• Title/Summary/Keyword: website model

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Tor Network Website Fingerprinting Using Statistical-Based Feature and Ensemble Learning of Traffic Data (트래픽 데이터의 통계적 기반 특징과 앙상블 학습을 이용한 토르 네트워크 웹사이트 핑거프린팅)

  • Kim, Junho;Kim, Wongyum;Hwang, Doosung
    • KIPS Transactions on Software and Data Engineering
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    • v.9 no.6
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    • pp.187-194
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    • 2020
  • This paper proposes a website fingerprinting method using ensemble learning over a Tor network that guarantees client anonymity and personal information. We construct a training problem for website fingerprinting from the traffic packets collected in the Tor network, and compare the performance of the website fingerprinting system using tree-based ensemble models. A training feature vector is prepared from the general information, burst, cell sequence length, and cell order that are extracted from the traffic sequence, and the features of each website are represented with a fixed length. For experimental evaluation, we define four learning problems (Wang14, BW, CWT, CWH) according to the use of website fingerprinting, and compare the performance with the support vector machine model using CUMUL feature vectors. In the experimental evaluation, the proposed statistical-based training feature representation is superior to the CUMUL feature representation except for the BW case.

Understanding and Predicting Online Service Continuance: A Theoretical Integration of User Satisfaction and Technology Acceptance

  • Gang, Yeong-Sik;Lee, Hui-Seok
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2006.11a
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    • pp.453-466
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    • 2006
  • The increasing popularity of the Internet has led to the emergence of online service delivered by websites. Given large investments in these websites, it is important to retain existing customers in online service contexts. In order to understand how website information and system attributes may influence perceived usefulness of using the websites, customer satisfaction, and ultimate continuous usage behaviors, we develop a model to integrate user satisfaction with technology acceptance. Furthermore, this integration is sharpened through the synthesis with research on continuous usage of online service based on customer satisfaction. We then test the model using a sample of 236 respondents who have used one of the most popular Internet blog and community service in South Korea within the last three months. The analysis results suggest that website information and system attributes play key roles in forming continuous intention of the service and perceived playfulness serves as an important moderator toward customer satisfaction. Our model is more likely to help link website design and invesment decisions to the strategy for retaining existing customers in the context of online service.

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A Study on User & System Characteristic Factors Affecting reuses of a website (웹사이트 재사용에 영향을 미치는 사용자 및 시스템 특성에 관한 연구)

  • Lee, Woo-Won;Park, Jong-Hyuk;Hong, Yong-Ki
    • Management & Information Systems Review
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    • v.21
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    • pp.131-154
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    • 2007
  • The purpose of this study is to understand a information technology acceptance model and to test empirically using field survey. In order to achieve this purpose, first of all, I examined literature reviews about the theory of reasoned action(TRA), the theory of planned behavior(TPB), and the theories of technology acceptance model(TAM). Based on literature reviews, I proposed a technology acceptance model and empirically verified it through using field survey. As a result of, this study was designed to predict and to explain the factors of affecting reuses of a website. The data that were surveyed 193 users of internet were analyzed with SPSS 12.0 and AMOS 4.0. The major results of this study as follows : First, the perceived complexity is influenced by the skill & experience and the quality of system. Second, the quality of system affects the perceived usefulness. Third, the perceived complexity affects the perceived usefulness and the perceived playfulness. Fourth, reuses of a web site are influenced by the perceived usefulness and the perceived playfulness. Finally, the quality of system affects the perceived usefulness and the skill & experience affect the perceived playfulness.

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A Structural Modeling for Switching Costs and Site Retention in Apparel Shopping Website (의류쇼핑 웹사이트 전환비용과 사이트 유지의 구조모델)

  • Kim, Eun Young
    • Korean Journal of Human Ecology
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    • v.21 no.6
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    • pp.1173-1184
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    • 2012
  • This study estimates a structural model to examine the causal relationships among web browsing, switching cost, and site retention in the context of apparel shopping website. A total of 499 usable questionnaires were obtained from consumers aged from 20 to 49 years. For data analysis, exploratory factor analysis, confirmatory factor analysis and structural model were used. The result showed that consumer's perceived switching costs consisted of three factors: relationship cost, search cost and benefit loss cost. In estimated structural model, the relationship cost was influenced by leisure browsing; the search cost was influenced by informational browsing and leisure browsing; the benefit loss cost was influenced by leisure browsing. Especially, the leisure browsing was the most highly related to the benefit loss cost, and followed by relationship cost and search cost. However, hedonic browsing was not significantly related the factors of switching costs. The search costs significantly affected customer's intentions for site retention. A managerial implication was discussed for e-retailers in order to develop strategic switching costs in building long-term relationships with web browsers on the apparel shopping websites.

Developing Virtual Tour Content for the Inside and Outside of a Building using Drones and Matterport

  • Tchomdji, Luther Oberlin Kwekam;Park, Soo-jin;Kim, Rihwan
    • International Journal of Contents
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    • v.18 no.3
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    • pp.74-84
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    • 2022
  • The global impact of the Covid-19 pandemic on education has resulted in the near-complete closure of schools, early childhood education and care (ECEC) facilities, universities, and colleges. To help the educational system with social distancing during this pandemic, in this paper the creation of a simple 3D virtual tour will be of a great contribution. This web cyber tour will be program with JavaScript programming language. The development of this web cyber tour is to help the students and staffs to have access to the university infrastructure at a faraway distance during this difficult moment of the pandemic. The drone and matterport are the two devices used in the realization of this website tour. As a result, Users will be able to view a 3D model of the university building (drone) as well as a real-time tour of its inside (matterport) before uploading the model for real-time display by the help of this website tour. Since the users can enjoy the 3D model of the university infrastructure with all angles at a far distance through the website, it will solve the problem of Covid-19 infection in the university. It will also provide students who cannot be present on-site, with detailed information about the campus.

Understanding User Motivations and Behavioral Process in Creating Video UGC: Focus on Theory of Implementation Intentions (Video UGC 제작 동기와 행위 과정에 관한 이해: 구현의도이론 (Theory of Implementation Intentions)의 적용을 중심으로)

  • Kim, Hyung-Jin;Song, Se-Min;Lee, Ho-Geun
    • Asia pacific journal of information systems
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    • v.19 no.4
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    • pp.125-148
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    • 2009
  • UGC(User Generated Contents) is emerging as the center of e-business in the web 2.0 era. The trend reflects changing roles of users in production and consumption of contents on websites and helps us to understand new strategies of websites such as web portals and social network websites. Nowadays, we consume contents created by other non-professional users for both utilitarian (e.g., knowledge) and hedonic values (e.g., fun). Also, contents produced by ourselves (e.g., photo, video) are posted on websites so that our friends, family, and even the public can consume those contents. This means that non-professionals, who used to be passive audience in the past, are now creating contents and share their UGCs with others in the Web. Accessible media, tools, and applications have also reduced difficulty and complexity in the process of creating contents. Realizing that users create plenty of materials which are very interesting to other people, media companies (i.e., web portals and social networking websites) are adjusting their strategies and business models accordingly. Increased demand of UGC may lead to website visits which are the source of benefits from advertising. Therefore, they put more efforts into making their websites open platforms where UGCs can be created and shared among users without technical and methodological difficulties. Many websites have increasingly adopted new technologies such as RSS and openAPI. Some have even changed the structure of web pages so that UGC can be seen several times to more visitors. This mainstream of UGCs on websites indicates that acquiring more UGCs and supporting participating users have become important things to media companies. Although those companies need to understand why general users have shown increasing interest in creating and posting contents and what is important to them in the process of productions, few research results exist in this area to address these issues. Also, behavioral process in creating video UGCs has not been explored enough for the public to fully understand it. With a solid theoretical background (i.e., theory of implementation intentions), parts of our proposed research model mirror the process of user behaviors in creating video contents, which consist of intention to upload, intention to edit, edit, and upload. In addition, in order to explain how those behavioral intentions are developed, we investigated influences of antecedents from three motivational perspectives (i.e., intrinsic, editing software-oriented, and website's network effect-oriented). First, from the intrinsic motivation perspective, we studied the roles of self-expression, enjoyment, and social attention in forming intention to edit with preferred editing software or in forming intention to upload video contents to preferred websites. Second, we explored the roles of editing software for non-professionals to edit video contents, in terms of how it makes production process easier and how it is useful in the process. Finally, from the website characteristic-oriented perspective, we investigated the role of a website's network externality as an antecedent of users' intention to upload to preferred websites. The rationale is that posting UGCs on websites are basically social-oriented behaviors; thus, users prefer a website with the high level of network externality for contents uploading. This study adopted a longitudinal research design; we emailed recipients twice with different questionnaires. Guided by invitation email including a link to web survey page, respondents answered most of questions except edit and upload at the first survey. They were asked to provide information about UGC editing software they mainly used and preferred website to upload edited contents, and then asked to answer related questions. For example, before answering questions regarding network externality, they individually had to declare the name of the website to which they would be willing to upload. At the end of the first survey, we asked if they agreed to participate in the corresponding survey in a month. During twenty days, 333 complete responses were gathered in the first survey. One month later, we emailed those recipients to ask for participation in the second survey. 185 of the 333 recipients (about 56 percentages) answered in the second survey. Personalized questionnaires were provided for them to remind the names of editing software and website that they reported in the first survey. They answered the degree of editing with the software and the degree of uploading video contents to the website for the past one month. To all recipients of the two surveys, exchange tickets for books (about 5,000~10,000 Korean Won) were provided according to the frequency of participations. PLS analysis shows that user behaviors in creating video contents are well explained by the theory of implementation intentions. In fact, intention to upload significantly influences intention to edit in the process of accomplishing the goal behavior, upload. These relationships show the behavioral process that has been unclear in users' creating video contents for uploading and also highlight important roles of editing in the process. Regarding the intrinsic motivations, the results illustrated that users are likely to edit their own video contents in order to express their own intrinsic traits such as thoughts and feelings. Also, their intention to upload contents in preferred website is formed because they want to attract much attention from others through contents reflecting themselves. This result well corresponds to the roles of the website characteristic, namely, network externality. Based on the PLS results, the network effect of a website has significant influence on users' intention to upload to the preferred website. This indicates that users with social attention motivations are likely to upload their video UGCs to a website whose network size is big enough to realize their motivations easily. Finally, regarding editing software characteristic-oriented motivations, making exclusively-provided editing software more user-friendly (i.e., easy of use, usefulness) plays an important role in leading to users' intention to edit. Our research contributes to both academic scholars and professionals. For researchers, our results show that the theory of implementation intentions is well applied to the video UGC context and very useful to explain the relationship between implementation intentions and goal behaviors. With the theory, this study theoretically and empirically confirmed that editing is a different and important behavior from uploading behavior, and we tested the behavioral process of ordinary users in creating video UGCs, focusing on significant motivational factors in each step. In addition, parts of our research model are also rooted in the solid theoretical background such as the technology acceptance model and the theory of network externality to explain the effects of UGC-related motivations. For practitioners, our results suggest that media companies need to restructure their websites so that users' needs for social interaction through UGC (e.g., self-expression, social attention) are well met. Also, we emphasize strategic importance of the network size of websites in leading non-professionals to upload video contents to the websites. Those websites need to find a way to utilize the network effects for acquiring more UGCs. Finally, we suggest that some ways to improve editing software be considered as a way to increase edit behavior which is a very important process leading to UGC uploading.

Antecedents of Online Shopping Success: A Reexamination and Extension

  • Kang, Young Sik;Kim, Jeoungkun;Min, Jinyoung
    • Asia pacific journal of information systems
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    • v.26 no.3
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    • pp.393-426
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    • 2016
  • The qualities of the technological artifact of online shopping websites and the overall support delivered by the service provider through the website are generally agreed to be crucial elements in creating customer satisfaction and loyalty. However, a lack of consensus exists on how those qualities are related to each other, what they consist of, and how they can be conceptualized. Based on relevant literature and using a servicescape framework as a theoretical lens, we divide online shopping website qualities into information and system qualities and argue that both factors affect service quality. We conceptualize each of the three types of quality as a second-order formative construct comprising its most salient quality dimensions: information quality consisting of reliability, understandability, currency, and relevance; system quality consisting of usability, availability, and responsiveness; and service quality consisting of efficiency and fulfillment. Our model of how information, system, and service qualities are related to one another and to customer satisfaction and loyalty is then tested empirically with a data set of 570 online shopping customers. Our integrated model reconciles the seemingly contradictory conceptualizations of previous researchers and provides an effective way to create customer satisfaction and loyalty.

The Effect of Consumer's Prosumer Propensity on the WOM Effect of Fashion Website (소비자의 프로슈머 성향이 인터넷 패션사이트의 구전효과에 미치는 영향)

  • Hong, Keum-Hee
    • Fashion & Textile Research Journal
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    • v.14 no.1
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    • pp.75-82
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    • 2012
  • Compared to off-line, on-line word-of-mouth has fast dissemination speed and extensive effects based on interactive features. Moreover, in the age of Web 2.0, on-line media has made consumers evolve from simple purchasers to producers, who intervene into product manufacturing through on-line WOM. According to this, this study is conducted to clarify how consumer's prosumer propensity affects WOM in detail when purchasing fashion products on-line through website interactivity and perceived usefulness of WOM. The results are as follows. 1. Consumer's prosumer propensity is classified in four dimensions: the propensity to participate, the propensity to relate, the propensity to amuse and the propensity to create. 2. The sample has shown low prosumer propensity overall, and there were no gender differences. 3. Testing structural equation model, it was clarified that the higher the consumer's prosumer propensity, the higher the consumer's evaluation of website interactivity and thus the greater the WOM effect through its perception of usefulness. 4. There were some differences in the path of structural equation model according to consumer's prosumer propensity. From the results, it can be concluded that consumer's prosumer propensity is a key factor in the on-line WOM. Therefore fashion businesses should actively utilize consumer's prosumer propensity to apply their opinion in the product planning stage or use it as the means of company-friendly viral marketing.

E-tail Uses and Gratifications to Understand Apparel Consumers

  • Park, Jee-Sun;Lee, Kyu-Hye
    • The Research Journal of the Costume Culture
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    • v.20 no.2
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    • pp.272-285
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    • 2012
  • The purpose of the study is to examine the role of consumer perceptions of websites' entertainment and informativeness in developing their attitudes (attitude toward the retailer and attitude confidence toward the product) in the context of apparel e-tailing. A structural equation model was developed for an empirical test based on the literature on uses-and-gratifications and attitude confidence. A sample of 119 consumers who live in the United States participated in the online survey. The results generally supported the proposed model. Specifically, the analyses revealed that consumers' purchase intention toward the displayed product is positively influenced by their attitudes toward the retailer and by their confidence in their attitudes toward the product. Interestingly, only one of the two cognitive antecedents, perceived entertainment, has a positive impact on consumers' attitude toward the retailer. Perceived informativeness, however, had a positive impact on attitude confidence. These findings suggest that consumers who have high perception of an e-tail website's entertainment are more likely to exhibit favorable attitudes toward the e-tailer, while consumers who have high perception of an e-tail website's informativeness are more likely to hold strong confidence in their attitudes toward the product displayed on the website. Both consumer attitudes toward the e-tailer and their attitude confidence lead to their purchase intentions.

Service Model of Web Address based on Contents (콘텐츠 기반의 웹주소 서비스 모델)

  • Lee, Young-Ho;Koo, Yong-Wan;Jung, Yong-Gyu;Han, Young-Seok
    • The Journal of the Convergence on Culture Technology
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    • v.1 no.1
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    • pp.91-93
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    • 2015
  • The current URLs are assigned per website so that a user must access the website to utilize specific contents resources. Considering that users are more interested in the resources than the website itself, the current URL is limited in terms of user convenience. This paper proposes a new model for contents location that is easily recognizable as web resources such as digital contents and can be accessed directly. It is expected to contribute to establishing standard infrastructure in contents distribution and better user convenience.