• Title/Summary/Keyword: users' perceptions

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Consumers' Willingness to Provide Information and Cooperation Intention in the Use of Mobile Product Recommendation Services for Fashion Stores (패션점포 내 모바일 제품추천 서비스에 대한 소비자의 정보제공의도와 협력의도)

  • Lee, Hyun-Hwa;Moon, Heekang
    • Journal of the Korean Society of Clothing and Textiles
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    • v.37 no.8
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    • pp.1139-1154
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    • 2013
  • This study examined the effects of consumers' usefulness and the hedonic perception of their willingness to provide information and cooperation intention in the use of location-context based mobile product recommendation services for fashion stores. We examined the influence of consumers' beliefs regarding marketer's information practices on their perceptions of provided services. In addition, the moderating effects of consumers' epistemic curiosity and information control level were investigated. A total of 400 smartphone users were included as participants for the present study. The results showed that consumers who perceived information services as more hedonic and useful are more likely to provide personal information and cooperate with marketers. The findings of the study suggest that fashion retailers who plan to introduce mobile product recommendation services should pay attention to the hedonic aspects of the services. In addition, the effects of usefulness and hedonic perception of the two dependent variables were different according to the level of epistemic curiosity and information control.

The Impact of Buzz Marketing on Customer E-WOM Intention: An Empirical Study in Vietnam

  • LE, Chi Minh;DANG, Minh Hoang;TRAN, Dinh Gia Trung;TAT, Thu Duyen;NGUYEN, Liem Thanh
    • The Journal of Asian Finance, Economics and Business
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    • v.9 no.2
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    • pp.243-254
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    • 2022
  • Customers' perceptions of information about a company's products or services have altered as a result of the development of ICT and social networks. This gives rise to a fact that buzz marketing, which is a marketing technique employed commonly in today's business and communication, has a significant impact on customers' electronic word of mouth intention (e-WOM). However, very few studies about this issue have been conducted so far, which reveal a gap in understanding buzz marketing from an academic perspective. Based on the results of a cross-sectional survey in Binh Duong city, this study investigates the efficiency and effect of buzz marketing on customers' e-WOM intention through mediating variables of message credibility. Data from 367 time-lagged individual samples were collected and analyzed by the structural equation modeling method (SEM). Results showed that creativity, clarity, and humor variables have a positive relationship with message credibility and then impact the intention to conduct e-WOM of social networks' users. Marketing campaigns employing the buzz technique should be launched with easy-to-understand and entertainable messages. Findings from this study also provide managers with a scientific understanding of buzz marketing and the effectiveness of this technique as well as reveal the potential for future studies to explore further in this area.

Suggesting Structure and Direction of a Library and Information Science Curriculum Applying Design Thinking Methods

  • Kung Jin Lee
    • Journal of the Korean Society for Library and Information Science
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    • v.57 no.1
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    • pp.339-363
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    • 2023
  • In response to the changing needs of users and library services, there is a need to develop a library information science curriculum that reflects such change and to foster competent librarians. Recent studies abroad have emphasized the need for librarians who can apply design thinking methods which is a problem-solving methodology that expansively explores various alternatives and derives results, in response to recent changes and problems occurring in libraries. In this study, in order to understand how design thinking methods can be taught and to understand the perceptions of the students and librarians involved in the course, a case study is conducted of a class that applied design thinking methods and students and librarians have been interviewed who had experience participating in the class. By reflecting on the needs of students and librarians', this study explored new directions of what forms courses can take for future librarians. Based on the results of the analysis, among the different characteristics of design thinking, the value of cooperation, problem-solving ability, flexibility and iteration of design characteristics was considered as the value of a class for LIS students and librarians where design thinking methods were applied. From the findings, the research suggests future directions of creating more structured courses that involve an element of design thinking.

Analysis of Infertility Keywords in the Largest Domestic Mom Cafe Bulletin Board in Korea Using Text Mining

  • Sangmin Lee
    • Journal of Internet Computing and Services
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    • v.24 no.4
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    • pp.137-144
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    • 2023
  • The purpose of this study is to examine consumers' perceptions of domestic infertility support policies based on infertility-related keywords and the trends of their changes. To this end, Momsholic, a mom cafe which has the most active infertility-related bulletin boards on Naver, was selected as the analysis target, and 'infertility' was selected as a keyword for data search. The data was collected for three months. In addition, network analysis and visualization were performed using R for data collection and analysis, and cross-validation was attempted using the NetDraw function of 'textom 1.0' and the UCINET6 program. As a result of the analysis, the main keywords were cost, artificial insemination, in vitro fertilization, freezing, harvest, ovulation, and how much. Next, looking at the central value of the degree of connection, it was found that the degree of connection between the words cost, cost, how much, problem, public health center, and artificial insemination was high. According to the results of this study, women who visit mom cafes due to infertility in Korea are more interested in the cost. It is believed to be closely related to infertility treatment as well as in vitro fertilization and egg freezing. Therefore, by examining keywords related toinfertility, it has academic significance in that it is possible to identify major factors that end users are interested in. Furthermore, it is possible to redefine the guidelines for domestic infertility support policies by presenting infertility support policies that reflect the factors of interest of end consumers.

Paradigms of Information Innovation 3.0 for Hyper-connective Internet of Things Technology with Extended Technological Organization Environment Framework

  • Murtaza Hussain Shaikh;Armigon Ravshanovich Akhmedov;Muzaffar Makhmudov
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.14-21
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    • 2023
  • Recent information and communication technologies have already opened up new prospects for technology groups, especially in a knowledge-based society. A contemporary technological era, which can be stated as the hyper-connective Internet of Things surpassed the traditional service pattern and innovation pattern by conveying personalized, localized, and con-text-aware services close to different actors and users. The conventional boundary of the organization is disbanding as well as traditional innovation and research & development limits. This research article conducts a preliminary study about the hyper-connective Internet of Things technology portent with innovation 3.0 version based on an extended technological organization environment framework (E-TOEF). This article discusses the emergence of innovation 3.0 as a paradigm shift from a manufacturing paradigm to an actor-oriented paradigm. There is a need to shift from a manufacturing mindset to more user ergonomics and be aware of the potential of hyper-connective IoT on the revolution of innovation patterns to be more cooperative, open, and user-centered. Besides, this article would strain some conceptual approaches for the next-generation innovation paradigm known as "hyper-connective IoT" entitled innovation 3.0. This new innovation version goes beyond open innovation and undeniably clearly beyond closed innovation which was an earlier version.

Exploring the Influence of Virtual Reality and Augmented Reality on User Satisfaction in Virtual Tourism

  • Thich Van NGUYEN;Tho Van NGUYEN;Dat Van NGUYEN
    • Journal of Distribution Science
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    • v.22 no.6
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    • pp.33-44
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    • 2024
  • Purpose: This study aims to measure how information quality, system quality, security, usefulness, and ease of use of Augmented Reality (VR) and Virtual Reality (AR) influence user satisfaction, motivating intelligent travel technology developers to improve VR/AR quality to meet customer requirements. Research design, data and methodology: This study investigates users interested in travelling in Ho Chi Minh City and Nha Trang City, Vietnam. The research model was implemented using an online questionnaire and face-to-face from 405 valid samples. To evaluate the scale's reliability, the study used the software SPSS 20. Test research hypotheses and evaluate measurement and structural models. This research uses AMOS 20 software. The proposed model is firmly grounded in the Information System Success model (ISS) and the Technology Acceptance Model (TAM), providing a solid theoretical foundation for our research. Results: Results show that consumer perceptions of information quality, system quality, security, usefulness, and ease of use have a positive impact on the perceived quality of VR/AR, thereby influencing tourists' travel intention. Conclusions: The results of this research enrich the theoretical understanding of consumer behaviour toward intelligent technology products in tourism, providing management implications for manufacturers to improve the quality of tourism products and satisfy user requirements in experience before considering choosing a destination.

Factors Influencing on the Intention to Use Serious Games for Healthcare: The Perspective of Valence Framework (건강 기능성 게임의 수용에 영향을 주는 요인: 감정가 프레임워크 관점)

  • Yong-Young Kim
    • Journal of Information Technology Applications and Management
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    • v.31 no.1
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    • pp.97-112
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    • 2024
  • In order to verify the factors affecting the acceptance of Serious Games for Healthcare (SGHs), this study developed a hierarchical model of general and specific benefit and risk factors affecting the intention to use SGHs based on the valence framework. As a result based on 199 samples, it was revealed that perceived customization and perceived schedule flexibility had a positive effect on the perceived benefits, which, in turn, had a positive effect on the intention to use SGHs. However, among the specific risk factors, only privacy risk had a positive effect on perceived risk, but it did not have a effect on SGHs usage intention. The results related to the fact that the survey respondents were potential users of SGHs and the bias that may overestimate the benefits provided by SGHs called optimistic bias. Based on these findings, some implications were presented such as the spread and distribution of SGHs to the ordinary persons, improvement of negative perceptions of games, and the need for data-based services to refine customized services for SGHs.

Investigating the Influence of Perceived Usefulness and Self-Efficacy on Online WOM Adoption Based on Cognitive Dissonance Theory: Stick to Your Own Preference VS. Follow What Others Said (온라인 구전정보 수용자의 지각된 정보유용성과 자기효능감이 구전정보 수용의도에 미치는 영향에 관한 연구: 의견고수와 구전수용의 비교)

  • Lee, Jung Hyun;Park, Joo Seok;Kim, Hyun Mo;Park, Jae Hong
    • Asia pacific journal of information systems
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    • v.23 no.3
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    • pp.131-154
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    • 2013
  • New internet technologies have created a revolutionary new platform which allows consumers to make decision about product price and quality quickly and provides information about themselves through the transcript of online reviews. By expressing their feelings toward products or services on virtual opinion platforms, users extend their influence into cyberspace as electronic word-of-mouth (e-WOM). Existing research indicates that an impact of eWOM on the consumer decision process is influential. For both academic researchers and practitioners, investigating this phenomenon of information sharing in online website is essential given the increasing number of consumers using them as sources of purchase decisions. It is worthwhile to examine the extent to which opinion seekers are willing to accept and adopt online reviews and which factors encourage adoption. Discerning the most motivating aspects of information adoption in particular, could help electronic marketers better promote their brand and presence on the internet. The objectives of this study are to investigate how online WOM influences a persons' purchase decision by discovering which factors encourage information adoption. Especially focused on the self-efficacy, this research investigates how self-efficacy affects on information usefulness and adoption of online information. Although people are exposed to same review or comment about product or service, some accept the reviews while others do not. We notice that accepting online reviews mainly depends on the person's preference or personal characteristics. This study empirically examines this issue by using cognitive dissonance theory. Specifically, in the movie industry, we address few questions-is always positive WOM generating positive effect? What if the movie isn't the person's favorite genre? What if the person who is very self-assertive so doesn't take other's opinion easily? In these cases of cognitive dissonance, is always WOM generating same result? While many studies have focused on one direct of WOM which indicates positive (or negative) informative reviews or comments generate positive (or negative) results and more (or less) profits, this study investigates not only directional properties of WOM but also how people change their opinion towards product or service positive to negative, negative to positive through the online WOM. An experiment was conducted quantitatively by using a sample of 168 users who have experience within the online movie review site, 'Naver Movie'. Users were required to complete a survey regarding reviews and comments taken from the real movie page. The data reflected user's perceptions of online WOM information that determined users' adoption level. Analysis results provide empirical support for the proposed theoretical perspective. When user can't agree with the opinion of online WOM information, in other words, when cognitive dissonance between online WOM information and users' preference occurs, perceived self-efficacy significantly decreases customers' perception of usefulness. And this perception of usefulness plays an important role in determining users' intention to adopt online WOM information. Most of researches have been concentrated on characteristics of online WOM itself such as quality or vividness of information, credibility of source and direction of online WOM, etc. for describing effect of online WOM, but our results suggest that users' personal character (e.g., self-efficacy) plays decisive role for acceptance of online WOM information. Higher self-efficacy means lower possibility to accept the information that represents counter opinion because of cognitive dissonance, whereas the people that have lower self-efficacy are willing to accept the online WOM information as true and refer to purchase decision. This study suggests a model for understanding role of direction of online WOM information. Also, our result implicates the importance of online review supervision and personalized information service by confirming switching opinion negative to positive is more difficult than positive to negative through the online WOM information. This implication would help marketers to manage online reviews of their products or services.

A Hybrid Tendency of Contemporary Landscape Design (현대조경설계의 하이브리드적 경향)

  • Jang Il-Young;Kim Jin-Seon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.34 no.2 s.115
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    • pp.80-98
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    • 2006
  • This study originated from following questions. What can we understand the conception of deconstruction, which has been the core idea of new discourses developed in various ways since modernism? How can this question be interpreted in landscape design? What is the conceptional frame of integration the prominent hybrid post-genre movements and phenomena? The frame can be epitomized with the deconstruction phenomenon. 'Deconstruction' is the core conception appeared in late or post-modern ages in the embodiment of modernity and can be viewed as an integrating or a hybrid phenomenon between areas or genres in formative arts. Therefore, the author regards the hybrid movements widely witnessed in the post contemporary formative arts as one of the most important indicators of de-constructive signs. It is safe to say that the phenomenon of this integration or hybridism, of course, does not threaten the identity of landscape design but serves as an opportunity to extend the areas of landscape design. One of the consequences of this integration or hybridism is the voluntary participation of users who have been alienated in the production of the meanings of design works and hybrid landscape design with the hybridization of genres that is characterized with transformation in forms. This view is based on the distinction between hybridization of interactions between the designer (the subject) and the user (the object), and hybridization of synesthesia. Generally speaking, this is an act of destroying boundaries of the daily life and arts. At the same time, it corresponds to vanishing of modern aesthetics and emerging of post-contemporary aesthetics which is a new aesthetic category like sublimeness. This types of landscape design tries to restore humans' sensibility and perceptions restrained by rationality and recognition in previous approach and to express non-materialistic characteristics with precaution against excessive materialism in the modern era. In light of these backgrounds, the study aims to suggest the hybrid concept and to explorer a new landscape design approach with this concept, in order to change the design structure from 'completed' or 'closed' toward 'opened' and to understand the characteristics of interactions between users and designs. This new approach is expected to create an open-space integrating complexity and dynamics of users. At the same time, it emphasizes senses of user' body with synesthesia and non-determination. The focus is placed on user participation and sublimity rather than on aesthetic beauty, which kind of experience is called simulacre. By attaching importance to user participation, the work got free from the material characteristics, and acceptance from the old practice of simple perception and contemplation. The boundaries between the subject and object and the beautiful and ordinary, from the perspective of this approach, are vanished. Now everything ordinary can become an artistic work. Western dichotomy and discrimination is not effective any more. And there is 'de-construction' where there is perfect equality between ordinary daily life and beautiful arts. Thus today's landscape design pays attention to the user and uses newly perceived sensitivity by pursing obscure and unfamiliar things rather than aesthetic beauty. Space is accordingly defined to take place accidentally as happening and event, not as volume of shape. It's the true way to express spatiality of landscape design. That's an attempt to reject conventional concepts about forms and space, which served as the basis for landscape design, and to search for new things.

A Study on Emotional and Rational Perception Factors Affecting Satisfaction of Visitors to Urban Tourist Facilities (도시관광시설 이용객의 이성, 감성 요인이 만족과 구전, 재방문에 미치는 영향 요인 연구)

  • Kim, Hyun-Seok;Kwon, Man-Woo;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.11 no.7
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    • pp.113-123
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    • 2020
  • The purpose of this study is to quantitatively demonstrate that rational and emotional factors in urban tourist facilities affect visitor satisfaction, positive word of mouth and subsequent revisits. Therefore, the researcher used structural modeling methodology to test the paths and relationships between the rational and emotional perception, satisfaction, word of mouth, and exogenous variables (aesthetics, economic utility, accessibility, emotional attachment, etc.) of urban tourism facilities perceived by users. As a result of the study, users of urban tourism facilities are affected by customer satisfaction such as ease, usability, and pleasure based on intangible assets such as kindness, aesthetics, symbolism, attachment, and rational factors, which are emotional impressions of urban tourism facilities, and utility, and customer satisfaction. These were found to have a positive and lasting effect on users' perceptions of the facility. Therefore, if the rational and emotional values of urban tourism facilities are considered and integrated in marketing, efficiency can be maximized in terms of satisfaction, word of mouth, and future revisits. The researcher considered that this study could contribute to the revitalization of the tourism industry and the city as a whole through the improvement and utilization of various tourism facilities possessed by the city.