• 제목/요약/키워드: Users'behavior

검색결과 1,644건 처리시간 0.025초

인터넷 의류 쇼핑몰 점포 속성지각과 쇼핑 가치가 구매 행동에 미치는 영향 (The Effects of Internet Apparel Store Attributes and Shopping Values on Consumer's Internet Apparel Purchasing Behavior)

  • 이미영
    • 한국생활과학회지
    • /
    • 제14권1호
    • /
    • pp.155-165
    • /
    • 2005
  • The purpose of this study is 1) to investigate the effects of Internet apparel store attributes, shopping values, Internet usage, and consumers' characteristics on consumers' Internet apparel purchasing behavior; and 2) to identify the influence of Internet apparel store attributes, Internet usage, and consumers' characteristics on the Internet apparel purchasing behavior of hedonic or utilitarian consumers. The data were collected via an online survey. A total of 4,254 Internet users participated in this survey. Only 589 out of the users' reponses were used as a sample for this research, because those users had previously experienced Internet apparel purchasing. Factor analysis revealed five dimensions of Internet apparel store attributes: site design/navigation, promotion programs, trust, product assortment/ information, and customer service. Based on the respondents' shopping value scores, we identified them as hedonic or utilitarian consumers. Through multiple regression analyses, site design/navigation and promotion programs among store attribute variables, hedonistic or utilitarian shopping values, the number of years on the Internet, income, and educational level were found to be significant predictors of Internet apparel shopping frequency. Among them, hedonistic shopping values were the best predictor of Internet apparel purchasing frequency. Based on the Internet apparel purchasers' shopping value, purchasers were divided into two groups. For hedonic Internet apparel shoppers, the number of years on the Internet, educational level, sex, age, and income were significant predictors of Internet apparel shopping behavior. On the other hand, promotion programs among store attribute variables was the only significant factor that affects utilitarian consumers' Internet apparel shopping behavior.

  • PDF

텍스트 마이닝 기법을 활용한 SNS 상에서 우울감을 언급한 도시공원 이용자의 이용행태 분석 (Analysis of Use Behavior of Urban Park Users Expressing Depression on Social Media Using Text Mining Technique)

  • 오지연;남성우;이상훈
    • 한국콘텐츠학회논문지
    • /
    • 제22권6호
    • /
    • pp.319-328
    • /
    • 2022
  • 본 연구는 COVID-19 대유행에 의한 우울감과 공원 이용행태의 관계를 온라인상에 게시된 공원 이용에 대한 게시물을 이용하여 분석하고자 하였다. COVID-19 방역이 활발해진 기간 동안 네이버와 다음의 블로그 및 카페에서 '공원'과 '우울'을 포함한 텍스트 데이터를 수집하여 텍스트 마이닝(Text Mining)과 소셜 네트워크(Social Network)분석을 하였다. 연구결과, 우울감을 언급한 공원 이용자는 '보다', '산책/걷다', '먹다'의 이용행태를 주로 보였고, 소통 행태인 '보다'를 중심으로 다른 이용행태들이 연결되는 것으로 나타났다. CONCOR 분석 결과, 소통 행태 및 동적 행태의 군집의 경우, 단일 행태 유형으로 군집이 형성되어, 우울감을 언급한 이용자는 공원을 소통활동과 신체활동을 위한 공간으로 인식하는 경향이 나타났다. COVID-19의 대유행으로 소통활동과 신체활동의 결핍이 증가되었고 공원에서 이를 해소하려는 것으로 해석되었다. 또한 우울감의 발생으로 상대적으로 소극적인 이용행태가 주요한 이용행태로 나타났다. 본 연구결과는 도시민에게 효과적인 공원의 조성 및 관리 계획에 유용할 것으로 판단되었다. 후속 연구에서 COVID-19 대유행과 우울감의 유무를 연계한 공원 이용자의 이용행태 분석이 필요한 것으로 판단되었다.

정책정보제공서비스에 대한 정책연구자 요구분석에 관한 연구 (A Study on Policy Researchers' Requirements for Policy Information Providing Service)

  • 노영희;심재윤
    • 한국문헌정보학회지
    • /
    • 제48권3호
    • /
    • pp.137-168
    • /
    • 2014
  • 본 연구에서는 정책정보서비스의 활성화를 위해 정책정보 수요자의 요구를 파악하고 그 이용행태를 분석함으로써 향후 우리나라 정책정보서비스 발전방향을 모색하고자 하였다. 이를 위해 설문조사 및 면담분석방법을 통해 정책정보이용자의 요구 및 이용행태를 분석하였으며, 그 결과는 다음과 같다. 첫째, 정책정보이용목적은 연구과제 수행과 정책동향 파악이 가장 높게 나타났고, 입수경로는 인터넷이 가장 높게 나타났다. 둘째, 전자자료를 이용하는 비율이 높게 나타났고, 국내자료 이용비율이 높았으며, 해외 자료 중에서는 미국자료 이용률이 매우 높게 나타났다. 셋째, 이용하는 자료의 최신성에 있어서 최근 2-5년 사이에 생산된 자료를 많이 이용하고, 많이 활용하는 자료유형은 Web DB(학술지, 학술기사, 전자저널 및 전자형태의 논문 포함) 및 보고서로 나타났으며, 요구도도 가장 높게 나타났다. 넷째, 정책정보활용 효율성 고도화 방안에 대한 조사에서는 정부기관 소속 자료실간 협력, 정책정보 생산기관간 협력, 정책정보의 총체적 관리기관을 중심으로 한 국가정책정보의 총체적 수집이 매우 높게 나타났다.

구매 vs. 사용 휴대폰 Log 분석을 통한 사용자 재분류 및 UI 최적화 (Buying vs. Using: User Segmentation & UI Optimization through Mobile Phone Log Analysis)

  • 전명훈;나대열;안정희
    • 한국HCI학회:학술대회논문집
    • /
    • 한국HCI학회 2008년도 학술대회 2부
    • /
    • pp.460-464
    • /
    • 2008
  • 제품의 사용자 인터페이스를 개선하고 최적화하기 위해서는 실제 사용자들이 그 제품을 어떻게 사용하는지에 대한 정확한 이해가 선행되어야 한다. 지금까지 사용자의 행동을 이해하기 위한 방법으로 주로 사용되어 온 면접이나 질문지는 사용자의 기억에 의존해야만 한다는 단점이 잇으며, 사용자에게 특정한 과제를 부여하고 행태를 관찰하거나 실험을 진행하는 usability test, 사용자의 실제 환경이 아닌 주어진 환경에서 실험자의 의도에 따라 정해진 과제를 수행해야 한다는 제약이 있다. 본 연구에서는 이러한 단점들을 보완하고 실제 사용 환경에서 자연스러운 사용자 행태를 추출하기 위하여 사용자의 사용 로그를 저장하고 분석하는 방법을 활용하였다. 연구 대상 폰을 사용하고 있는 실사용자들을 마켓 세그멘테이션에 따라 선발한 후, 로깅 소프트웨어를 이용하여 약 2 주간 사용한 휴대폰 로그 데이터를 수집하였다. 또한, 로그 분석이라는 방법이 실제 관찰을 포함하지 않았다는 점을 보완하기 위하여 사용자들에게 같은 기간 동안 시간대별 일기 형식의 기록을 하도록 요청하였고, 추후 간단한 면접을 실시하였다. 수집된 데이터를 분석하여 주요 기능의 사용 빈도 및 사용 행태를 추출해내고 사용자의 세그멘테이션을 재분류할 수 있었다. 또한, 이를 바탕으로 새로운 형태의 사용자 인터페이스의 방향 또한 도출해 낼 수 있었다.

  • PDF

The Differential Effects of Virtual Reality (VR) on the Novice and Experienced VR Users

  • Youjung Jun
    • Asia Marketing Journal
    • /
    • 제25권2호
    • /
    • pp.61-70
    • /
    • 2023
  • Although research on Virtual Reality (VR) has uncovered numerous technical advantages of VR over traditional media, little is known about how individual VR users with varying prior experience respond to VR differently. This paper examines the effect of users' prior VR experience on their subsequent real-life behavior in the domain of charitable consumption. Specifically, we find that compared to experienced VR users, novice VR users are more likely to support a charitable cause in real life (e.g., ocean conservation) after experiencing this cause in VR. The increased support among novice VR users occurs because they perceive the use of VR to be more novel. We find a boundary of this effect such that when VR is used to promote a noncharitable cause, novice VR users no longer increase their real-life support after VR. This research offers new possibilities for future studies on the use of VR in societal marketing.

HMI 기능성 시뮬레이션과 VR 기법과의 연동을 통한 개인용 전자제품의 가상시작 방안 (Virtual Prototyping of Consumer Electronic Products by Embedding HMI Functional Simulation into VR Techniques)

  • 박형준;배채열;이관행
    • 한국CDE학회논문집
    • /
    • 제12권2호
    • /
    • pp.87-94
    • /
    • 2007
  • The functional behavior of a consumer electronic product is nearly all expressed with human-machine interaction (HMI) tasks. Although physical prototyping and computer aided design (CAD) software can show the appearance of the product, they cannot properly reflect its functional behavior. In this paper, we propose an approach to virtual prototyping (VP) that incorporates HMI functional simulation into virtual reality techniques in order to enables users to capture not only the realistic look of a consumer electronic product but also its functional behavior. We adopt state transition methodology to capture the HMI functional behavior of the product into a state transition chart, which is later used to construct a finite state machine (FSM) for the functional simulation of the product. The FSM plays an important role to control the transition between states of the product. We have developed a VP system based on the proposed approach. The system receives input events such as mouse clicks on buttons and switches of the virtual prototype model, and it reacts to the events based on the FSM by activating associated activities. The system provides the realistic visualization of the product and the vivid simulation of its functional behavior using head-mounted displays (HMD) and stereo speakers. It can easily allow users to perform functional evaluation and usability testing. A case study about the virtual prototyping of an MP3 player is given to show the usefulness of the proposed approach.

남녀 청소년 소비자의 온라인 문제행동 차이에 대한 종단 분석 (Gender Differences in Problematic Online Behavior of Adolescent Users over Time)

  • 김정은
    • Human Ecology Research
    • /
    • 제53권6호
    • /
    • pp.641-654
    • /
    • 2015
  • This study identifies and tracks changes gender differences in adolescent users' problematic online behavior. This study used Korea Youth Panel Survey (KYPS), which has tracked respondents over 7 years, with self-control theory and social learning theory applied as a theoretical framework. The model included individual-level variables such as self-control and respondent's experience of problematic behavior (offline), as well as socialization variables such as the number close friends who engaged in problematic offline behavior, parent-child relationships, and parental monitoring. Dependent variables included problematic online behavior, unauthorized ID use (ID theft) and cyberbullying (cursing/insulting someone in a chat room or on a bulletin board). Control variables consisted of academic performance, time spent on a computer, monthly household income, and father's educational attainment. Random and fixed effects models were performed by gender. Results supported self-control theory even for the within-level analysis (fixed effects models) regardless of gender, while social learning theory was partially supported. Only peer effects were found significant (except for unauthorized ID use) among girls. Year dummy variables showed significant negative associations; however, academic performance and time spent using computers were significant in some models. Father's educational attainment and monthly household income were found insignificant, even in the random effects models. We also discuss implications and suggestions for future research and policy makers.

Exploring How Gamification Design Drives Customers' Co-Creation Behavior in Taiwan

  • CHEN, Tser-Yieth;HUANG, Yu-Chen;LI, Pei-Fang
    • The Journal of Asian Finance, Economics and Business
    • /
    • 제9권4호
    • /
    • pp.109-120
    • /
    • 2022
  • This study has incorporated the mechanics-dynamics-emotions (MDE) and two behavioral learning paths to investigate the customers' co-creation behavior in Taiwan. The intuitive path begins with a gamification design that reflects the customers' proactive and innovative behavior; the cognitive path begins with persuasion knowledge remarks based on rational and reactive reasoning. These two paths conclude what forms user co-creation. The study collects data of 505 active social media users in Taiwan and employs structural equation modeling. The empirical findings demonstrate persuasive knowledge and gamification design are significantly associated with self-reference, and in turn, positively associated with co-creation. It indicates that cognitive behavior plays the main role in forming co-creation. Participants are more drawn to co-creation behaviors by the marketing contents that prompt reactive behaviors than proactive ones. Therefore, marketing managers can use appropriate stimuli to enhance co-creation behavior. Companies can design activities related to users, and more accessible for reactive, instead of proactive behavior, i.e., asking for their initiatives. It also suggests that companies' marketing campaigns should involve key opinion leaders matching the product image and the target audience's preferences. The novelty of this study is to introduce a novel augmented MDE framework to extend the "dynamics" into the incubation and implementation stage.

Automatic Camera Control Based Avatar Behavior in Virtual Environment

  • Jung, Moon-Ryul
    • 한국방송∙미디어공학회:학술대회논문집
    • /
    • 한국방송공학회 1998년도 Proceedings of International Workshop on Advanced Image Technology
    • /
    • pp.55-62
    • /
    • 1998
  • This paper presents a method of controlling camera to present virtual space to participating users meaningfully. The users interact with each other by means of dialogue and behavior. Users behave through their avatars. So our problem comes down to controlling the camera to capture the avatars effectively depending on how they interact with each other. The problem is solved by specifying camera control rules based on cinematography developed by film producers. A formal language is designed to encode cinematography rules for virtual environments where people can participate in the story and can influence its flow. The rule has been used in a 3D chatting system we have developed.

  • PDF

디지털콘텐츠 특성이 관계품질, 지속적인 이용에 미치는 영향에 관한 연구 (Study on the effects of digital contents traits on the relationship quality and continuous intention of using)

  • 성태경;홍상진;윤지은
    • 경영과정보연구
    • /
    • 제26권
    • /
    • pp.91-116
    • /
    • 2008
  • This study demonstrates some major traits of digital contents as information, playfulness, individuality, as satisfaction and commitment, user behavior as use intention. To make an empirical analysis the study, it is hypothesized that traits of digital contents, relationship quality, and user behavior. The major finding of this study can be summarized as follows, traits of digital contents are positively affected by satisfaction in relationship quality and use intention. Theoretical implication of this study are as follows. First, users wanted to choice only needed information. Second, users recognized digital contents as a part of life. So, user's ability is very important in this environment. According to this, business related with or interested in digital contents must have developed digital contents in variety aspect. Users must have concerned using digital contents, also.

  • PDF