• Title/Summary/Keyword: 인터넷 쇼핑흥미

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Virtual Reality Internet Shopping Mall By Using Avatar and Intelligent Shopping Agent -Emphasis on Web Decision Support System- (분신과 지능형 쇼핑에이전트에 기초한 가상현실 인터넷 쇼핑몰에 관한 연구 -웹 의사결정지원시스템을 중심으로 -)

  • 이건창
    • Journal of Intelligence and Information Systems
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    • v.6 no.1
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    • pp.17-34
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    • 2000
  • 본 논문에서는 분신과 지능형 쇼핑에이전트에 입각한 새로운 개념의 가상현실 인터넷 쇼핑몰을 제안한다. 특히 본 논문에서 제안하는 인터넷 쇼핑몰은 기존의 쇼핑몰과는 달리 전체적인 설계를 웹에 기초한 의사결정지원시스템 즉 웹 DSS 개념에 기초하고 있다 일반적으로 전통적인 DSS의 경우 모델 데이터 그리고 사용자 인터페이스를 기본 구성요소로하고 있는데 본 논문에서 제안하는 인터넷 쇼핑몰은 모델로서는 지능형 쇼핑에이전트를 데이터로서는 각종 제품 정보 및 상용자 기호를 사용자 인터페이서로서는 분신(Avatar) 및 웹 환경을 전제로 한다. 특히 본 논문에서 제안하는 인터넷 쇼핑몰의 모든 의사결정지원과정은 웹 DSS 개념에 기초한다. 또한 소비자들의 흥미성과 몰입감 증대를 위하여 전체적인 환경을 가상현실로 하였다 본 논문에서 제안하는 인터넷 쇼핑몰인 VRISA의 특징을 요약하면 우선 라이프스타일 에이전트와 선호속성 에이전트를 가지고 있어서 이를 기초로 하여 소비자의 라이프스타일 확인 및 선호속성을 파악할 수가 있으며 또한 해당 라이프스타일 및 선호속성에 맞는 제품을 추천할 수도 있다 이같은 에이전트의 작동결과는 분신으로 반영되어 해당 분신이 적절한 제품을 소비자에게 추천할 수 있으며 모든 제품추천환경 및 분신의 작동환경은 가상현실 환경으로 구축되어 있어서 소비자들의 흥미성과 몰입감을 증대시킬 수가 있다. 이는 소비자들의 구매의도 향상에 크게 기여할 수가 있다.

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Effects of Internet Shopping Interest, Shopping Mall Attribute, and Emotions on Impulse Buying Behavior for Fashion Products in Internet Shopping Mall (인터넷 쇼핑 흥미도, 인터넷 쇼핑몰 특성, 감정적 요인이 인터넷 쇼핑몰에서 패션 제품 충동구매행동에 미치는 영향)

  • Park, Eun-Joo;Koh, Sat-Byeol
    • Journal of the Korean Society of Clothing and Textiles
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    • v.32 no.1
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    • pp.1-11
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    • 2008
  • The purpose of this study was to investigate the effects of Internet shopping interests on the casual relationships among Internet shopping mall attributes, emotions, and impulse buying behavior. Data were obtained from 414 internet shoppers who had bought fashion products in internet shopping mall. The result showed that the highly interested Internet shoppers, when perceived the product attributes of Internet shopping mall, were more likely to feel positive emotions, and then were more likely to buy fashion products impulsively in Internet shopping. The less perceived the convenience of checkout & trust in Internet, the more negative emotions they had. However, the less interested Internet shoppers were more likely to buy impulsively fashion products with positive emotions when they perceived various product assortments, and were negatively influenced by the high speed of loading and promotions of Internet shopping mall. The findings provide implications of impulse buying behavior in Internet shopping malls for fashion products.

The Role of Internet Self-efficacy in Internet Shopping (인터넷 쇼핑에서 인터넷 자기효능감의 역할)

  • Lee, Hobae;Kwon, Nam Kyeong
    • Asia Marketing Journal
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    • v.8 no.2
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    • pp.27-62
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    • 2006
  • This study suggested the internet self-efficacy construct for explaining consumer's searching information capability. It proposed that consumers who have a high internet self-efficacy feel confident they can search much information which they want to find. And it suggested if consumers have a high internet self-efficacy, they will perceive risk less and will experience flow when they use internet shopping mall also. To examine that effect of internet self-efficacy on flow, perceived risk, attitude, and purchase intention, It suggested hypotheses from the basis of prior studies. All of hypotheses were supported and the findings can be summarized as follows. First, internet self-efficacy had a positive effect on flow and a negative effect on perceived risk. Second, flow had a positive effect on attitude and perceived risk had a negative effect on attitude. Attitude had a positive effect on purchase intention also. In view of the result of analysis, between flow and purchase intention are mediated by and between perceived risk and purchase intention are mediated by attitude also. Finally, perceived risk didn't have an effect on flow.

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Factors Affecting the Credit Card Payment in Internet Shopping Mall in China (중국 인터넷 쇼핑몰에서 신용카드 결제에 영향을 미치는 요인)

  • Duan, Li-Ni;Kim, Soo-Hyun
    • The Journal of the Korea Contents Association
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    • v.8 no.10
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    • pp.172-179
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    • 2008
  • In this paper we consider the electronic payment in Internet shopping mall. Electronic payment is one of the most interesting issues in e-Commerce. The credit card payment currently takes up the most part of electronic payment. With the rapid development of electronic commerce in China, more and more consumers begin to know that it is a very convenient way to pay for goods and services over the Internet. We therefore find the factors influencing the credit card payment in Internet shopping mall, and propose a model for analyzing the relationship between the factors and the intention of credit card use. We survey the significant factors influencing the intention of credit card use by using the proposed model.

Shopping mall based on Ajax considering User friendly interface in Order process (주문 과정에서 편리한 사용자 인터페이스를 고려한 Ajax 기반 쇼핑몰)

  • Ha, Yan;Na, Young-Mi
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.6
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    • pp.153-158
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    • 2010
  • This paper is implemented new shopping mall by using Ajax(Asynchronous Javascript and XML) technique which makes loading speed down and user-friendly user interface that is different to other Web sites dependent on only flash technique. So this paper is designed and implemented by using ajax technique that makes confirm with eyes of client instantly and insert/delete goods very easily. Additionally, it makes pay attention to shopping and service convenience by adapting simple drag and drop method.

3D virtual shopping mall implementation based on the rich media technology (리치미디어 기술 기반의 3D 가상쇼핑몰 구현)

  • Lee, Jun;Kang, Eung-Kwan
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.2
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    • pp.229-238
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    • 2007
  • Cyber shopping mall is based on technique of the Internet that is purpose in a new business form from cyber space. Cyber shopping mall's economic activity will be much grow up and upswing compare than past object economy. Therefore we proposed the interactive Internet shopping mail system. Especially, the proposed shopping mali is 3D interaction Cyber Shopping mall based on 'Rich media Technique' and it different with existing shopping mall. This system is represent to Hyper view when the customer click the object what they want to buy during cyber space tour. This system can be Move, Rotate, Zoom in, Zoom out and Play the object. This system can increase customer's feeling more interesting, immersion, etc. And 3D objects look like a real thing get out of the conventional 2D image form is great contribute to increase customer's interest.

A Study on the Presentation of Easy-Order Prototype in the Internet Shopping Mall using the Cyber Fitting Type's 3D Avatar (Cyber Fitting형 3D Avatar를 이용한 인터넷 쇼핑몰 Easy-Order Prototype 유형 제시를 위한 연구)

  • Choi, Sung-Won;Lim, Ji-Young
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.43-52
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    • 2006
  • The most important issue the online shopping mall for clothes is facing in the rapid growth of the online shopping mali is the high rate of the return of the goods alter purchase. The high rate of the return leads to the dissatisfaction md lack of trust from the consumers in the online shopping mall for clothes, which in turn leads to the bleak prospect for the online shopping mall for clothes as a result of the consumers' dissatisfaction. Although a type of online shopping mall using the cyber-fitting technology has emerged recently, it has succeeded only in provoking a visual interest, for it is also not satisfying the demand of the consumers by falling short in providing information. Thus, this research seeks for the resolutions of the problems related to the user-oriented online shopping. First of the resolutions is the development of a new prototype which the consumers can easily access; second is the visualization of the information using the 3D virtual-reality of he prototype through interface, which will help the consumers to make more accurate judgments. In other words, this study seeks to provide a type of prototype of an online shopping mall that meets the demand of the consumers using the 3D avatars, unlike the unilateral and conventional malls out there.

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A association data mining on the Cyber-shopping using page duration time (사이버쇼핑에서 페이지 체류시간을 고려한 연관규칙 마이닝)

  • Jo, Youngsang;Kim, Won-Young;Kim, Ung-Mo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2009.11a
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    • pp.729-730
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    • 2009
  • 인터넷의 보급으로 크게 성장한 전자상거래 중에서 사이버쇼핑은 고객과 직접 거래가 가능하다는 특징이 있다. 여기에 연관규칙 데이터마이닝을 적용하여 고객이 필요로 할 물건들을 사전에 보여 줌으로써 고객에게는 쇼핑의 편의성의 높이고 기업에는 판매량 증진을 도모할 수 있다. 또한 고객의 본 물건을 알 수 있는 사이버쇼핑의 특성을 이용하여 페이지체류시간을 고려함으로서 구매에 이르지 않았더라도 흥미를 가지는 패턴을 찾아내 좀 더 많은 마이닝 데이터를 얻을 수 있다.

A Study on the Explanatory Variables of Internet Ongoing Information Search Behavior (인터넷을 통한 지속적 정보탐색행동의 영향요인에 관한 연구)

  • Choi, Mi-Young
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.9
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    • pp.1527-1537
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    • 2010
  • The Internet has the potential to create new channels that might be beneficial to fashion consumers. This study examines the effects of consumer involvement and Internet behavior in on-going Internet information searches through the young female generation. For the practical research, the survey was conducted from June $15^{th}$ to July $15^{th}$ 2009. Data was collected in a total of 368 questionnaires from female university students in their 20's and analyzed 300 questionnaires with SPSS 12.0. The results were as follows. First, clothing involvement, fashion involvement, internet involvement, and Internet shopping interest had been considered as antecedents of on-going Internet information search behavior. Second, clothing involvement and Internet involvement significantly affected Internet shopping interest. However, fashion involvement and Internet involvement showed direct paths to on-going Internet information searches. Third, there were significant effects in Internet shopping interest and on-going Internet information searches. Forth, the respondents were segmented by two groups according to the level of ongoing information searches. These segmented two groups were different in regard to clothing shopping behaviors and impulse purchase behaviors.

Causality of E-Commerce on the Door-to-door Delivery Service Market Using the Granger-Sims Causality Test (Granger-Sims 인과관계검정을 통한 전자상거래의 택배서비스시장에 대한 인과성(因果性) 분석)

  • Lee, Woo-Seung
    • Journal of Korean Society of Transportation
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    • v.22 no.3 s.74
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    • pp.69-84
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    • 2004
  • 1990년대 중반이후 정보통신의 발달에 의한 인터넷의 활용이 전세계적으로 급속히 팽창하면서 사이버마켓이라는 새로운 시장형태하에서 전자상거래가 급속히 성장하고 있다. 인터넷 전자상거래의 성장은 기존의 유통구조를 오프라인으로부터 온라인으로 전환시키고 물류체계까지 변화시키고 있다. 전자상거래의 경우 인터넷과 같은 정보시스템의 발달에 의해 독자적으로 성장할 수 있는 것은 아니며, 실제거래를 위한 물류와 연계해서만이 가능하다. 따라서 전자상거래의 급속한 성장과 더불어 문전배송서비스(door-to-door delivery service)가 가능한 택배서비스가 급속히 증가하고 있다. 이러한 관점에서 도시내에서의 전자상거래에 의한 택배서비스시장 환경변화를 고려하여 전자상거래를 촉진시키는 어떤 요인이 택배서비스에 영향을 미치고 성장에 중요한 역할을 하는지를 파악해 보는 것도 흥미있는 일이라 하겠다. 본 연구는 시계열데이터를 이용하여 전자상거래에 의한 택배서비스시장의 상관관계를 검토하고 전자에 의한 후자의 성장요인을 분석해 보는데 그 목적이 있다. 본 연구에서는 택배서비스시장의 성장요인을 시장내부의 내적요인과 외부의 외적요인으로 구분하고, 외적요인을 다시 교통요인과 사회경제적 요인으로 구분하여 전자상거래를 사회경제적 요인으로 간주하였다. 그리고 이 사회경제적 요인으로서의 전자상거래에 의한 택배서비스시장의 인과관계성을 그랜저-심즈(Granger-Sims) 인과관계검정을 이용하여 분석하였다. 분석결과, 한국의 전자상거래는 EDI(전자문서교환)도입업체수, 인터넷 쇼핑몰수, 인터넷 이용자수, 전자상거래를 위한 법제도 체계 등의 증가에 의해 촉진되었으며, 이에 따라 택배서비스시장도 성장한 것으로 나타났다. 특히 정부주도에 의한 정보화추진이 전자상거래를 촉진시켜 택배서비스시장에 영향을 미친 것으로 분석되었다.