• 제목/요약/키워드: Internet Orientation

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인터넷 쇼핑몰 이용 청소년의 의복쇼핑성향과 불만족에 관한 연구 (A study of shopping orientation and dissatisfactions of adolescence who are using internet malls)

  • 김현지;채진미;오경화
    • 한국가정과교육학회지
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    • 제21권3호
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    • pp.65-81
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    • 2009
  • 본 연구는 남 녀 중고등학생이 인터넷 쇼핑몰에서 의복 제품을 구매할 때의 의복쇼핑성향과 의복쇼핑성향에 따른 불만족 요인을 밝힘으로써 청소년들이 인터넷 쇼핑몰을 이용하여 의복을 구매했을 경우 만족도를 높이는데 필요한 기초 자료를 제공하는데 그 목적이 있다. 본 조사는 설문지 응답방식으로 이루어졌으며, 인터넷 의복제품 구매경험이 있는 서울 수도권 소재의 중학교 3교, 고등학교 3교에서 학생 273명을 대상으로 조사하여 이중 응답이 불완전하거나 성실하지 못한 설문지를 제외한 총 265부가 최종 분석 자료로 사용되었다. 연구 결과를 요약하면 다음과 같다. 첫째, 청소년의 의복쇼핑성향은 '연예인 동조/유행추구 쇼핑성향', '또래 동조적 쇼핑성향', '편의적 쇼핑성향', '할인쿠폰 쇼핑성향', '경제적 쇼핑성향'으로 추출하여 군집 분석하여 '편리추구 집단', '또래 동조적 집단', '개성/유행추구 집단', '소극적 집단', '절약형 집단'으로 분류하였다. 여학생이 남학생보다 의복 동조성이 높으며 경제적인 가격으로 의복을 구매하는 것으로 나타났다. 고등학생은 경제적인 가격 때문에 인터넷 쇼핑몰을 이용하는 것으로 나타났다. 또한 청소년들은 인터넷 쇼핑몰을 통해 신발류, 상의류, 하의류 등을 주로 구입하는 것으로 나타났다. 둘째, 청소년들이 인터넷 쇼핑몰에서 의복 제품 구매후 불만족 요인은 '화면상 제품과 실제 제품의 차이', '교환/환불', '품질', '가격', '디자인과 색깔', '배송', '사이즈' 순으로 나타났다 '절약형 집단'과 '개성/유행추구 집단', '편리추구 집단', 여학생과 고등학생의 불만족 정도가 더 높게 나타났다.

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인터넷 의류구매자의 의류쇼핑행동, 태도 및 특성 (Shopping behavior, attitude and characteristics of internet clothing shoppers)

  • 하오선;신혜원
    • 한국의류학회지
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    • 제25권1호
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    • pp.71-82
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    • 2001
  • In this study, Internet users were separated into 3 groups(clothing shoppers, clothing non-shoppers, non-shoppers). Shopping behavior of clothing shoppers(those who used the internet channel for clothing shopping) and the attitude to internet clothing shopping were examined. And characteristics of clothing shoppers were compared with characteristics of clothing non-shoppers(those who purchased goods except clothing on internet) and non-shoppers(those who purchased nothing on internet). The reason why clothing non-shoppers and non-shoppers didnt purchase clothing on internet was also investigated. Questionaire was used as method of gathering data. Mean, ANOVA, Duncan-test, t-test and $\chi$$^2$-test were used for data analysis. 1. Clothing shoppers considered carefully design, exchange & refund, quality and price and purchased generally T-shirt, underwear, jeans and sports wear. 2. Clothing shoppers thought clothing in internet shopping malls was not various in item, design, color, size and price. But they were satisfied with shopping convenience. 3. Clothing shoppers were more conscious of the shopping cost compared with clothing non-shoppers and non-shoppers Recreational shopping orientations and fashion leader orientations were low in both groups. Self-confidence in connection with clothing purchase were high in each groups, but that of clothing shoppers were relatively higher than clothing non-shoppers and non-shoppers. 4. The reason why clothing non-shoppers and non-shoppers didnt purchase clothing in internet shopping malls was that they wanted to buy after trying on clothing in a store, didnt believe the quality of clothing, didnt need to purchase clothing in internet shopping malls, and worried about exchange & refund.

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대학생들의 인터넷 중독 인식에 대한 탐색적 연구 : 포토보이스 적용 (An Exploratory Study on University Students' Perception of Internet Addiction : Using Photovoice)

  • 김수진
    • 한국방재안전학회논문집
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    • 제13권3호
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    • pp.59-74
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    • 2020
  • 본 연구는 참여적 연구방법인 포토보이스 방법을 적용하여 대학생들의 인터넷 중독에 대한 주관적 인식에 대해 심층적으로 탐색해 보고자 하였다. 연구대상은 G대학의 대학생 9명이며, 일반적인 포토보이스 연구절차에 따라 오리엔테이션, 연구 참여자들의 사진촬영을 통한 자료수집, 사진 선정, 맥락화, 범주화 과정으로 자료를 분석하였다. 연구결과 인터넷 중독의 의미, 인터넷 중독이 삶에 미치는 영향, 인터넷 중독에서 벗어나는 방안이라는 주제에 따라 15개의 하위범주가 도출 되었다. 인터넷 중독의 의미에 대한 인식은 '자기조절 능력상실', '출구 없는 습관', '세상과의 단절', '나를 잃어버림', '자발적 감옥'이라는 5가지 범주로 나타났다. 인터넷 중독이 삶에 미치는 영향은 5가지 범주로 '건강 악화, '사회적 고립, '망가진 일상', '익명으로 인한 폭력성', '나의 발견과 삶의 확장'이었다. 인터넷 중독에서 벗어나는 방법에 대해서는 '자기바라보기', '새로운 취미생활', '주변의 도움', '현실속의 만남', '강제적 차단'이 도출되었다. 대학생의 시선으로 바라본 인터넷 중독에 대한 논의와 올바른 인터넷 사용을 조력할 수 있는 상담 프로그램 구성에 대한 시사점을 제언하였다.

20-30대 남성 소비자들의 의복쇼핑성향과 성역할 정체성에 관한 연구 (Clothing Shopping Orientation and Sex Role Identity of Male Consumers Aged Between 20 and 40)

  • 이윤정
    • 대한가정학회지
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    • 제43권9호
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    • pp.27-40
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    • 2005
  • The purpose of this study was to examine the relationship between male consumers' clothing shopping orientation and sex role identity. Since shopping, especially clothing shopping has been traditionally considered a female job, it was expected that male consumers' sex role identity would influence how they approach the task of clothing shopping. Data were collected through an Internet survey firm from men aged between 20 and 40 years(N=199). The major results are as follows: 1. Based on the six clothing shopping orientation factors identified tv factor analysis, the respondents were categorized into 5 distinct groups: Self-Directed Shoppers, Planners, Brand-Oriented Shoppers, Convenience Shoppers, and Impulsive High-Involvers. 2. Five sex role factors were identified by factor analysis: two masculinity factors (strong and reticent) and three femininity factors(gentle, meticulous, and affable). Among these factors, 'gentle' was considered the most ideal, followed in order by 'strong,' 'meticdous,' 'affable,' and 'reticent.' 3. The results of MANOVA showed that the clothing shopping orientation groups statistically differed in their perceived sex role identity as well as in their ideal sex role identity. Overall, Self-Directed Shoppers and Impulsive High-Involvers scored higher in both perceived masculinity and femininity than the other groups. Convenience Shoppers and Planners were high in femininity but low in masculinity. The Brand-Oriented Shoppers were low in both masculinity and femininity. The results indicate that Korean males who are in their 20s and 30s consider androgyny as a desirable state. In addition, those who are high in androgyny are more likely to be highly involved in clothing shopping.

유비쿼터스 환경의 발전 단계에 따른 패션 제품 구매행동 연구 -의복쇼핑성향 집단별 구매의사 결정의 차이를 중심으로- (Fashion Product Purchase Behaviors in the Development Stages of Ubiquitous Environment -Focusing on Clothing Shopping Orientation and Consumer Purchase Decision Making-)

  • 정미재
    • 복식
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    • 제56권4호
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    • pp.33-47
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    • 2006
  • In 21 century, the ubiquitous environment is advanced fast through the so-called digital convergence. This research experts what is the next generation of traditional fashion product purchase behaviors. The purpose of this study is to analyze the fashion product purchase decision making in the development stages of ubiquitous environment. The quantitative Investigation was executed for 487 collegians and the data were analyzed with Frequency, percentage, ANOVA, Duncan test and multiple regression by using SPSS win version 10 package. The results of this research were as followed: First, in the 1st stages of ubiquitous developmental environment, using internet pc or mobile phone was analyze the difference between fashion shopping orientation group and purchase restricted factor Second, as a result of the factor analysis of the ubiquitous 2nd stages, four lower dimensions were made: giving information; wearable effect, buying facility; interest from purchase. as a result of ANOVA, there were any differences between fashion shopping orientation group and ubiquitous 2nd stages. Third, in the 3rd stages of ubiquitous developmental environment, there are differences between fashion shopping orientation group and ubiquitous 3rd stages. And the result from regression analysis of the ubiquitous 2nd stages and 3rd stages showed that buying facility factor in increasing need recognition, wearable effect factor in fashion information acquisition, giving information factor in have a intention to buy in ubiquitous #3 rendition are most influential.

사회경제발전에 따른 한민족 아동 놀이와 놀이 노래의 특성 (A comparative analysis of play songs and lyrics among children of Han heritage in the context of socioeconomic development)

  • 이순형
    • 한국심리학회지 : 문화 및 사회문제
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    • 제17권1호
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    • pp.155-174
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    • 2011
  • 한민족 아동의 놀이는 사회의 경제발전 시기에 따라서 차이가 있을 것이라는 가정 아래 한국, 중국과 북한에 거주하는 한민족 아동의 놀이와 놀이가사를 조사한 자료를 분석하여 아동의 놀이가 사회의 경제발전에 따라서 소박한 신체놀이에서 점차 인터넷 게임 등 영상놀이로 이행되는 공통적 변화 양상을 밝혔다.

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전자상거래의 소비자 구매행위에 영향을 미치는 요인에 관한 실증연구 (The Study on the Factors Affecting Consumer's Buying Behavior Under The E-commerce Environment.)

  • 한경일;손원일
    • 마케팅과학연구
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    • 제7권
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    • pp.321-337
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    • 2001
  • 본 연구의 옥적은 한국적 상황에서 전자상거래의 소비자 구매행위에 영향을 미치는 요인을 실증적으로 밝히기 위한 것이다. 이를 위하여 선행연구에서 구매행위에 영향을 미치는 것으로 밝혀진 온라인 기업의 특성, 거래 안정성의 우려, 프라이버시의 보장, 쇼핑성향, 인 지된 유통구조를 독립변수로 사용하였고, 소비자의 구매행위를 종속변수로 설정하여 다중 회귀분석을 실시하였다. 가설 검증 결과, 인지된 유통구조와 소비자의 오락적 성향과 경험 적 성향이 구매행위에 유의적인 정의 영향을 미치는 것으로 밝혀졌고, 거래 안정성의 우려 및 개인 정보의 누출은 구매행위에 유의적인 부의 영향을 미치는 것으로 밝혀졌다.

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부정적 정보에 대한 패션브랜드 면역에의 영향요인과 브랜드 몰입과의 관계 연구 (Antecedents of Fashion Brand Immunity to Negative Information and Impact on Brand Commitment)

  • 김한나;이은정
    • 한국의류학회지
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    • 제35권7호
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    • pp.856-866
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    • 2011
  • This study examines how brands can be managed to influence the degree of their resistance to negative information and the extent to which this immunity to negative information predicts the purchase intention of consumers. In particular, the study investigated the difference between brand commitment and brand immunity on negative information in terms of the concept and the power of influence. A total of 410 usable questionnaires were obtained through an internet survey. A structural equation model using a correlation matrix with maximum likelihood was estimated using AMOS 18.0 to examine the relationship among a brand's social responsibility, quality orientation, brand innovativeness, easy purchase intention, and difficult purchase intention. The results showed that brand's social responsibility had significant effects on brand immunity to negative information while quality orientation and brand innovativeness had significant effects on brand commitment. In addition, brand immunity had significant effects on brand commitment and then brand commitment had a significant effect on easy and difficult purchase intentions. The key implications for research and management are discussed.

판매원 속성이 남녀 대학생과 판매원간 관계몰입과 성과에 미치는 영향 (The Influence of Salespersons Attributes on Relationship Commitment between College Students and Salespersons and Their Performance)

  • 홍경희;이윤정
    • 한국의류학회지
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    • 제33권1호
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    • pp.33-44
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    • 2009
  • This study is a survey of college students who have been exposed to a variety of clothing consumption environments such as online transactions through the Internet, with the purpose of examining the influence of salespersons attributes on college students' relationship commitment and perception of salespersons performance. The study conducted a questionnaire survey on 464 male and female students and used SPSS 12.0 for statistical data analyses such as mean, standard deviation, frequency analysis, reliability analysis, factor analysis, and multiple regression analysis. The results of this study can be summarized as follows: First, salespersons attributes such as appearance, expertise, customer orientation, and customer management fumed out as the factors that influence the satisfaction under relationship commitment at statistically significant levels. Likeability, customer orientation, and customer management were found to have statistically significant influence on perceived reliability of salespersons. Second, with respect to the influence of relationship commitment on customer performance, statistically significant factors included satisfaction and reliability. Customer orientation is considered most important by both male and female students among the salespersons attributes, followed in order by expertise, customer management, appearance, ethic and similarity. Likeability was found to be the least important attribute.

대칭형 자유동작에 의한 3D 아바타 실시간 제어 알고리즘 (An algorithm for real-time control of a 3D avatar by symmetry-formed motions)

  • 장희동
    • 한국게임학회 논문지
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    • 제3권2호
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    • pp.24-29
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    • 2003
  • The market of digital avatar with internet and digital technology is increasing rapidly. The users want to express any free-formed motion of their avatars in the cyber space. The user s motion capturing method as the avatar's motion can express any free-formed motion of the avatar in real-time but the methods are expensive and inconvenient. In this paper, we proposed a new method of expressing any free-formed motion of the avatar in real-time. The proposed method is an algorithm for real-time control of a 3D avatar in symmetry-formed free motion. Specially, the algorithm aims at the motion control of a 3D avatar for online dancing games. The proposed algorithm uses the skeleton character model and controls any one of two hands of the character model by a joystick with two sticks. In the symmetry-formed motion, the position and orientation of one hand can determine the position and orientation of the other hand. And the position and orientation of a hand as an end-effector can determine the pose of the arm by Inverse Kinematics. So the algorithm can control the symmetry-formed free motions of two arms by one joystick with two sticks. In the dance game, the algorithm controls the arm motion by the joystick and the other motion by the motion captured DB.

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