• 제목/요약/키워드: Online apparel shopping

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The role of visual and verbal information on the functionality of shapewear in female consumers' online purchase decisions

  • Shin, Eonyou;Zhang, Ling;Hwang, Chanmi;Baytar, Fatma
    • 복식문화연구
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    • 제27권6호
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    • pp.539-552
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    • 2019
  • The purpose of the current study was to examine the role of information on shapewear's functionality in consumers' purchase decisions in an online shopping context. Through two steps of stimulus development process, four mock websites were developed to conduct a main study. In the main study, a 2 (visual information: absent vs. present images of the shapewear's functionality) x 2 (verbal information: absent vs. present descriptions of the shapewear's functionality) between-subject factorial design was employed to examine the impact of visual and verbal information regarding the functionality of shapewear on the consumer decision-making process (i.e., attitudes and purchase intentions). The results showed that verbal information about how shapewear reduces the size of specific body parts (i.e., waist, abdomen, hips, and thighs) were effective in increasing perceived attractiveness in an online context, which increased attitudes and purchase intentions. In addition, attitudes toward the shapewear mediated the effects of expected physical attractiveness on purchase intentions. The results of this study provided empirical support for the importance of expected physical attractiveness in consumers' online purchase decision on shapewear and useful managerial implications for enhancing the effectiveness of online shapewear presentations by including descriptions of the functionality of shapewear in decreasing the size of body parts.

온라인 의류쇼핑에서 서비스 실패 경험 후 쇼핑채널의 회복노력에 따른 채널만족도 (Service Failure, Service Recovery Activity and Satisfaction with Online Shopping Channel of Apparel Products)

  • 강은정;이규혜
    • 디지털융복합연구
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    • 제11권2호
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    • pp.115-125
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    • 2013
  • 본 연구에서는 의류제품 온라인쇼핑 후 실패를 경험한 소비자가 쇼핑채널에서 제공하는 다양한 서비스 회복노력을 경험한 후 느끼게 되는 만족도에 대하여 알아보고, 또한 의류 소비자가 평소에 온라인 쇼핑에 대하여 지각하는 혜택과 위험이 서비스회복노력 경험 후 채널에 대한 만족도 평가에 어떠한 영향을 미치는가를 알아보고자 하였다. 서울 시내 남녀 대학생을 대상으로 온라인 쇼핑을 통해 의류제품을 구매할 때에 예상되는 서비스 주요 실패 유형과 온라인 쇼핑채널 운영자가 제공하는 서비스 회복유형별 만족도 그리고 채널경향에 대한 전반적인 관계를 조사하여 분석한 결과 의류제품의 온라인 쇼핑에서 나타날 수 있는 주요 서비스 실패 유형은 맞음새, 잘못된 제품정보, 제품결함, 재고부족, 느린 배송으로 나타났다. 소비자가 서비스 실패 유형에 따라 소비자가 만족하는 회복 유형에 다른 영향을 주는 것을 확인 할 수 있었다. 소비자는 서비스 실패를 경험하게 되면 기본적으로 채널전환의 욕구를 가지며 이와 같은 채널전환 경향은 서비스 회복노력에 대한 만족도가 낮을 때 더 강한 것으로 나타났다. 반면, 지각된 위험에 따른 고저 집단의 만족도 차이는 미비하게 나타났다.

온-오프라인 채널에서 운영하는 고객보상프로그램의 보상채널과 보상시점에 따른 효과 분석 -백화점과 온라인 종합몰을 중심으로- (The Effect of Reward Channel and Reward Time of Customer Loyalty Programs for On-offline Channels -Focusing on Department Stores and Online Shopping Stores-)

  • 박민정
    • 한국의류학회지
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    • 제37권4호
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    • pp.467-481
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    • 2013
  • The study examined the main effect of the reward channel and reward time of customer loyalty programs for on-offline shopping channels; in addition, it investigated the interaction effect of the reward channels and merchandise as well as the interaction effect of the reward time and merchandise. An online apparel shopping web experiment was conducted with a 2 (reward channel: online channel reward vs. offline channel reward) ${\times}2$ (reward time: immediate vs. delayed) ${\times}2$ (merchandise: online channel product vs. offline channel products) between-subject factorial design. An online shopping channel was considered the core-shopping channel and a department store was considered the cross-shopping channel. Loyalty program value, core-channel loyalty and cross-channel loyalty were measured as dependent variables. A total of 845 shoppers (who had experiences in shopping in both channels) participated in the experiment. The results of the study revealed (1) the main effect of the reward channel on loyalty program value, core-channel loyalty and cross-channel loyalty [online>offline channel rewards], (2) the main effect of reward time on loyalty program value, core-channel loyalty and cross-channel loyalty [immediate>delayed reward], and (3) the interaction effect of the reward channel and merchandise on loyalty program value, core-channel loyalty, and cross-channel loyalty. (4) Finally the study found that loyalty program value affected cross-channel loyalty indirectly through core-channel loyalty. This study suggested diverse theoretical and managerial implications for multi-channel retailers.

3차원 바디 스캐너를 활용한 가상착의에 관한 인식 조사 - 업체 실무자 및 소비자를 대상으로 - (A Study of Applications of 3D Body Scanning Technology - Focused on Apparel Industry -)

  • 백경자;이정란;김미성
    • 한국생활과학회지
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    • 제18권3호
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    • pp.719-727
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    • 2009
  • The ultimate success of commercial applications of body scan data in the apparel industry will be consumers' substantial applications such as automated custom fit, size prediction, virtual try-on, personal shopper services (Loker, S. et al., 2004). In this study, we surveyed fifty consumers and forty-seven apparel industry workers about their recognition and interest in 3D body scanning and virtual try-on. The results are as follows: 55% of the apparel industry workers has recognized 3D body scanning as a convenient technology, but do not know how to use it. To the questions regarding virtual try-on, 53% of the workers give positive answers. The consumers have a more positive view on virtual try-on than the workers do. The workers predict that the application of 3D body scan technology to the apparel industry could offer customers helpful information in their clothing selection by using virtual images of various size and style, and increase mass production of MTM(Made-To-Measure). The answers from the male consumers in their twenties indicate that virtual try-on is useful by 88% on offline shopping and by 100% on online shopping. 53% of the workers and 68% of the consumers gave answers that just by virtual try-on they could judge the quality of the apparel products and purchase them. Absolutely 3D virtual try-on is an effective tool for online shoppers. 85% of the workers anticipate applications of the 3D body scanning also in 'body measurement', 'custom pattern development' as well as 'virtual try-on' in the near future. With the positive reactions and the stimulating interests in virtual try-on, the conditions of contemporary world encourage more active researches and wide usages of the technology in apparel industry.

Product Images Attracting Attention: Eye-tracking Analysis

  • Pavel Shin;Kil-Soo Suh;Hyunjeong Kang
    • Asia pacific journal of information systems
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    • 제29권4호
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    • pp.731-751
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    • 2019
  • This study examined the impact of various product photo features on the attention of potential consumers in online apparel retailers' environment. Recently, the method of apparel's product photo representation in online shopping stores has been changed a lot from the classic product photos in the early days. In order to investigate if this shift is effective in attracting consumers' attention, we examined the related theory and verified its effect through laboratory experiments. In particular, experiment data was collected and analyzed using eye tracking technology. According to the results of this study, it was shown that the product photos with asymmetry are more attractive than symmetrical photos, well emphasized object within a photo more attractive than partially emphasized, smiling faces are more attractive for customer than emotionless and sad, and photos with uncentered models focus more consumer's attention than photos with model in the center. These results are expected to help design internet shopping stores to gaze more customers' attention.

의류상품 구매후기를 읽는 동기와 인터넷 점포 고객 유형화 (Motives for Reading Reviews of Apparel Product in Online Stores and Classification of Online Store Shoppers)

  • 홍희숙
    • 한국의류학회지
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    • 제36권3호
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    • pp.282-296
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    • 2012
  • This study identified the types of motives for reading consumer reviews of apparel products for online stores and classified shoppers into the groups based on motives. Data were collected from eleven Korean women by a focus group interview and from 313 females by an online survey. Respondents were in their 20s' and 30s' with significant experience reading consumer reviews of apparel products for online stores. The seven motives found by interviews were reduced to four types of motives by factor analysis: Right product choice and judgment of product value, risk reduction, saving time and money, and fun/killing time. The motive for the right product choice and judgment of product value was the highest and the motive for fun/killing time was the lowest. Consumers were classified into four groups based on motives: Utilitarian shoppers (25.8%), shopping-task oriented shoppers (36.8%), multiple-motive shoppers (19.7%), and moderate-motive shoppers (17.7%). There were significant differences among age groups and the amount of reading reviews posted on a product and the duration of reading reviews for online stores. In addition, managerial implications were developed.

Comparison of Virtual Avatars by Using Automatic and Manual Method

  • Lim, Ho-Sun;Istook, Cynthia L.
    • 한국의류학회지
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    • 제34권12호
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    • pp.1968-1979
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    • 2010
  • New technology that includes 3D body scanning, digital virtual human, and digital virtual garments has had a significant impact on the current apparel industry. Virtual simulation technology enables the visualization of a 3D virtual garment on a virtual avatar so that consumers can try on garments with their virtual avatars before purchasing. However, the manual virtual avatar provided for online apparel shopping currently has revealed limitations on the different body sizes and shapes of customers. This study analyzes the process of designing the automatic virtual avatar and the manual virtual avatar using OptiTex software; in addition, the study compares the practicality of the automatic virtual avatar with that of the manual virtual avatar. Data was examined by evaluating how much each virtual avatar is similar to the real body and how well it matched the needs of the current apparel industry. In the study, Avatar 1 was automatically created from three-dimensional body scan data and Avatar 2 was manually created from body measurements. The virtual avatar images laid over a real body image and the results were evaluated by comparing the simulated sizes of virtual avatars with those of a real body. Consequently, Avatar 1 was evaluated as more similar to the real body than Avatar 2 in all five body shapes. This study illustrates that an automatic virtual avatar might solve the fit problem that is the most common reason for a high return rate for online shopping. The results show that future virtual simulation technology needs to be improved for the practicality of the virtual avatars.

유통 업태별 고객보상프로그램 실태 조사 (The Study on Customer Loyalty Programs of Retailers)

  • 박민정;정소진
    • 한국의류산업학회지
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    • 제13권2호
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    • pp.242-252
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    • 2011
  • The purpose of the study was to investigate customer loyalty programs of diverse types of retailers. As offline retailers, department store and discount store retailers were examined, and as nonstore retailers, online store and TV home shopping retailers were investigated. Types of customer loyalty programs were analyzed based on Dowling and Uncles'(1997) loyalty program framework which included two schemes, types of reward(direct versus indirect rewards) and timing of reward(immediate versus delayed rewards). The study found that different types of retailers utilized different types of loyalty programs: Department store used all the type of rewards, discount store focused on direct/immediate rewards, online store retailers used direct/delayed rewards and/or direct/immediate rewards, and TV home shopping retailers focused on direct/delayed rewards. The study provided diverse managerial and academic implications.

청소년의 라이프스타일에 따른 의복쇼핑성향과 의류제품의 인터넷 구매행동 (Adolescent's Lifestyle Groups: Clothing Shopping Orientation and Online Clothing Purchasing Behavior)

  • 황진숙;양화영
    • 한국의류학회지
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    • 제30권1호
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    • pp.71-82
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    • 2006
  • The purpose of this study was to investigate the effect of lifestyle on shopping orientation and internet purchase behavior of Korean adolescents. Specifically, the study categorized the adolescents by their lifestyles and investigated the differences among the groups in regard to shopping orientation, clothing purchase behavior through Internet, and demographics. The subjects for the study were 319 middle and high school students. The data were analyzed by factor analysis, cluster analysis, ANOVA, Duncan test, and $X^2$ test. The results showed that there were three lifestyle groups: Internet/fashion interest group, study oriented group, and family oriented/self-confidence group. The shopping orientations had 6 factors, and Internet purchase behavior included 5 dimensions of clothing purchase types through Internet, apparel selection criteria, and Internet purchase experiences. The groups were significantly different in regard to their shopping orientations, clothing purchase behavior through Internet, and demographics. For example, Internet/fashion interest group ($47\%$) tended to shop impulsively online. When purchasing clothing products online, the group considered the external factors, such as advertisements and fashion more important.