• Title/Summary/Keyword: 소비자 정보탐색

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A Study on Analysis of Topic Modeling using Customer Reviews based on Sharing Economy: Focusing on Sharing Parking (공유경제 기반의 고객리뷰를 이용한 토픽모델링 분석: 공유주차를 중심으로)

  • Lee, Taewon
    • Journal of Korea Society of Industrial Information Systems
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    • v.25 no.3
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    • pp.39-51
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    • 2020
  • This study will examine the social issues and consumer awareness of sharing parking through the method text mining. In this experiment, the topic by keyword was extracted and analyzed using TFIDF (Term frequency inverse document frequency) and LDA (Latent dirichlet allocation) technique. As a result of categorization by topic, citizens' complaints such as local government agreements, parking space negotiations, parking culture improvement, citizen participation, etc., played an important role in implementing shared parking services. The contribution of this study highly differentiated from previous studies that conducted exploratory studies using corporate and regional cases, and can be said to have a high academic contribution. In addition, based on the results obtained by utilizing the LDA analysis in this study, there is a practical contribution that it can be applied or utilized in establishing a sharing economy policy for revitalizing the local economy.

Factors Influencing the Consumer Adoption of Technological Innovations: An Exploratory Research (신제품의 소비자 수용 영향요인에 관한 탐색적 연구)

  • Suh, Sang-Hyuk;Ko, Jong-Wook;Cho, Sung-Bok
    • Journal of Korea Technology Innovation Society
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    • v.11 no.4
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    • pp.450-475
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    • 2008
  • The successful diffusion of innovation depends on an understanding of the consumer innovators, although they represent a small group of consumers. Researchers have studied the personalities of innovators to explain how these are associated with innovativeness. This paper examined the relationships of need for uniqueness, susceptibility to interpersonal influence, attention to social comparison information, and role-relaxed consumption to individual innovativeness. Data were collected from 319 students in Seoul. The results supported by large hypothesized relationships among these variables. Based on the results of the analysis, practical implications were discussed.

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Exploratory Analysis of Consumer Responses to Korea-China Mobile Payment Service using Keyword Analysis -Focus on Kakao Pay and Alipay- (키워드 분석을 활용한 한·중 모바일 결제 서비스에 대한 소비자 반응 탐색적 분석 -카카오페이와 알리페이를 중심으로-)

  • Ke, Jung;Yoon, Donghwa;Ahn, Jinhyun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.6
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    • pp.514-523
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    • 2021
  • Recently, the proliferation of mobile simple payment services has been increasingly affecting people's lives. In addition, the increase in research from both China and Korea shows that the continuous development of simple mobile payment services will be very important in the future. The blog posts mentioning Kakao Pay and Alipay were collected, and keyword analysis was performed to investigate differences in consumers' responses to Kakao Pay and Alipay on social media. The frequency of keywords for each part of speech and the frequency of co-occurred words mentioned in one sentence were analyzed. Specifically, common words that appear in both Kakao Pay and Alipay blogs were extracted. The cooccurred words were analyzed to examine how different reactions were made on the same subject. As a result of the analysis, there were concerns among consumers about the trust of Kakao Pay and Alipay's benefits. For a mobile payment service to become competitive, it is necessary to add various additional services or solve security problems.

Development of Customer Sentiment Pattern Map for Webtoon Content Recommendation (웹툰 콘텐츠 추천을 위한 소비자 감성 패턴 맵 개발)

  • Lee, Junsik;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.25 no.4
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    • pp.67-88
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    • 2019
  • Webtoon is a Korean-style digital comics platform that distributes comics content produced using the characteristic elements of the Internet in a form that can be consumed online. With the recent rapid growth of the webtoon industry and the exponential increase in the supply of webtoon content, the need for effective webtoon content recommendation measures is growing. Webtoons are digital content products that combine pictorial, literary and digital elements. Therefore, webtoons stimulate consumer sentiment by making readers have fun and engaging and empathizing with the situations in which webtoons are produced. In this context, it can be expected that the sentiment that webtoons evoke to consumers will serve as an important criterion for consumers' choice of webtoons. However, there is a lack of research to improve webtoons' recommendation performance by utilizing consumer sentiment. This study is aimed at developing consumer sentiment pattern maps that can support effective recommendations of webtoon content, focusing on consumer sentiments that have not been fully discussed previously. Metadata and consumer sentiments data were collected for 200 works serviced on the Korean webtoon platform 'Naver Webtoon' to conduct this study. 488 sentiment terms were collected for 127 works, excluding those that did not meet the purpose of the analysis. Next, similar or duplicate terms were combined or abstracted in accordance with the bottom-up approach. As a result, we have built webtoons specialized sentiment-index, which are reduced to a total of 63 emotive adjectives. By performing exploratory factor analysis on the constructed sentiment-index, we have derived three important dimensions for classifying webtoon types. The exploratory factor analysis was performed through the Principal Component Analysis (PCA) using varimax factor rotation. The three dimensions were named 'Immersion', 'Touch' and 'Irritant' respectively. Based on this, K-Means clustering was performed and the entire webtoons were classified into four types. Each type was named 'Snack', 'Drama', 'Irritant', and 'Romance'. For each type of webtoon, we wrote webtoon-sentiment 2-Mode network graphs and looked at the characteristics of the sentiment pattern appearing for each type. In addition, through profiling analysis, we were able to derive meaningful strategic implications for each type of webtoon. First, The 'Snack' cluster is a collection of webtoons that are fast-paced and highly entertaining. Many consumers are interested in these webtoons, but they don't rate them well. Also, consumers mostly use simple expressions of sentiment when talking about these webtoons. Webtoons belonging to 'Snack' are expected to appeal to modern people who want to consume content easily and quickly during short travel time, such as commuting time. Secondly, webtoons belonging to 'Drama' are expected to evoke realistic and everyday sentiments rather than exaggerated and light comic ones. When consumers talk about webtoons belonging to a 'Drama' cluster in online, they are found to express a variety of sentiments. It is appropriate to establish an OSMU(One source multi-use) strategy to extend these webtoons to other content such as movies and TV series. Third, the sentiment pattern map of 'Irritant' shows the sentiments that discourage customer interest by stimulating discomfort. Webtoons that evoke these sentiments are hard to get public attention. Artists should pay attention to these sentiments that cause inconvenience to consumers in creating webtoons. Finally, Webtoons belonging to 'Romance' do not evoke a variety of consumer sentiments, but they are interpreted as touching consumers. They are expected to be consumed as 'healing content' targeted at consumers with high levels of stress or mental fatigue in their lives. The results of this study are meaningful in that it identifies the applicability of consumer sentiment in the areas of recommendation and classification of webtoons, and provides guidelines to help members of webtoons' ecosystem better understand consumers and formulate strategies.

An Exploratory Study on User Characteristics of Social Media: From the Perspective of Consumer Innovativeness (소셜미디어 이용자 특성에 대한 탐색적 연구: 소비자혁신성을 중심으로)

  • Shin, Hyunchul;Kim, Yongwon;Kim, Yongkyu
    • Journal of Digital Convergence
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    • v.18 no.10
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    • pp.195-206
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    • 2020
  • This study aims to analyze the effect of consumer characteristics such as consumer innovativeness on using popular social media in Korea. Social media usage is estimated by probit and multinomial probit model with user characteristics using Korea media panel data of 2019. According to the analysis, users with hedonoc innovativeness are likely to use social media, while users with cognitive innovativeness are not likely to use it. Regarding individual social media usage, functional innovativeness increases the probability of using Kakaostory, and hedonic innovativeness increases the likelihood of using Instagram. However, cognitive innovativeness decreases the probability of using Kakaosotry and Naver Band. This study gives insights into finding out specific social media for marketing certain products with innovativeness. In future research, it may be worthwhile to analyze under the assumption that a social media user is using several social media simultaneously.

The Characteristics of Return Factor, Information Search and Perceived Risks by Return Experience in Internet Clothing Purchase (인터넷 쇼핑몰 소비자의 의류제품 반품 경험에 따른 반품 요인, 정보 탐색, 위험 지각 특성)

  • Ji, Hye-Kyung
    • Journal of the Korea Fashion and Costume Design Association
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    • v.10 no.3
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    • pp.149-161
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    • 2008
  • Internet shopping provides convenience to consumers, however, in recent years the consumer's return rate and return-related disputes continue to increase. This article examines the characteristics of return behavior through return experiences of internet clothing purchases. For an empirical study, questionnaires were handed out to 317 undergraduate male and female students, in which the results had been used for data analysis. Data were analyzed through SPSS 12.0 software, descriptive statistics, factor analysis, t-test, ANDVA analysis, Duncan test, and $x^2-test$. The results are the following: The analysis of consumers' return factor for clothes in Internet shopping showed there are five factors: product and quality, delivery, impulse buying, change of mind, and service. There is a significant difference in product quality of return factors depending on the availability of the return experience. Thus, consumers with return experience showed more return tendency owing to product quality factor than consumers without return experience. The availability of consumer's return experience was significantly related to information search. Consumers with return experience showed more consistent information search than consumers without return experience. There were significant differences in perceived risks depending on the availability and degree of consumer's return experience. In other words, consumers with return experience perceived more account related risk than consumers without return experience. Moreover, the more return experience the consumer has, the more risks consumers perceived in product performance.

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A Study on the Factors Affecting the Acceptance Intention for Mobile Ads. (모바일 광고의 수용의도에 영향을 미치는 요인에 관한 연구)

  • Yoo, Sang-Jin;Tang, Hung-Lian;Kim, Hyo-Jung
    • Information Systems Review
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    • v.9 no.1
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    • pp.1-21
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    • 2007
  • This research investigates the determinants of consumer's acceptance for the mobile Ads. Based on TAM(Technology Acceptance Model) and Flow theory, our research adopts some factors for a theoretical model such as entertainment, information, irritation, credibility, flow experience, attitudes and acceptance intention. For examining an implied relationships by this research model, a field study using survey methodology for data collection was conducted. This data was analyzed based on using AMOS, the structural equation modeling and a second generation multi variant technique, and has gained distinct advantages over other technique. After some model modification according to model generating strategy approach, this study shows that entertainment, irritation, credibility and flow experience have significant effects on the attitudes. And also, this attitudes have acceptance intention in mobile Ads. In conclusion, implications are discussed along with limitations and further research direction.

A Study on the Subjectivity of Consumers to Accept the Culture of Eating out through the YouTube Platform (유튜브 플랫폼을 통한 외식 문화 수용에 대한 소비자 주관성 연구)

  • Kim, Seong-Yong;Kim, Dong-Soo
    • The Journal of the Korea Contents Association
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    • v.20 no.9
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    • pp.414-423
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    • 2020
  • The purpose of This study is to investigate the effects of the acceptance of food culture through YouTube, one of the platforms that is currently being used, on consumers' perceptions, and to establish marketing effects that can be obtained from the acceptance of food culture through YouTube platform, Q-methodology was selected and exploratory research was conducted to analyze consumers' subjective perspectives. For this purpose, analysis was conducted by classifying statement cards by respondents, and Q-sorts were selected and composed by the Q-group, and after the statement was prepared through this, P-samples were selected and the Q-sorts obtained through classification work were analyzed through the Q factor analysis using the PC QUANL program. The analysis results were classified into four types: Type 1 [(N=6): Preferred Food and Responsibility Satisfaction Type], Type 2 [(N=3): Non-emotional Preferred Food Type, Type 3 [(N=14): Information Acquisition Preferred Food Type], Type 4 [(N=2): Undetermined Type], etc. Each subjective opinion from these analyses will be helpful for various studies in the future, and it will be used as a reference for YouTube-related marketing and consumer restaurant culture acceptance in the future.

Usefulness of the 20's and 30's Internet searching and consumer satisfaction for Internet shopping ($20\~30$대 인터넷 쇼핑몰 이용자의 정보탐색 유용성 및 소비자 만족도)

  • Kim In-Ok;Kye Sun-Ja
    • Journal of Family Resource Management and Policy Review
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    • v.9 no.2
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    • pp.111-126
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    • 2005
  • The purpose of the study was to find out some actual states qualities of consumers using of online mall users, as well as the factors that affect consumer satisfaction. A survey for this research was formed in order to find the consumer group between the ages of 20 and 30 who have experiences shopping online. From August 5th, 2002 to August 24th 2002, 424 were actually used tot this research The major results of the research were as follows. First, out of the people of the ages 20 to 30, the average age of people that actually purchase the online products was 27.7, and most were either office workers or students. Most of these people have purchased more than S products within a year, and won. Furthermore, $71.9\%$ of the payments were made using credit cards. The average days of using the Internet per week was 5.4 days, the average duration of utilization was 4 years, the average hours spent per day was 2 hours and 9 minutes, and the average time spent on searching information was 31 minutes per day. These peoples ability to put Internet to a practical use, their ability to use the information effectively, and the dangers of the Internet have received 3.66, 3.99, and 3.14 points out of the 5-point scale. In addition, the information search using the Internet received 3_44 points, and the consumer satisfaction received a fairly high score of 3.33 points. Second, the information searching factors involving the society and the Interact have showed efficiencies in people that received university education, people that purchase more than 3 products online per year, people that spend more than 100,000 won per year, and the people that make use of the Internet more often. Third, the customer satisfaction on Internet malls was greater in people that purchase more than 3 products, spend more than 100,000 won per year, make effective uses of the Internet, and Dow about the importance of the information search of the Internet. Fourth, the factors that affect customer satisfaction were the effectiveness of the Internet for searching information, the dangers of the Internet, and the hours spent on the Internet. The more uses of the Internet one makes, the less dangers one encounters, and the less one spends time on the internet, the higher ones customer satisfaction is was proven by this research.

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The Effects of Internal Information and Prepurchase Search on Consumer Satisfaction -Focus on Purchasing Computer- (소비자의 내적 정보량과 구매전 탐색이 구매후 만족에 미치는 영향 -컴퓨터 구매행동을 중심으로-)

  • 이기춘
    • Journal of the Korean Home Economics Association
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    • v.36 no.5
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    • pp.1-15
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    • 1998
  • The purpose of this study is to examine the effects of the extent of information search on consumer satisfaction and to provide, ultimatly, effective consumer search for consumer satisfaction. Data for this study were collected from 452 computer purchasers who living in Seoul. This study has focused on new computer purchasers. The amount of internal information was measured by three categories, such as the number of computer purchase, the frequency, duration of computer use and the degree of computer education. In addition, the amount of prepurchase search was measured by threecategories, such as neutral information, commercial information and private information. The research results shows that the variables affecting on the level of consumer satisfaction are objective search, the degree of computer education, the frequency and duration of computer use, the number of computer purchase. Meanwhile, commercial information search and private information search are not significant affecting variables on the level of consumer satisfaction.

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