• Title/Summary/Keyword: Digital Retail

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Research on the cooperation in retail shop design using CRM & PRM (CRM과 PRM의 운용(運用)을 통(通)한 Retail Shop Design시(時) 협업(協業)에 대(對)한 연구(硏究))

  • Cho, Kyoung-Deuk
    • Journal of The Korean Digital Architecture Interior Association
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    • v.5 no.2
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    • pp.43-51
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    • 2005
  • In the modern market economy, where the consumers are increasingly seeking pleasure rather than convenience, a variety of retailers are making every effort to promote sales records. In order to achieve this goal, the division of work needs to be effectively performed and the allied enterprises need to cooperate with each other. Consequently, the Customer Relationship Management(CRM) system should be established through the research and analysis on brands and consumers. It is also necessary that the enterprises should cooperate mutually, using the PRM system which makes it possible to share the information from the CRM system. This report is going to propose a desirable cooperation which is reguaired in Retail Shop Design. And it will be done by describing the relation between CRM & PRM and the marketing based on brands and consumers.ere it examines closely the vibrating unit of the elevator and propose the countermeasure of it.

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Complete Genome Sequence of an ESBL-producing Salmonella Infantis Strain IJCS5-22 that Harbors blaCTX-M-65 Isolated from Retail Chicken Meat in Korea

  • Yeon A Kim;Kun Taek Park
    • Microbiology and Biotechnology Letters
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    • v.52 no.3
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    • pp.325-327
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    • 2024
  • We report the complete genome sequence of an extended-spectrum beta-lactamase-producing Salmonella enterica subsp. enterica Serovar Infantis strain IJCS5-22 that harbors blaCTX-M-65, which was isolated from whole chicken meat purchased from a retail market in South Korea. The assembled IJCS5-22 genome comprised a 4,727,133 bp circular chromosome and a 318,349 bp plasmid that encoded several antimicrobial resistance genes, including blaCTX-M-65, with 52.27% and 50.39% GC contents, respectively.

Do People Really Care if it's Phygital Retail? Exploring the Relationship Between Customer Experiences and Customer Behaviors

  • LiMei Liu;Seong Ho Lee
    • Asia Marketing Journal
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    • v.26 no.3
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    • pp.186-200
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    • 2024
  • Phygital is an approach that integrates digital technology into physical retail spaces to provide innovative and interactive customer experiences. As this approach becomes more widespread, understanding its effects on consumer behavior is crucial. This study aims to bridge this gap by investigating the factors that influence cognitive, emotional, technological, sensory, and social experiences in phygital retail. It also seeks to understand how these factors influence customer engagement, ultimately impacting customers' patronage intentions and recommendation intentions. The study surveyed 380 customers in China who had experienced phygital retail. The results show that various dimensions of customer experience influence customer engagement, with sensory and social encounters having the greatest impact. Customer engagement, in turn, affects customers' patronage intention and recommendation intentions. Importantly, this study examines how specific sub-dimensions of customer experience impact recommendation intentions in a phygital retail environment. These insights provide valuable strategic guidance for service-oriented retailers.

A Retail Strategy for the Prosperity of the Art Market within Online Distribution Channel

  • Soomin, HAN
    • Journal of Distribution Science
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    • v.21 no.3
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    • pp.113-121
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    • 2023
  • Purpose: Online distribution channel alludes to the many different digital channels utilized in marketing and distributing goods and services to end users. The present research aims to explore and provide various retail strategy for the success of the art market within online distribution channel. Research design, data and methodology: The current author has conducted and investigate the qualitative textual methodology to take a look at carefully the current and prior literature dataset to achieve the purpose of the present research so that the present author could obtain total 27 relevant prior studies. Results: According to the comprehensive literature investigation, this research has found that there are six kinds of retail strategy for the prosperity of the art market within online distribution channel as follows: (1) Blockchain Technology, (2) Artificial Intelligence (AI), (3) Virtual Reality (VR), (4) Online Market Places, (5) Social Media, and (6) Regulations. Conclusions: The results of this analysis of the relevant literature show that the art market industry needs to adjust to keep up with the quickly shifting landscape of the digital world. In addition, although these technologies can be helpful in addressing difficulties linked to authenticity and transparency, they cannot eliminate the hazards of fraud and misrepresentation.

Intention to Use Digital Banking Services of Young Retail Customers in Vietnam

  • TRAN, Ngoc Anh
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.8
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    • pp.387-397
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    • 2021
  • The object of this article is to assess the factors affecting the behavioral intention of young retail customers to use digital banking services in Vietnam. In this article, multivariate data analysis techniques including Cronbach's Alpha, Exploratory factor analysis (EFA), Confirmatory factor analysis (CFA), Structure equation model (SEM), and Bootstrapping are used to analyze the data collected from 525 young respondents under the age of 35 who are using or having opportunities to experience digital banking services. The people taking part in the survey were mainly University students with incomes of most of them under VND 5 million. The result from the analysis illustrates that (1) perceived ease of use positively affects intention to use, (2) social influence positively impacts intention to use, and (3) customer support has a positive impact on the intention of young people to use digital banking services. While technology self-efficacy, convenience, and perceived security were found to have an impact on intention to use services in former studies, the influences of these factors on intention to use digital banking services are found insignificant in this research. From these results, the author provides implications for commercial banks to increase the intention to use digital banking of young people in Vietnam.

A Study on the Application Model of AI Convergence Services Using CCTV Video for the Advancement of Retail Marketing (리테일 마케팅 고도화를 위한 CCTV 영상 데이터 기반의 AI 융합 응용 서비스 활용 모델 연구)

  • Kim, Jong-Yul;Kim, Hyuk-Jung
    • Journal of Digital Convergence
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    • v.19 no.5
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    • pp.197-205
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    • 2021
  • Recently, the retail industry has been increasingly demanding information technology convergence and utilization to respond to various external environmental threats such as COVID-19 and to be competitive using AI technologies, but there is a very lack of research and application services. This study is a CCTV video data-driven AI application case study, using CCTV image data collection in retail space, object detection and tracking AI model, time series database to store real-time tracked objects and tracking data, heatmap to analyze congestion and interest in retail space, social access zone.We present the orientation and verify its usability in the direction designed through practical implementation.

A Comparative Study on User Experience of Contactless Retail Services between Chinese and Korean Users (비대면 소매 서비스에서 중국인과 한국인의 사용자 경험 비교 연구)

  • Yang, Chen-Yue;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.10
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    • pp.381-387
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    • 2020
  • In order to study the similarities and differences of user experience of contactless retail services between Chinese and Korean users, this study focuses on E-mart 24 Self Convenience Store Gimpo DC Branch, Conducted in-depth interviews with Chinese and Korean users who have experience. The interviews are based on the 7 principles of Peter Morville's Honeycomb Model. As a result, the satisfaction of Chinese users is higher than that of Korean users. Human touch, and the desire for a faster society made Korean users more resistant to E-mart 24 Self Convenience Store. Chinese users raised concerns about the inconvenience of the system with little consideration for foreign users. It is expected that this study will help E-mart 24 Self Convenience Store to satisfy users from more cultural backgrounds.

Assessing the Effects of Multi-Channel Service Quality on Customer Satisfaction and Loyalty in Retail Banking (은행서비스의 다채널 별 서비스 품질 평가가 고객 만족 및 충성도에 미치는 영향)

  • Kim, Jiyoung
    • Journal of the Korean Operations Research and Management Science Society
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    • v.41 no.1
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    • pp.71-85
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    • 2016
  • Service channel environments have changed dramatically with the advent of new, online digital channels. This article studies the effects of perceived multi-channel service quality on customer satisfaction and loyalty in the banking industry and the moderating role of age, which is a characteristic of customers. The objective is to identify the quality factors that affect the overall satisfaction and loyalty of a multi-channel customer. A quantitative study was conducted on 900 customers, with the main targets being users of the nine primary Korean retail banks. Results show that perceived service quality of the physical environment, human service, Internet banking, mobile banking, and ATM has a positive influence on overall satisfaction and loyalty. Age moderates the relationship among physical environment quality, human service, and customer loyalty.

The Internet of Things(IoT) applications and value creation in the retail industry: focusing on consumer decision-making stages (리테일 산업에서의 구매단계별 사물인터넷 활용과 가치 창출)

  • Park, In-hyoung;Jeong, So Won
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.187-198
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    • 2021
  • This study aims to understand the current status of the use of IoT-based products and services from the perspective of consumers and analyze the role and consumption value of each service-generated from the products and services. Their features and generated consumption value have been identified The decision-making process was divided into based on three stages (pre-purchase, purchase, and post-purchase) stages, and IoT services were classified in stages. In the pre-purchase stage, the IoT service provides information and alternatives, and is used for interaction and automatic payment systems in the purchasing stage. In the post-purchase stage, repetitive purchases are encouraged and after-sale services are provided. Throughout the decision-making process, smart retai application and servicel provides epistemic and functional value. In addition, it provides conditional and social value in the pre-purchase stage, and conditional value in the post-purchase stage. This study aims to provideprovides marketers and retailers an insight advice for the enhanced satisfaction of consumersimproving the satisfaction of consumers and the development of smart retail by examining the consumer-centered consumption value.

Metaverse and the Evolution of Food and Retail Industry

  • CHA, Seong-Soo
    • The Korean Journal of Food & Health Convergence
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    • v.8 no.2
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    • pp.1-6
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    • 2022
  • Purpose: This study aims to examine the opportunities in the food industry in the context of non-fungible tokens (NFTs) and the metaverse. The metaverse expands offline experiences into a virtual space and provides users with the advantage of overcoming the limitations of physical space. Research design, data and methodology: With the development of various contents based on advanced technology, the metaverse is becoming popular among the MZ generation (comprising millennials and Gen Zs), who are skilled at navigating digital platforms. Moreover, the previously entertainment game focused service has expanded to the business field after COVID-19; activities on the metaverse are now making space for economic value creation. I examined the recent global trends in the context of NFTs and the metaverse as well as the existing cases in Korea. Results: Globally, gaming and performance platforms such as Roblox, Fortnite etc. are still concentrated in the entertainment industry. However, as shown by ZEPETO and ifland in Korea there are many opportunities in the retail and food industries. Conclusions: We analyzed the ecosystems of the retail and food and beverage sectors, where the metaverse will be useful in the future, and have suggested the implications of the opportunities provided by the metaverse.