• Title/Summary/Keyword: Virtual Mall

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Implementation of the Integrated E-Catalog System for the efficiency of the B2B e -business (B2B e-business를 위한 차세대 통합 전자 카탈로그 시스템 개발)

  • 최옥경;한상용
    • The Journal of Society for e-Business Studies
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    • v.7 no.3
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    • pp.61-73
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    • 2002
  • Product catalog information is the most important factor to make customers purchase the product for various B2B or B2C businesses provided on the Internet. As catalog information differs from company by company, it cannot provide common criteria standard to customers to make decisions. Therefore, it is necessary to develop a platform independent system, which integrates incompatible data from each company' catalogs and manages its database. This paper describes the integrated E-catalog system made up DB module, catalog management module, and interface module. This system allows customers to view standardized product catalog information from different companies with real -time updates, and also provides extensibility, flexibility, and interoperability for the effective E-Business management.

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The roles of customer′s perceived value, satisfaction, trust and their relationship with loyalty in Internet shopping environment (인터넷 쇼핑몰의 지각된 가치가 고객만족과 신뢰, 충성도에 미치는 영향에 관한 연구)

  • 권순홍;김태웅;이용기
    • Korean Management Science Review
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    • v.20 no.1
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    • pp.149-163
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    • 2003
  • The emergence of Internal has established a huge virtual exchange market, and the innovative e-commerce has changed a way of distributing goods and services. This paper concerns the issues of customer's loyalty to maintain the customer retention between individual and Internet shopping mall. We use the concept of customer's perceived value, satisfaction, and trust, in order to explore and explain the formation process of customer loyalty. A survey data has been collected through the hep of internet research institution. A statistical analysis shows that a subset of customer's perceived value has positive Impact on satisfaction, which in turn has also positive influence on trust, Increasing the level of customer's loyalty. We also provide a brief discussion of strategic guidelines about analytic results.

A Construct in of Virtual University Fleamark Shopping Mall Based On Web (웹 기반의 가상대학 벼룩시장 쇼핑몰)

  • 홍창희;민종규;김영민;김정훈;이응주
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2001.10a
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    • pp.733-736
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    • 2001
  • 현재 운영되고 있는 대부분의 쇼핑몰은 신상품 위주로 운영되고 있어, 학생 수요자들에게는 경제적 부담이 뒤따르며, 소비자 입장에서는 상품의 품질에 대한 신뢰성이 부족한 실정이다. 따라서 본 논문에서는 서적 및 생활용품들을 저렴한 가격에 구입할 수 있는 가상 대학 벼룩시장을 구축함으로서, 학생 수요자들에게 물품구입에 대한 경제적 부담을 줄일 뿐만 아니라, 각 대학별로 커뮤니티를 개설하여 쇼핑몰에 대한 정보 제공은 물론 회원간의 정보 교류가 가능하게 하였다. 제안한 방법에서는 구매자와 판매자가 가상 쇼핑몰에서 서로 만나 직접적인 상품거래가 가능하여 상품 품질을 확인함으로서 서로간의 신뢰성을 높일 수 있다. 또한 쇼핑몰 내에서는 회원 아이디 입력만으로도 메일을 주고받을 수 있도록 하여 상품에 대한 정보를 보다 빨리 전달 될 수 있으며, 대학 및 학과의 상호 정보교환을 하므로 기존의 쇼핑몰 보다 더욱더 많은 상거래가 활성화 될 것이다.

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A Design and Implementation of Object-Oriented Virtual Shopping Mall Frameworks (객체지향 가상상점 프레임워크 설계 및 구현)

  • 김동관;이상덕;양영종;정효택
    • Proceedings of the Korean Information Science Society Conference
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    • 1999.10a
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    • pp.584-586
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    • 1999
  • 소프트웨어 개발 시 기존 전문가들의 개발 경험을 재사용하는 작업은 개발 기간의 단축 및 비용의 절감의 효과를 가져올 수 있다. 이러한 재사용에 관련된 연구는 소프트웨어공학 분야에서 계속되어 그 하나로 객체지향 프레임워크를 들 수 있다. 객체지향 프레임워크는 검증된 소프트웨어 재사용 부품으로 특정 도메인에 대한 비즈니스 로직을 재사용할 수 있도록 구현된다. 프레임워크 내부에는 재사용되는 로직이 포함되어 있으며 프레임워크 사용자에 의해 커스터마이징 될 모듈을 정의하고 있다. 프레임워크 사용자는 프레임워크를 기반으로 어플리케이션을 개발함으로써 처음부터 개발을 시작하지 않으며 기 개발자들의 경험을 재사용하게 된다. 본 논문에서는 근래 크게 대두되고 있는 가상상점 도메인에 대한 프레임워크를 제시한다. 본 논문에서 제시하는 가사상점 프레임워크는 제인 프레임워크와 주문, 지불, 배달의 3개 서브프레임워크로 구성되며 각각의 프레임워크가 포함한 핫스팟, 제어흐름, 프레임워크 인터페이스를 중심으로 프레임워크의 구성요소 및 설계, 구현에 관한 사항을 기술한다.

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The Usefulness of Product Display of Online Store by the Product Type of Usage Situation - Focusing on the moderate effect of the product portability - (사용상황별 제품유형에 따른 온라인 점포 제품디스플레이의 유용성 - 제품 휴대성의 조절효과를 중심으로 -)

  • Lee, Dong-Il;Choi, Seung-Hoon
    • Journal of Distribution Research
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    • v.16 no.2
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    • pp.1-24
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    • 2011
  • 1. Introduction: Contrast to the offline purchasing environment, online store cannot offer the sense of touch or direct visual information of its product to the consumers. So the builder of the online shopping mall should provide more concrete and detailed product information(Kim 2008), and Alba (1997) also predicted that the quality of the offered information is determined by the post-purchase consumer satisfaction. In practice, many fashion and apparel online shopping malls offer the picture information with the product on the real person model to enhance the usefulness of product information. On the other virtual product experience has been suggested to the ways of overcoming the online consumers' limited perceptual capability (Jiang & Benbasat 2005). However, the adoption and the facilitation of the virtual reality tools requires high investment and technical specialty compared to the text/picture product information offerings (Shaffer 2006). This could make the entry barrier to the online shopping to the small retailers and sometimes it could be demanding high level of consumers' perceptual efforts. So the expensive technological solution could affects negatively to the consumer decision making processes. Nevertheless, most of the previous research on the online product information provision suggests the VR be the more effective tools. 2. Research Model and Hypothesis: Presented in

    , research model suggests VR effect could be moderated by the product types by the usage situations. Product types could be defined as the portable product and installed product, and the information offering type as still picture of the product, picture of the product with the real-person model and VR. 3. Methods and Results: 3.1. Experimental design and measured variables We designed the 2(product types) X 3(product information types) experimental setting and measured dependent variables such as information usefulness, attitude toward the shopping mall, overall product quality, purchase intention and the revisiting intention. In the case of information usefulness and attitude toward the shopping mall were measured by multi-item scale. As a result of reliability test, Cronbach's Alpha value of each variable shows more than 0.6. Thus, we ensured that the internal consistency of items. 3.2. Manipulation check The main concern of this study is to verify the moderate effect by the product type of usage situation. indicates that our experimental manipulation of the moderate effect of the product type was successful. 3.3. Results As
    indicates, there was a significant main effect on the only one dependent variable(attitude toward the shopping mall) by the information types. As predicted, VR has highest mean value compared to other information types. Thus, H1 was partially supported. However, main effect by the product types was not found. To evaluate H2 and H3, a two-way ANOVA was conducted. As
    indicates, there exist the interaction effects on the three dependent variables(information usefulness, overall product quality and purchase intention) by the information types and the product types. As predicted, picture of the product with the real-person model has highest mean among the information types in the case of portable product. On the other hand, VR has highest mean among the information types in the case of installed product. Thus, H2 and H3 was supported. 4. Implications: The present study found the moderate effect by the product type of usage situation. Based on the findings the following managerial implications are asserted. First, it was found that information types are affect only the attitude toward the shopping mall. The meaning of this finding is that VR effects are not enough to understand the product itself. Therefore, we must consider when and how to use this VR tools. Second, it was found that there exist the interaction effects on the information usefulness, overall product quality and purchase intention. This finding suggests that consideration of usage situation helps consumer's understanding of product and promotes their purchase intention. In conclusion, not only product attributes but also product usage situations must be fully considered by the online retailers when they want to meet the needs of consumers.

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  • Shopping Mall Avatar System Using Behavior and Motion Description Language (수준별 행위 표현 기법을 이용한 쇼핑몰도우미 아바타 시스템의 구현)

    • Kim, Jung-Hee;Lee, Gui-Hyun;Lim, Soon-Bum
      • Journal of Korea Multimedia Society
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      • v.8 no.4
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      • pp.566-574
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      • 2005
    • In spite of recent increase in the use of avatar in Web and Virtual Reality, there has not been a service that allows users to control directly the avatar behaviors. In addition, the conventional behavior control languages required a lot of complicated information for controlling the avatar motions. Moreover, in order to apply written languages to a different task domain, it was necessary to modify or rewrite the languages. In this paper, we define Task-Level Behavior Description Language and Motion Representation Language for more simple control of the avatar behavior. The first thing allows describing the avatar behaviors in each task domain, and The second thing enables writing detailed data for motion control. And in this paper, we developed an interpreter which can automatically change the Behavior Description Language to the Motion Representation Language. So this system allow users control the avatar behavior simply with only use the Behavior Description Language. The system was applied to shopping mall and the Task-level Behavior Description Language was compared with conventional languages to see how it was more effective in behavior description.

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    Design and Implementation of an E-Catalog System for the Efficiency of Electronic Commerce (전자상거래 효율성을 증가시키기 위한 E-Catalog 시스템 설계 및 구현)

    • Choi, Ok-Kyung;Han, Sang-Yong
      • The KIPS Transactions:PartD
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      • v.10D no.1
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      • pp.167-174
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      • 2003
    • Today in Korea, various types of B2B or B2C businesses are carried out on the Internet and the catalog information is the molt important factor to make customers purchase the product. However, no case can be found where information is shared between the business partners, more specifically, each catalog supplier possesses data that are incompatible with others. Though the e-business market has rapidly expanded, it is still difficult for businesses to attract buyers unless an integrated system is provided for more fast and convenient B2B businesses. Such a systematic and integrated catalog system is highly demanded along with current database management system Therefore, this study suggests the E-Catalog system consists of a fixed and standardized catalog system offering product information and a network-based architecture offering products to customers through a search system. The proposed system also supports CRM (Customer Relation Management).

    A Research on the Characteristics of Virtual Reality Stores -Focused on Hyundai VR Store and eBay VR Department Store- (가상현실 점포의 특성에 관한 연구 -현대백화점 VR 스토어와 eBay VR 백화점 사례를 중심으로-)

    • Jang, Ju Yeun;Chun, Jaehoon
      • Journal of the Korean Society of Clothing and Textiles
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      • v.42 no.4
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      • pp.671-688
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      • 2018
    • This study investigates the characteristics of VR stores that emerged as new fashion communication media. Two case studies on Hyundai and eBay VR Department stores were conducted along with a discussion of the function and meaning of the fashion VR store. The results showed that both stores provide novel shopping experiences; however, the two were differentiated in terms of production method and technology implementation level. Functional aspects such as providing shopping efficiency and purchasing service was insufficient in both stores. Instead, they were complementing by means of product rotation, recommendation system, voice guidance, or linkage with an online shopping mall. In experiential aspects, both stores provided a strong sense of immersion. Hyundai VR store enhanced immersion with a high resolution image of a real offline store; however, it lacked in the ability to provide multisensory stimulation such as kinetic sense or auditory stimulation. The eBay VR Department store intensified the immersion experience by providing auditory stimulation as well as visual stimulation that enhanced the speed and distance sense through the utilization of animation. However, the extent of experience was limited in terms of agency and transformation because of the low interactivity found in both store systems.

    Virtual Reality Internet Shopping Mall By Using Avatar and Intelligent Shopping Agent -Emphasis on Web Decision Support System- (분신과 지능형 쇼핑에이전트에 기초한 가상현실 인터넷 쇼핑몰에 관한 연구 -웹 의사결정지원시스템을 중심으로 -)

    • 이건창
      • Journal of Intelligence and Information Systems
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      • v.6 no.1
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      • pp.17-34
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      • 2000
    • 본 논문에서는 분신과 지능형 쇼핑에이전트에 입각한 새로운 개념의 가상현실 인터넷 쇼핑몰을 제안한다. 특히 본 논문에서 제안하는 인터넷 쇼핑몰은 기존의 쇼핑몰과는 달리 전체적인 설계를 웹에 기초한 의사결정지원시스템 즉 웹 DSS 개념에 기초하고 있다 일반적으로 전통적인 DSS의 경우 모델 데이터 그리고 사용자 인터페이스를 기본 구성요소로하고 있는데 본 논문에서 제안하는 인터넷 쇼핑몰은 모델로서는 지능형 쇼핑에이전트를 데이터로서는 각종 제품 정보 및 상용자 기호를 사용자 인터페이서로서는 분신(Avatar) 및 웹 환경을 전제로 한다. 특히 본 논문에서 제안하는 인터넷 쇼핑몰의 모든 의사결정지원과정은 웹 DSS 개념에 기초한다. 또한 소비자들의 흥미성과 몰입감 증대를 위하여 전체적인 환경을 가상현실로 하였다 본 논문에서 제안하는 인터넷 쇼핑몰인 VRISA의 특징을 요약하면 우선 라이프스타일 에이전트와 선호속성 에이전트를 가지고 있어서 이를 기초로 하여 소비자의 라이프스타일 확인 및 선호속성을 파악할 수가 있으며 또한 해당 라이프스타일 및 선호속성에 맞는 제품을 추천할 수도 있다 이같은 에이전트의 작동결과는 분신으로 반영되어 해당 분신이 적절한 제품을 소비자에게 추천할 수 있으며 모든 제품추천환경 및 분신의 작동환경은 가상현실 환경으로 구축되어 있어서 소비자들의 흥미성과 몰입감을 증대시킬 수가 있다. 이는 소비자들의 구매의도 향상에 크게 기여할 수가 있다.

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    A Study on the Customer Satisfaction and Repurchase Intention by Involvement Levels in Electronic Commerce (전자상거래에서의 관여수준별 고객만족과 재구매의도에 관한 연구)

    • Kim Eung-Cheol
      • Management & Information Systems Review
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      • v.13
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      • pp.71-97
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      • 2003
    • As an electronic commerce grows in a rapid speed today, it has a great effect on not only our consuming lives but also the marketing activities. The study on involvement levels and consumer satisfaction in physical market in the existing studying papers in home was made progress rapidly. But, the study on involvement levels and consumer satisfaction in virtual market leaves much to be desired. This paper aims at considering the relationship between the involvement levels and the consumer satisfaction factors in the electronic commerce through the internet shopping mall whose importance is emphasized day by day. In this paper, three following questions were studied: (1) what is the difference among the factors(product/service/image) of consumer's satisfaction in accordance with consumers' involvement levels, (2) what is the difference in an intention of repurchase in accordance with the consumers' satisfaction factors, and (3) what is the difference in an intention of repurchase in accordance with the involvement levels and the consumers' satisfaction factors. As a result of analysis, only the service one of the factors of consumer's satisfaction has a difference in accordance with high/low involvement, and also, the factors which have an effect on the intention of repurchase were product, service and image.

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