the open hole. We believe that the methodology of K-DEV development and operational stability, as well as the data reliability of the prototype, were confirmed through these test applications.

The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
    • /
    • v.18 no.2
    • /
    • pp.147-187
    • /
    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

  • PDF

Different Look, Different Feel: Social Robot Design Evaluation Model Based on ABOT Attributes and Consumer Emotions (각인각색, 각봇각색: ABOT 속성과 소비자 감성 기반 소셜로봇 디자인평가 모형 개발)

  • Ha, Sangjip;Lee, Junsik;Yoo, In-Jin;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
    • /
    • v.27 no.2
    • /
    • pp.55-78
    • /
    • 2021
  • Tosolve complex and diverse social problems and ensure the quality of life of individuals, social robots that can interact with humans are attracting attention. In the past, robots were recognized as beings that provide labor force as they put into industrial sites on behalf of humans. However, the concept of today's robot has been extended to social robots that coexist with humans and enable social interaction with the advent of Smart technology, which is considered an important driver in most industries. Specifically, there are service robots that respond to customers, the robots that have the purpose of edutainment, and the emotionalrobots that can interact with humans intimately. However, popularization of robots is not felt despite the current information environment in the modern ICT service environment and the 4th industrial revolution. Considering social interaction with users which is an important function of social robots, not only the technology of the robots but also other factors should be considered. The design elements of the robot are more important than other factors tomake consumers purchase essentially a social robot. In fact, existing studies on social robots are at the level of proposing "robot development methodology" or testing the effects provided by social robots to users in pieces. On the other hand, consumer emotions felt from the robot's appearance has an important influence in the process of forming user's perception, reasoning, evaluation and expectation. Furthermore, it can affect attitude toward robots and good feeling and performance reasoning, etc. Therefore, this study aims to verify the effect of appearance of social robot and consumer emotions on consumer's attitude toward social robot. At this time, a social robot design evaluation model is constructed by combining heterogeneous data from different sources. Specifically, the three quantitative indicator data for the appearance of social robots from the ABOT Database is included in the model. The consumer emotions of social robot design has been collected through (1) the existing design evaluation literature and (2) online buzzsuch as product reviews and blogs, (3) qualitative interviews for social robot design. Later, we collected the score of consumer emotions and attitudes toward various social robots through a large-scale consumer survey. First, we have derived the six major dimensions of consumer emotions for 23 pieces of detailed emotions through dimension reduction methodology. Then, statistical analysis was performed to verify the effect of derived consumer emotionson attitude toward social robots. Finally, the moderated regression analysis was performed to verify the effect of quantitatively collected indicators of social robot appearance on the relationship between consumer emotions and attitudes toward social robots. Interestingly, several significant moderation effects were identified, these effects are visualized with two-way interaction effect to interpret them from multidisciplinary perspectives. This study has theoretical contributions from the perspective of empirically verifying all stages from technical properties to consumer's emotion and attitudes toward social robots by linking the data from heterogeneous sources. It has practical significance that the result helps to develop the design guidelines based on consumer emotions in the design stage of social robot development.