• Title/Summary/Keyword: 온라인 행동 정보

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A Study on the Characteristics of Shopping Mall Influencing the Online Consumption Behavior of University Students: An Empirical Analysis of Mediating Effects of Information Overload (대학생의 온라인소비행동에 영향을 미치는 쇼핑몰 특성에 대한 연구: 정보과부하의 매개효과를 중심으로)

  • Song, Keyong-Seog
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.137-148
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    • 2020
  • While the diversity of consumer choices due to the increased information in the digital age is positive, there are also many problems with the information overload. There are even situations in which consumers can not make the best choices under the weight of information. The purpose of this study is to look at how information overload plays a role in influencing online consumer behavior. With factors related to characteristics of the shopping mall, the recognition of the mall, the quality of the mall, the composition of the shopping mall, and the purchase recommendation service were set to analyze how these variables change the behavior of online consumers when information overload appears. According to the analysis results, all of characteristic factors of shopping malls set up in this paper are analyzed to have a constant effect on the behavior of online consumers, and information overload also has a constant medium effect on the recognition of shopping malls, the quality and the structure of shopping malls, and the provision of purchase recommendation services. And characteristic factors of shopping malls are also showing positive effects on online consumer behavior in information overload situations.

Factors in Information and Communication Ethics Behavior of College Students Majoring in Information and Communication Engineering (정보통신공학 전공 대학생의 정보통신윤리 행동과 관련 변수)

  • Lee, Yoo-Jong
    • Journal of Engineering Education Research
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    • v.13 no.3
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    • pp.68-77
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    • 2010
  • This paper was designed to identify influencing factors and to develop indices for measuring information and communication technology related ethics behaviors of college students majoring in information and communication engineering. Data collected from 288 students surveyed in Busan and Kyungnam area were used and the average of information and communication engineering ethics were below the mid-points meaning 'fairly ethical'. 'Passively violating behavior' showed the highest value (2.77 out of 5) while 'rudeness and insulting behavior' showed the lowest (1.65 out of 5). Second, variables of gender, age, religion, idealism, and relativism were revealed to be meaningful ones. Results can help educators understand the influencing factors in information and communication technology related ethics behaviors of college students as well as develop topics in educating engineering ethics.

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Recommendation System Based on Correlation Analysis of User Behavior Data in Online Shopping Mall Environment (온라인 쇼핑몰 환경에서 사용자 행동 데이터의 상관관계 분석 기반 추천 시스템)

  • Yo Han Park;Jong Hyeok Mun;Jong Sun Choi;Jae Young Choi
    • KIPS Transactions on Computer and Communication Systems
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    • v.13 no.1
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    • pp.10-20
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    • 2024
  • As the online commerce market continues to expand with an increase of diverse products and content, users find it challenging in navigating and in the selection process. Thereafter both platforms and shopping malls are actively working in conducting continuous research on recommendations system to select and present products that align with user preferences. Most existing recommendation studies have relied on user data which is relatively easy to obtain. However, these studies only use a single type of event and their reliance on time dependent data results in issues with reliability and complexity. To address these challenges, this paper proposes a recommendation system that analysis user preferences in consideration of the relationship between various types of event data. The proposed recommendation system analyzes the correlation of multiple events, extracts weights, learns the recommendation model, and provides recommendation services through it. Through extensive experiments the performance of our system was compared with the previously studied algorithms. The results confirmed an improvement in both complexity and performance.

A Study on Motivation Factor of Knowledge Sharing Behavior in Online Community (온라인 커뮤니티에서의 지식공유행동의 동기요인에 관한 연구)

  • Kim, Yu-Kyung
    • Management & Information Systems Review
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    • v.31 no.3
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    • pp.271-305
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    • 2012
  • Due to the growing activity of online communities recently, its influence is gradually growing. Furthermore, it also has a huge effect on corporations in establishing their marketing strategy. One important aspect that occurs is that there is a high possibility that the interest of online community members, which was first organized because of a common interest, will be similar. Thus, there is a growing desire to share information and knowledge that would be mutually useful among them. Therefore, this study aims at revealing the motivation factors on why such knowledge sharing behavior occurs among online community members that are voluntarily organized. The detailed objectives of this survey is to first conduct qualitative research on online community members, and then to examine what are the motivation factors that cause knowledge sharing behavior among online community members. Second, by developing questionnaires according to the analyzed contents of the qualitative research results, the reliability and feasibility of such questions are to be verified. As a result, new motivation factor of knowledge sharing which was not suggested in the existing studies because of characteristics of online community was revealed. If the results of existing related studies and those of this study are compared, the six factors such as desire of showing off, awareness, perceived benefits, pleasure, challenge and sense of belonging except for motivator such as sense of achievement and compensation, trust are newly discovered motivators of knowledge sharing behavior.

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An Exploratory Study of Natural Scientists' Information Seeking Behavior When Writing a Research Proposal (자연과학분야 연구자들의 연구계획서 작성을 위한 정보추구행동의 탐색적 연구)

  • Eun Youp, Rha
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.34 no.1
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    • pp.53-74
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    • 2023
  • This study aims to explore information seeking behavior of natural scientists when they are writing a research proposal for applying to funding. It focuses on understanding their information needs and information seeking behavior, and factors influencing the behavior. Based on the conceptual framework of task-based information seeking, qualitative research methods including in-depth interviews and diary study are used. The results reveal that a variety of communicative subtasks take place in the process of research proposal writing. Also, the scientists tend to need information related funding opportunities and to research design, and access sources including human resources, documents, online databases and websites to meet their information needs. Finally, the study shows that the scientists' information seeking behavior when writing a proposal is influenced by personal, task-related, and sociocultural factors. This study will be helpful to design effective information services and strategies to assist science scholars applying to research funding.

A Study on the Types of Online Shopping Queries using Topic Modeling and Principal Components Analysis (토픽모델링과 주성분 분석을 활용한 온라인 쇼핑 검색 질의 유형 분류)

  • Kang, Hyeonah;Lim, Heuiseok
    • Proceedings of the Korea Information Processing Society Conference
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    • 2020.11a
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    • pp.765-768
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    • 2020
  • 검색 질의 연구 분야의 대부분 선행 연구는 검색 질의 주제 분류에 집중되어 있으며 질의 자체에 대한 연구자의 정성적인 판단으로 분석되었다. 이는 검색 이후 클릭 된 문서를 고려하지 않고 진행되었다는 점과 분석 주제 및 활용 데이터가 제한적이라는 것에 한계가 있다. 이에 본 연구는 국내 대형 온라인쇼핑몰의 1년간의 검색로그를 활용하여 검색 질의와 검색 이후 조회한 문서명 정보를 기반으로 토픽모델링을 수행하여 검색 질의 주제를 정의하였다. 또한 검색 행동특성에 따른 주제별 성격을 정의하기 위하여 주성분 분석을 통해 주요 변수 추출 후 각 주제별 검색 행동특성을 분석하였다. 본 연구 결과는 효과적인 검색 서비스 구축 및 검색 시스템 개발에 기여 할 것으로 기대된다. 향후 연구로는 텍스트 분류기 모델링 실험을 통해 자동 분류 시스템을 구현할 수 있을 것이다.

Performance Improvement of Data Preprocessing for Intersite Web Usage Mining (사이트간 웹 사용 마이닝을 위한 데이터 전처리의 성능 향상)

  • Hyun, Woo-Seok
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.10b
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    • pp.357-361
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    • 2006
  • 매일 새롭게 생기는 웹 페이지 수가 수천만 개, 온라인 문서들의 수가 수십억 개에 이르게 되자, 웹 사이트를 설계함에 있어서 웹 서버 로그 파일에 기록된 사용자의 행동을 분석하는 것이 중요한 부분이 되어가고 있다. 분석가들은 전체 웹 사이트에서 사용자 행동의 완전한 개요를 알기 원하기 때문에 고객이 방문했던 모든 다른 웹 서버를 통하여 사용자의 패스(path)를 다시 수집해야만 한다. 본 연구에서는 모든 로그 파일을 연결해서 방문했던 곳을 재구성하는 향상된 데이터 전처리 방법에 의하여 실험을 하여 로그 파일 크기를 감소시키게 되어 데이터 전처리의 성능이 향상되었음을 보였다.

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Exploring factors affecting continuous intention to use online shopping festival (온라인 쇼핑 페스티벌 재이용의도에 영향을 미치는 요인분석 : 중국 이용자를 대상으로)

  • Jin, HaiYan;Sun, HaiRong;Hwang, HaSung
    • Journal of Internet Computing and Services
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    • v.20 no.3
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    • pp.101-109
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    • 2019
  • Based on the electricity sales and public consumption psychology during the online shopping festival, the purpose of this study is to investigate the factors that influence the reusing intention of the online shopping festival consumers. This research is focusing on The Theory of Reasoned Action(TRA) and The Technology Acceptance Model(TAM) to understand online shopping festival consumers' decision making process. The sampling is Chinese from 20s to 50s, who had participated in the online shopping festival.Findings suggests that first, the positive attitude of online shopping festival and subjective norms showed positive effects on online shopping festival consumers' reusing intention. Second, perceived usefulness, perceived ease and perceived enjoyment had statistically significant effects on online shopping festival consumers' reusing intention. Third, according to perceived risk perception of online shopping festivals, there were differences in factors affected the online shopping festival's reusing intention. In particular, the perceived ease of people who perceived risk higher, and the perceived usefulness of people who perceived risk lower had greatest impacts on reusing intention. Based on these findings, the implications and limitations of this study were discussed and suggestions for subsequent studies.

The Differential Impacts of Temporary Aberration on Online Review Consumption and Generation (온라인 리뷰 소비 및 생성에 대한 일시적 이상 현상의 차등 효과)

  • Junyeong Lee;Hyungjin Lukas Kim
    • Information Systems Review
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    • v.23 no.3
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    • pp.127-158
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    • 2021
  • Many online travel agencies (OTAs) provide average ratings and time-relevant information or the most recently posted reviews regarding hotels to satisfy customers. To identify these two factors' relative influence on behavioral decision-making processes, we conducted two studies: (1) an experimental research design to explore the relative influence of the two on online review consumption and (2) an empirical approach to examine their relative impact on online review generation. The results show that when review posters observe an inconsistency between average ratings and recent reviews, they tend to deviate from the recent reviews regardless of the overall direction (reactance behavior). Meanwhile, review consumers tend to conform to the opinions presented in recent reviews (herding behavior). Additionally, in both cases, the effects are amplified in case of a negative aberration. Based on the findings, this study provides theoretical and practical implications regarding the relative influences of average rating and recently posted reviews and their different impacts on online review consumption and generation.

Analyzing the Online Game User's Game Item Transacting Behaviors by Using Fuzzy Logic Agent-Based Modeling Simulation (온라인 게임 사용자의 게임 아이템 거래 행동 특성 분석을 위한 퍼지논리 에이전트 기반 모델링 시뮬레이션)

  • Min Kyeong Kim;Kun Chang Lee
    • Information Systems Review
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    • v.23 no.1
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    • pp.1-22
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    • 2021
  • This study aims to analyze online game user's game items transacting behaviors for the two game genres such as MMORPG and sports game. For the sake of conducting the analysis, we adopted a fuzzy logic agent-based modeling. In the online game fields, game items transactions are crucial to game company's profitability. However, there are lack of previous studies investigating the online game user's game items transacting activities. Since many factors need to be addressed in a complicated way, ABM (agent-based modeling) simulation mechanism is adopted. Besides, a fuzzy logic is also considered due to the fact that a number of uncertainties and ambiguities exist with respect to online game user's complex behaviors in transacting game items. Simulation results from applying the fuzzy logic ABM method revealed that MMORPG game users are motivated to pay expensive price for high-performance game items, while sports game users tend to transact game items within a reasonable price range. We could conclude that the proposed fuzzy logic ABM simulation mechanism proved to be very useful in organizing an effective strategy for online game items management and customers retention.