• Title/Summary/Keyword: usage experiences

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A Study on Commerce Strategies by Mobile Shopping Site Types for Fashion Products (패션제품에 대한 모바일 쇼핑 사이트 유형별 커머스 전략 연구)

  • Jang, Eunyoung
    • Journal of Fashion Business
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    • v.21 no.1
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    • pp.124-133
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    • 2017
  • This study analyzed consumers' online fashion shopping site usage by site type and analyzed how product information search and product purchase differ. In addition, by comparing and analyzing preference and selection factors of PC and mobile shopping, we tried to provide basic data of effective mobile commerce operation strategy according to expansion of mobile market in fashion industry. We surveyed the use of 6 types of online sites (portal site, open market, general shopping mall, social commerce shopping mall, brand shopping mall and non-brand shopping mall) to understand the usage of mobile shopping site for consumers' fashion products. Consumer survey subjects were 373 college students in their early 20s who had the most mobile shopping experiences. The questionnaire consisted of online fashion site usage items, internet and mobile fashion shopping preference (6 items), internet and mobile shopping choice behavior (10 items), and purchase intention (3 items) .Data were analyzed using SPSS 14.0 program. The high preference of portal sites, open market, social commerce, and non-brand shopping malls in shopping online fashion products is a result of the perceptual changes of major distribution channels and the trends of consumers' value consumption tendency. Therefore, it is necessary for fashion companies to actively cope with fashion product distribution competition with huge shopping sites of current online market by well understanding consumers' preference trends and factors of online sites.

Impacts of Intrinsic Motivation and Gender Difference on Video Game Genre Usage: A Multiple Group Comparison Approach (내재적 동기와 성차가 비디오 게임 장르 이용에 미치는 영향: 다중 그룹비교 접근법을 이용한 이론적 모델 검증)

  • Kim, Jung Kyu;Ahn, Jungsun
    • The Journal of the Korea Contents Association
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    • v.13 no.6
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    • pp.67-76
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    • 2013
  • By integrating of intrinsic motivation theory and flow theory, this study sought to investigate the causal linkage among optimal balance of video game player's perceived skill and challenge, flow experience, intrinsic motivation and video game genre usage. A path analysis showed that the different types of video game usage were directly influenced by players' intrinsic motivations, which were also reinforced by players' flow experiences of enjoyment. However, the path model with a multiple group approach provided no strong evidence for gender differences in the relationships between the variables of interest.

The Impact of the Absorptive Capacity and IT Usage on Firms' Innovation (기업의 흡수역량과 정보기술 활용도가 혁신에 미치는 영향)

  • Bae, Jooncheol;Lee, Sang-Yong Tom
    • Journal of Information Technology Applications and Management
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    • v.20 no.1
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    • pp.173-195
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    • 2013
  • This study is to analyze the impact of the absorptive capacity and information technology (IT) on firms' innovation. The absorptive capacity is measured by R&D investment intensity, R&D manpower concentration, and the firm's size. We try to see the interaction effects between the absorptive capacity and IT usage on firms' innovation. We also look into the differences of the impacts between manufacturing industry and service industry as well as IT industry and service industry. We found that IT and R&D intensity have stronger interaction effect on innovation in manufacturing industry than in service industry, which shows that IT plays a more important role in the accumulation of knowledge in R&D activity in manufacturing industry. Contrarily, in service industry, IT and R&D manpower concentration has significant interaction effects on innovation. This means that the role of IT in service industry is sharing knowledge and experiences among employees in service industry. The interaction effect between firm's size and IT has positive impact on innovation in manufacturing industry, while it has negative impact on innovation in service industry. Finally, we found that the interaction effect is statistically significant in non-IT industry, while it is not statistically significant in IT industry.

A Study of Authorized Stockage List Selection using Market Basket Analysis (장바구니 분석을 활용한 ASL 선정 연구)

  • Choi, Myoung-Jin
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.35 no.2
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    • pp.163-172
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    • 2012
  • In this study, It is assumed that customers are both usage unit of spare parts and stores of displaying and selling the goods that are installation unit of having the spare parts. The demand pattern through the effective order of spare parts and issue list in installation unit is investigated based on the assumption. Current ASL (Authorized Stockage List) selection of the army has been conducted in the way of using the analysis result of real usage experiences on spare parts used during the Korea War. For this study, ASL selection criteria and procedures based on army regulations and field manuals are specified. Since the traditional method does not presents the association analysis on spare parts used for the current equipment operating and does not have the clear criterion and analysis system about the ASL selection, in order to solve these problems, it was carried out that the association rule is employed for analyzing relationship between the effective order and issue list of the spare parts in point of the spare parts between usage unit and occurring month about purchase spare parts based on the star-schema table. Finally the new ASL selection way using the analysis result is proposed.

A Study on Library Anxiety of Public Library Users (공공도서관 이용자의 도서관불안에 관한 연구)

  • Kim, Bo il
    • Journal of the Korean Society for Library and Information Science
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    • v.55 no.4
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    • pp.23-43
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    • 2021
  • This study analytically examined library anxiety that various users felt when they use public libraries, by measuring it on K-LAS. The findings show that the library anxiety is varied depending on users' age, gender, academic careers, usage purposes, frequency of use and size of libraries. It suggested the guidance and education about the use of libraries, environmental improvement based on the remodeling of libraries, wearing of nameplates written in big characters for identifying librarians and the education for users' understanding and the provision of device and equipment manuals according the levels of users' experiences, as measures for overcoming the library anxiety, enhancing usage satisfaction and activating usage.

On the Effect of Perceived Security, Perceived Privacy, Perceived Enjoyment, Perceived Interactivity on Continual Usage Intention through Perceived Usefulness in Mobile Instant Messenger for business (업무용도로 이용되는 모바일 인스턴트 메신저에서 인지된 보안성, 인지된 프라이버시, 인지된 즐거움, 인지된 상호작용성이 지속이용의도에 미치는 영향에 관한 연구)

  • Lee, Jieun;Hwang, Changyu;Kwon, Dosoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.3
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    • pp.159-177
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    • 2015
  • As smart phones become more common nowadays, mobile instant messengers such as kakao talk and line are used as essential communication tools exchanging information between individuals. Also, the mobile instant messengers extend their use to business area beyond communication between individuals. This study is on how factors of mobile instant messenger such as perceived security, perceived privacy, perceived enjoyment and perceived interactivity affect business continual usage intention through perceived usefulness. The proposed model is based on Expectation-Confirmation Theory of Oliver and Technology Acceptance Mode of Bhattacherjee. For an analysis, 159 survey responses were collected from the office workers in Seoul and nearby cities, having experiences of mobile instant messengers. To validate the proposed research model, PLS analysis is performed with the valid 154 questionnaires. The path analysis results are as follows. First, perceived security has a positive effect on expectation-confirmation. Second, perceived enjoyment has a positive effect on perceived usefulness. Third, perceived interactivity has a positive effect on both perceived usefulness and expectation-confirmation. Fourth, perceived usefulness has a positive usefulness on satisfaction and continual usage intention of mobile instant messenger. Last, expectation-confirmation has a positive effect on perceived usefulness, and satisfaction has a positive effect on continual usage intention of mobile instant messenger. Since the mobile instant messenger may bring a pressure of work and a violation of privacy, it is necessary that the company provide a guideline for use of the mobile instant messenger and establish the in-house mobile instant messenger system.

A Study on the ANP Application for the Construction of Integrated CEM Model (CEM통합모델 구축을 위한 ANP활용에 관한 연구)

  • Jin, Han-Xin;Lee, Chang-Ho
    • Proceedings of the Safety Management and Science Conference
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    • 2005.11a
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    • pp.171-184
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    • 2005
  • Today, the usage of DB already becomes an important issue for many companies' survival, especially, for the companies who have adopted CRM(Customer Relationship Management). CEM(Customer Experience Management), as a practical alternative, can settle it. In this paper, we use QFD(Quality Function Deployment) and GA(Genetic Algorithm)-based Group ANP(Analytic Network Process) to construct the Integrated CEM Model to help company decide the priorities of investment in customer experiences.

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A Study on Factors of Internet Overdependence for Adults Using the Decision Tree Analysis Model (성인층의 인터넷 과의존 영향요인: 의사결정나무분석을 활용하여)

  • Seo, Hyung-Jun;Shin, Ji-Woong
    • Informatization Policy
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    • v.25 no.2
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    • pp.20-45
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    • 2018
  • This study aims to find the factors of Internet overdependence in adults, through the decision tree analysis model, which is a data mining method using National Information Society Agency's raw data from the survey on Internet overdependence in 2016. As a result of the decision tree analysis, a total 16 nodes of Internet overdependence risk groups were identified. The main predicated variables were the amount of time spent per smart media usage in weekdays; amount of time spent per smart media usage in weekends; experiences of purchasing cash items; percentage of using smart media for leisure; negative personality; percentage of using smart media for information search and utilization; and awareness on good functions of the Internet, all of which in order had greater impact on the risk groups. Users in the highest risk node spent the smart media for more than 5 minutes per use and less than 5~10 minutes in weekdays, had experiences of cash item purchase, and had lower level of awareness on the good functions of the Internet. The analysis led to the following recommendations: First, even a short-time use has higher chances of causing Internet overdependence, and therefore, guidelines need to be developed based on research on the usage behavior rather than the usage time. Second, self-regulation is required because factors that affect overindulgence in games, such as the cash items, increase Internet overdependence. Third, using the Internet for leisure causes higher risk of overdependence and therefore, other means of leisure should be recommended.

Audio Generative AI Usage Pattern Analysis by the Exploratory Study on the Participatory Assessment Process

  • Hanjin Lee;Yeeun Lee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.4
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    • pp.47-54
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    • 2024
  • The importance of cultural arts education utilizing digital tools is increasing in terms of enhancing tech literacy, self-expression, and developing convergent capabilities. The creation process and evaluation of innovative multi-modal AI, provides expanded creative audio-visual experiences in users. In particular, the process of creating music with AI provides innovative experiences in all areas, from musical ideas to improving lyrics, editing and variations. In this study, we attempted to empirically analyze the process of performing tasks using an Audio and Music Generative AI platform and discussing with fellow learners. As a result, 12 services and 10 types of evaluation criteria were collected through voluntary participation, and divided into usage patterns and purposes. The academic, technological, and policy implications were presented for AI-powered liberal arts education with learners' perspectives.

Users' Attitude and Behavior about Movies by the Type of SNS Usage (SNS 이용 유형에 따른 영화에 대한 태도 및 행동)

  • Choo, Hyun;Ahn, Hyung Jun
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.690-701
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    • 2013
  • With the increasing adoption of social network services (SNS), the cultural and art industry is also embracing SNS as an important tool of marketing. Users can share various cultural experiences on SNS easily, and companies can analyze SNS to understand the users for effective marketing. Based on this background, this study analyzed users' behavior and attitude about movies according to SNS usage types. Users of SNS were surveyed and clustered into 'information seekers', 'fun seekers', and 'relationship seekers'. Next, the behavior of the users in each cluster was compared regarding information search about movies, preferred online advertisement channels, and post-watching behavior. The results showed that the SNS usage type has significant relationship with the behavior and attitude about movies. This suggests that movie industry can establish effective online marketing strategy by analyzing SNS usage of users.