• 제목/요약/키워드: Online research guide

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문화적 특성에 따른 온라인 구매 후 불평행동에 관한 질적 연구 - 한국과 영국 소비자의 불평행동 형성 과정 비교를 중심으로 - (A Qualitative Study on Consumer Complaint Behavior Based on Cross Cultural Differences -Focusing on the Formation Process of Complaint Behavior by Korea and British Millennial Consumers)

  • 이아름;이진화
    • 한국의류산업학회지
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    • 제22권3호
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    • pp.335-348
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    • 2020
  • This study examines the cultural differences in Korea and the United Kingdom, and how they affect consumer complaint behavior(CCB). Technological advances allow consumers to easily access information anywhere in the world using the internet thus they demand even higher expectations from the sellers. Consumers from different cultural backgrounds, especially the millennial generation, have different ways of expressing a dissatisfying shopping experience. For this comparative study, in-depth interviews were conducted based on the methodology set by grounded theory. The results of the axial coding produced by recombining the data from open coding were visualized as a paradigm model. The main phenomenon of attitude towards complaining was formed following the causal conditions of dissatisfaction that occurred after purchasing fashion products online. The contextual condition, which is the cultural factors, affects the formation of the attitude towards complaining; and the intervening conditions, which are personal value and amplifications of dissatisfaction, had a moderating effect between the causal condition and the main phenomenon. Complaining costs, the likelihood of successful complaint, attribution, and the importance of the product were the determinants of the complaining behavior after the attitude towards complaining was formed. As a result, there were three classifications of consumer complaining behavior: no action, private action, and public action. This research will serve as a guide for online companies that wish to enter the UK fashion industry with a competitive edge.

커뮤니티 서비스에서 프라이버시 염려, 자아불일치 및 공동체 의식의 관계 (Relationship among Privacy Concerns, Self Discrepancy and Sense of Virtual Communities)

  • 곽수환;류성열;이윤희
    • 한국콘텐츠학회논문지
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    • 제10권8호
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    • pp.360-369
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    • 2010
  • 본 연구는 온라인 커뮤니티에서 개인의 프라이버시 염려와 자아불일치 및 커뮤니티의 공동체 의식과의 관계를 고찰해 보고자 한 것이었다. 먼저, 개인의 프라이버시 염려가 자아불일치에 미치는 영향을 살펴보고, 인터넷 사용기간의 조절효과를 분석해 보기로 하였다. 기존 연구를 기반으로 하여 본 연구에서 사용된 개인의 프라이버시 염려 요인은 정보에 대한 수집, 통제, 인식을 고려하였으며, 커뮤니티에 대한 공동체 의식 요인은 소속감과 몰입감을 고려하였다. 온라인 커뮤니티 이용자를 대상으로 설문조사를 실시하였으며, 조절효과를 검정하기 위해 계층적 회귀분석을 이용하였다. 연구 결과, 프라이버시 염려 중 정보에 대한 수집, 통제, 인식의 요인 중 인식의 요인만이 자아불일치에 부(-)의 영향을 주는 것으로 조사되었다. 이때 인터넷 사용기간은 정보의 인식 및 통제가 자아불일치에 주는 영향력을 조절하는 요인인 것으로 조사되었다. 다음으로, 온라인과 오프라인에서의 자아불일치가 커뮤니티에 대한 소속감과 몰입감에 미치는 영향을 분석한 결과, 자아불일치가 소속감에는 부(-)의 영향을 주지만, 몰입감에는 영향을 주지 않는 것으로 나타났다.

글로벌 인터넷 쇼핑몰의 패션제품 구매의도 형성에 관한 연구 (A Study on Consumers' Buying Intention toward Fashion Goods through Global Internet Shopping Malls)

  • 이현미
    • 복식문화연구
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    • 제20권4호
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    • pp.573-593
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    • 2012
  • The purpose of this study was to investigate consumers' buying intention toward fashion goods through global internet shopping malls. This research employed Technology Acceptance Model (TAM) as a theoretical framework and was extended to introduce fashion innovativeness, clothing involvement, consumers' needs for uniqueness, computer self-efficacy as external factors. A total of 381 copies of questionnaires were collected online. The subjects of this study were women. The collected date were analysed by factor analysis, Cronbach's alpha, correlation and path analysis. The results indicated that fashion innovativeness, clothing involvement and consumers' needs for uniqueness had a significant positive affect on perceived usefulness. Consumers' needs for uniqueness and computer self-efficacy had a significant positive affect on perceived ease of use. Perceived usefulness and perceived ease of use were found to influence buying intention toward fashion goods through global internet shopping malls. The results of this study also suggested that perceived ease of use was actually a causal antecedent to perceived usefulness. This study reveled that employing TAM to investigate the buying intention toward fashion goods through global internet shopping malls was appropriate. This study also provides empirical analysis that can serve as a guide for marketers of the fashion industry in activating global internet shopping malls.

비영리 중고가게에서 패션제품 소비자의 구매 결정요인 (Factors affecting fashion consumers' purchase decisions in nonprofit thrift stores)

  • 서민정
    • 복식문화연구
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    • 제24권2호
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    • pp.119-131
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    • 2016
  • With the increasing popularity of nonprofit thrift shopping, new marketing strategies are needed to respond to accelerated competition in the secondhand market. To help guide the development of marketing strategies for nonprofit thrift stores, this study aims to identify factors impacting consumers' buying behavior for secondhand fashion items sold in nonprofit thrift stores. Specifically, this study investigated 1) the effects of secondhand fashion selection criteria (i.e., design, brand name, lower price) and personal factors (i.e., gender, household income, beliefs about environment) on the secondhand fashion consumption experience in nonprofit thrift stores and 2) the moderating effects of point of purchase (POP) messages (i.e., "50% Off Sale," "New Arrivals," "Helping Others") on the relationships between purchase intention and impulsive buying in nonprofit thrift stores. An online survey was used to collect the data, and a total of 197 usable responses were received. The results showed that 1) gender, household income, beliefs about environment, and brand name affected the secondhand fashion consumption experience and 2) the POP message "Helping Others" negatively moderated the relationship between purchase intention and impulsive buying in nonprofit thrift stores. These results can help nonprofit thrift stores' managers to develop effective marketing strategies to increase their profits, which can be used to accomplish their mission of addressing social issues.

SC20를 통해 본 HPC 기술 동향 (HPC Technology Through SC20)

  • 어익수;모희숙;박유미;한우종
    • 전자통신동향분석
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    • 제36권3호
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    • pp.133-144
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    • 2021
  • High-performance computing (HPC) is the underpinning for many of today's most exciting new research areas, to name a few, from big science to new ways of fighting the disease, to artificial intelligence (AI), to big data analytics, to quantum computing. This report captures the summary of a 9-day program of presentations, keynotes, and workshops at the SC20 conference, one of the most prominent events on sharing ideas and results in HPC technology R&D. Because of the exceptional situation caused by COVID-19, the conference was held entirely online from 11/9 to 11/19 2020, and interestingly caught more attention on using HPC to make a breakthrough in the area of vaccine and cure for COVID-19. The program brought together 103 papers from 21 countries, along with 163 presentations in 24 workshop sessions. The event has covered several key areas in HPC technology, including new memory hierarchy and interconnects for different accelerators, evaluation of parallel programming models, as well as simulation and modeling in traditional science applications. Notably, there was increasing interest in AI and Big Data analytics as well. With this summary of the recent HPC trend readers may find useful information to guide the R&D directions for challenging new technologies and applications in the area of HPC.

Developing a World Geography Gamification Lesson Plan with Digital Tools

  • Suji JO;Jiwon BYUN
    • 4차산업연구
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    • 제4권1호
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    • pp.11-18
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    • 2024
  • Purpose: The purpose of this study is to develop a geography class teaching and learning guide that enables learners to realistically explore the characteristics of the world's climate and geographical environment using digital tools. Research design, data and methodology: We review previous research on classes using goal-based scenario learning models, gamification, and digital tools, and explore tools that can be applied to world geography classes. Based on the exploration results, a goal-based scenario learning module is designed and a strategy for promoting educational gamification is established based on the ADDIE instructional design model. Results: The study comprises four sessions. Sessions 1-3 involve performance evaluations using a goal-based scenario learning module. Learners create game characters reflecting geographical characteristics, present results, and proceed with 3D modeling. In Session 4, a gamification class using Google Sites on the CoSpaces metaverse platform will be conducted. Conclusions: The study introduces a goal-based scenario learning model and a gamification class using digital tools to empower learners in exploring geographical diversity and its impact on lifestyles. Utilizing an accessible online platform, the study provides practical measures for integrating digital tools into geography education, addressing the current importance of digital technology in teaching.

고객 리뷰를 통한 NLP 기반 데이터 기술 활용: 고객 인사이트 도출과 쿠션 제품 개선 방안 연구 (Utilizing NLP-based Data Techniques from Customer Reviews: Deriving Insights and Strategies for Cushion Product Improvement)

  • 임설아;조미연;조은비;우수한
    • 한국빅데이터학회지
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    • 제9권1호
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    • pp.49-60
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    • 2024
  • 본 연구의 목적은 TV홈쇼핑 화장품 쿠션 상품 고객의 평가를 기초로 한 신상품 개발 제언을 도출하는 것이다. 분석 대상은 TV홈쇼핑을 통해 쿠션을 구매한 30~70대 여성 고객의 평가 20만 개를 파이썬 라이브러리인 셀레니움으로 크롤링하여 정제한 후 NLP, 텍스트 마이닝, 빈도, TF-IDF 분석으로 결과를 도출하였다. 연구의 주요 분석결과를 요약하면 다음과 같다. TV홈쇼핑의 타켓 연령대는 50-60대가 메인이며, 광채, 잡티, 주름커버, 밀착력에 큰 관심이 있었고, 쿠션 케이스가 예쁘고, 특히 모녀, 자매, 지인 등과 함께 사용하는 것을 선호하며, 선물용으로도 쿠션 제품을 고려한다는 것을 예측할 수 있다. 이에 함께 참고할 수 있는 제품의 성분이나 구성, 마케팅 전략 등에 대한 제언을 도출하였다. 제품 성분으로는 S.Acamella(스필란테스 아크멜라) 추출물이나 AHA(Alpha Hydroxy Acid) a- 또는 b- 성분을 활용하여 개발하는 것이 주요 제언이다. 다음으로, 고객들은 상품의 외관과 구성에 특별한 관심이 있었으며, 부모나 친구 등과 같은 주변 인물에게 선물로써 상품을 고려하고 있어 이를 중심으로 한 마케팅 전략 모색이 필요하다.

중국 "신소매(新零售)"에 관한 연구개발 동향 분석 (Review of the Research & Development of "New Retailing")

  • 무립염;한정수;김형호
    • 한국융합학회논문지
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    • 제10권6호
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    • pp.15-24
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    • 2019
  • 본 연구에서는 "신소매(新零售)"에 대한 연구의 참고자료와 실용적 개발을 위한 지침을 제공하기 위해 "신소매"의 연구현황과 이론적 상황을 정리하였다. "신소매"의 발전은 아직 걸음마 단계에 있다. 이론 연구는 이제 막 시작되어, 보다 실용적인 탐구는 있지만 상대적으로 이론적 연구가 부족한 상황이다. 현재, "신소매"의 이론적 연구와 실천적 발전이 점차 명확해지고 있다. 신소매의 급속한 발전은 신소매에 대한 이론적 연구가 강하게 요구되고 있다. "신소매"의 발전 추세는 대규모화, 경계가 없어지며, 지능화 되고 있다. 연구 결과 "신소매" 하에서의 온라인과 오프라인의 심층적 통합, 새로운 물류체계 및 공급망의 전환과 재편을 가속화 되는 것을 알 수 있었다. '신소매업'의 연구방향에 초점을 맞춰 이론과 실천을 더욱 깊이 연구할 필요가 있다.

Technology Odyssey: An Introductory Engineering Course based on Soft Engineering

  • Yoon, Joongsun
    • 공학교육연구
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    • 제23권4호
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    • pp.22-27
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    • 2020
  • We propose and execute an introductory engineering course for investigating the history of technology and the philosophy of technology. Soft engineering, to explore proper technology and appropriate ways of exercising engineering, has been explored. Creative cases for technology are presented following the most creative, successful periods-the ancient greece, the Renaissance and Silicon Valley era. Ancient greek technology has been investigated in terms of "techne" with the origin of technology and/or art, and their equivalences. The Renaissance period has been investigated in terms of "Uomo universale (polymath)" with Firenze geniuses. The successful drives for the Silicon Valley creativeness have been investigated following "entrepreneurship". To overcome the difficult goal to grasp course subject-technology issues, we take a stance as a tourist guide and tourists utilizing offline onsite experiences and online informations. Categorized course materials are surveyed at the beginning of each period and presented following the preferences of the students to maintain the students' interests. Team efforts including group discussions and project executions have been encouraged to seek the aspects of creativeness and/or technology. This paper summarizes the 3-lecture experiences over 2 years for Korean students and/or foreign students conducted at Pusan National University.

금융회사 정보보안정책의 위반에 영향을 주는 요인 연구 : 지각된 고객정보 민감도에 따른 조절효과 (A Study on the Factors for Violation of Information Security Policy in Financial Companies : Moderating Effects of Perceived Customer Information Sensitivity)

  • 이정하;이상용
    • Journal of Information Technology Applications and Management
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    • 제22권4호
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    • pp.225-251
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    • 2015
  • This paper analyzed factors for employees to violate information security policy in financial companies based on the theory of reasoned action (TRA), general deterrence theory (GDT), and information security awareness and moderating effects of perceived sensitivity of customer information. Using the 376 samples that were collected through both online and offline surveys, statistical tests were performed. We found that the perceived severity of sanction and information security policy support to information policy violation attitude and subjective norm but the perceived certainty of sanction and general information security awareness support to only subjective norm. Also, the moderating effects of perceived sensitivity of customer information against information policy violation attitude and subjective norm were supported. Academic implications of this study are expected to be the basis for future research on information security policy violations of financial companies; Employees' perceived sanctions and information security policy awareness have an impact on the subjective norm significantly. Practical implications are that it can provide a guide to establish information security management strategies for information security compliance; when implementing information security awareness training for employees to deter violations by emphasizing the sensitivity of customer information, a company should make their employees recognize that the customer information is very sensitive data.