• Title/Summary/Keyword: 인터넷 품질

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A Study on the Utilization and Satisfaction of Convenience Store Lunchbox by Food-Related Lifestyle: On the Adults in their 20s and older in Seoul, Gyeonggi and Chungcheong Provinces (식생활 라이프 스타일에 따른 편의점도시락 이용 현황과 만족도에 관한 연구: 서울, 경기 및 충청지역 성인을 대상으로)

  • Kim, Hyun-Jung;Lee, Sim-Yeol
    • Journal of Korean Home Economics Education Association
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    • v.35 no.1
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    • pp.35-52
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    • 2023
  • This study investigated the utilization and satisfaction of lunchboxes according to food-related lifestyle. A sample of 819 adults who regularly purchased lunchboxes were studied. This study can provide basic data for effective menu development. The participants of the study were classified into 4 groups: a 'taste-seeking group', an 'economy-seeking group', 'a convenience-seeking group', and a 'health-seeking group'. The purchase price of lunchboxes was in the range of 3,500 to 4,000 won. The 'health-seeking group' was shown to spend the highest amount on lunchboxes, over 5,100 won. Information about lunchboxes was obtained primarily through convenience stores followed by Internet SNS (p<0.05). Most participants considered nutritional value when purchasing a lunchbox (p<0.001), of which protein, caloric, and sodium content were perceived as important. Moreover, lunchboxes with clean and hygienic aesthetics were preferred amongst the 'health-seeking group' (p<0.01). The 'economy-seeking group' had a higher satisfaction linked with taste (3.66) and quantity (3.60, p<0.001). Furthermore, in terms of the satisfaction with a menu variety the 'health-seeking group' showed the highest satisfaction with a score of 3.76, while the 'convenience-seeking group' ranked the lowest satisfaction with a score of 3.46 (p<0.05). All groups were satisfied with the convenience for purchasing lunchbox (p<0.001). Additionally, most participants preferred white rice (p<0.001) and meat (p<0.01) with cooked by fried and grilled. Lastly, in the content of the lunchbox use in the future, most participants indicated the intent for continuous use (p<0.01) and recommendation to others with the reason for the low price (19.2%) in the 'economy-seeking group', fresh ingredients (16.2%) in the 'convenience-seeking group', and nutritive (17.3%) in the 'health-seeking group', as well as for the convenience of purchase in the overall groups. Taken together, 'taste' and 'convenience' were the most important factors for all groups, while 'nutrition of food' and 'addition of condiments' scored relatively low on the satisfaction in all groups. Therefore, we recommend for the growth of the convenience store lunchbox market, that it is necessary to improve the quality of the lunchbox by developing various menus based on lifestyle group and fortifying nutrition.

The Role of Control Transparency and Outcome Feedback on Security Protection in Online Banking (계좌 이용 과정과 결과의 투명성이 온라인 뱅킹 이용자의 보안 인식에 미치는 영향)

  • Lee, Un-Kon;Choi, Ji Eun;Lee, Ho Geun
    • Information Systems Review
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    • v.14 no.3
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    • pp.75-97
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    • 2012
  • Fostering trusting belief in financial transactions is a challenging task in Internet banking services. Authenticated Certificate had been regarded as an effective method to guarantee the trusting belief for online transactions. However, previous research claimed that this method has some loopholes for such abusers as hackers, who intend to attack the financial accounts of innocent transactors in Internet. Two types of methods have been suggested as alternatives for securing user identification and activity in online financial services. Control transparency uses information over the transaction process to verify and to control the transactions. Outcome feedback, which refers to the specific information about exchange outcomes, provides information over final transaction results. By using these two methods, financial service providers can send signals to involved parties about the robustness of their security mechanisms. These two methods-control transparency and outcome feedback-have been widely used in the IS field to enhance the quality of IS services. In this research, we intend to verify that these two methods can also be used to reduce risks and to increase the security protections in online banking services. The purpose of this paper is to empirically test the effects of the control transparency and the outcome feedback on the risk perceptions in Internet banking services. Our assumption is that these two methods-control transparency and outcome feedback-can reduce perceived risks involved with online financial transactions, while increasing perceived trust over financial service providers. These changes in user attitudes can increase the level of user satisfactions, which may lead to the increased user loyalty as well as users' willingness to pay for the financial transactions. Previous research in IS suggested that the increased level of transparency on the process and the result of transactions can enhance the information quality and decision quality of IS users. Transparency helps IS users to acquire the information needed to control the transaction counterpart and thus to complete transaction successfully. It is also argued that transparency can reduce the perceived transaction risks in IS usage. Many IS researchers also argued that the trust can be generated by the institutional mechanisms. Trusting belief refers to the truster's belief for the trustee to have attributes for being beneficial to the truster. Institution-based trust plays an important role to enhance the probability of achieving a successful outcome. When a transactor regards the conditions crucial for the transaction success, he or she considers the condition providers as trustful, and thus eventually trust the others involved with such condition providers. In this process, transparency helps the transactor complete the transaction successfully. Through the investigation of these studies, we expect that the control transparency and outcome feedback can reduce the risk perception on transaction and enhance the trust with the service provider. Based on a theoretical framework of transparency and institution-based trust, we propose and test a research model by evaluating research hypotheses. We have conducted a laboratory experiment in order to validate our research model. Since the transparency artifact(control transparency and outcome feedback) is not yet adopted in online banking services, the general survey method could not be employed to verify our research model. We collected data from 138 experiment subjects who had experiences with online banking services. PLS is used to analyze the experiment data. The measurement model confirms that our data set has appropriate convergent and discriminant validity. The results of testing the structural model indicate that control transparency significantly enhances the trust and significantly reduces the risk perception of online banking users. The result also suggested that the outcome feedback significantly enhances the trust of users. We have found that the reduced risk and the increased trust level significantly improve the level of service satisfaction. The increased satisfaction finally leads to the increased loyalty and willingness to pay for the financial services.

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Study on 3D Printer Suitable for Character Merchandise Production Training (캐릭터 상품 제작 교육에 적합한 3D프린터 연구)

  • Kwon, Dong-Hyun
    • Cartoon and Animation Studies
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    • s.41
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    • pp.455-486
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    • 2015
  • The 3D printing technology, which started from the patent registration in 1986, was a technology that did not attract attention other than from some companies, due to the lack of awareness at the time. However, today, as expiring patents are appearing after the passage of 20 years, the price of 3D printers have decreased to the level of allowing purchase by individuals and the technology is attracting attention from industries, in addition to the general public, such as by naturally accepting 3D and to share 3D data, based on the generalization of online information exchange and improvement of computer performance. The production capability of 3D printers, which is based on digital data enabling digital transmission and revision and supplementation or production manufacturing not requiring molding, may provide a groundbreaking change to the process of manufacturing, and may attain the same effect in the character merchandise sector. Using a 3D printer is becoming a necessity in various figure merchandise productions which are in the forefront of the kidult culture that is recently gaining attention, and when predicting the demand by the industrial sites related to such character merchandise and when considering the more inexpensive price due to the expiration of patents and sharing of technology, expanding opportunities and sectors of employment and cultivating manpower that are able to engage in further creative work seems as a must, by introducing education courses cultivating manpower that can utilize 3D printers at the education field. However, there are limits in the information that can be obtained when seeking to introduce 3D printers in school education. Because the press or information media only mentions general information, such as the growth of the industrial size or prosperous future value of 3D printers, the research level of the academic world also remains at the level of organizing contents in an introductory level, such as by analyzing data on industrial size, analyzing the applicable scope in the industry, or introducing the printing technology. Such lack of information gives rise to problems at the education site. There would be no choice but to incur temporal and opportunity expenses, since the technology would only be able to be used after going through trials and errors, by first introducing the technology without examining the actual information, such as through comparing the strengths and weaknesses. In particular, if an expensive equipment introduced does not suit the features of school education, the loss costs would be significant. This research targeted general users without a technology-related basis, instead of specialists. By comparing the strengths and weaknesses and analyzing the problems and matters requiring notice upon use, pursuant to the representative technologies, instead of merely introducing the 3D printer technology as had been done previously, this research sought to explain the types of features that a 3D printer should have, in particular, when required in education relating to the development of figure merchandise as an optional cultural contents at cartoon-related departments, and sought to provide information that can be of practical help when seeking to provide education using 3D printers in the future. In the main body, the technologies were explained by making a classification based on a new perspective, such as the buttress method, types of materials, two-dimensional printing method, and three-dimensional printing method. The reason for selecting such different classification method was to easily allow mutual comparison of the practical problems upon use. In conclusion, the most suitable 3D printer was selected as the printer in the FDM method, which is comparatively cheap and requires low repair and maintenance cost and low materials expenses, although rather insufficient in the quality of outputs, and a recommendation was made, in addition, to select an entity that is supportive in providing technical support.