• Title/Summary/Keyword: online services

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Consumer Psychological Evaluation Process in Online Shopping using Virtual Fitting Service -Focusing on the Theory of Interactive Media Effects (TIME)- (가상피팅 서비스를 활용한 온라인 쇼핑에서의 소비자 심리 평가 과정 -인터렉티브 미디어 효과 이론(TIME)을 중심으로-)

  • Yunjeong Kim;Wenyun Xu;Kyung Wha Oh
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.6
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    • pp.1157-1176
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    • 2023
  • This study aims to verify the psychological evaluation that consumers undergo when accepting virtual fitting services while shopping online. The Theory of Interactive Media Effects (TIME) was applied to determine the impact of the perceived affordance of media on consumer response through immersion. An online survey was conducted targeting female consumers in their 20s and 30s, and 271 responses were collected and used for empirical analysis. The results of the analysis showed that interactivity and immediacy had a positive effect on telepresence. Telepresence, in turn, affected perceived usefulness and enjoyment, which then significantly affected purchase intention. In addition, some paths confirmed the moderating effect of consumer innovativeness. In consumers with high innovativeness, interactivity was found to have a greater influence on telepresence and perceived usefulness had a more significant influence on purchase intention than in consumers with low innovativeness. Conversely, in consumers with low innovativeness, perceived enjoyment was found to have a greater influence on purchase intention than in consumers with high innovativeness. The significance of this study is that it expands research on customer perception of virtual fitting services within online shopping platforms.

Development of Classification System and Online Service Methods for Collections in Larchiveum-Type Institutions: The Case of the National Memorial of the Korean Provisional Government (라키비움 형식의 기관 소장 자료에 관한 분류체계 개발 및 온라인 서비스 방안: 국립대한민국임시정부기념관을 사례로)

  • Hyeyun Lee;Hae-young Rieh
    • Journal of Korean Society of Archives and Records Management
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    • v.24 no.2
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    • pp.113-137
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    • 2024
  • In this study, considering the National Memorial of the Korean Provisional Government as a "Larchiveum," the researchers attempted to develop a classification system that can comprehensively categorize various types of materials and propose a method of providing an online service. To this end, as a case study, the researchers examined the classification system structure and contents of the National Archives of Korea, National Assembly Archives, and Archives of Korean History of the National Institute of Korean History, which are the current material collection institutions of the Korean Provisional Government. Regarding online services, apart from the three institutions above, the Imperial War Museum and the Hoover Institution at Stanford University were also explored. Through the implications derived from the case analysis of domestic and foreign institutions, a basic hierarchical classification system by provenance for the materials held by the institution was established, and a multi-classification system was presented according to the classification criteria of "by type, by era, and by subject." In addition, methods of applying the developed classification system to online services were proposed.

Development of The Korean Trust Index for Social Network Services (한국의 소셜네트워크서비스 신뢰지수 KTI 설계)

  • Kim, Yukyong;Jhee, Eun-Wha;Shin, Yongtae
    • Journal of Internet Computing and Services
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    • v.15 no.6
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    • pp.35-45
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    • 2014
  • Due to the spread of unreliable online information on the social network services, the users are faced with a difficult problem for determining if the information is trustworthy or not. At present, the users should make a decision by themselves throughly for the trustworthiness of the information. Therefore, we need a way to systematically evaluate the trustworthiness of information on the social network services. In this paper, we design a trust index, called KTI (Korean Trust Index for SNS), as a criterion for measuring the trust degree of the information on the social network services. Using KTI, the users are readily able to determine whether the information is trustworthy. Consequently, we can estimate the social trust degree based on the variation of KTI. This paper derives the various factors affecting trust from the properties of the social network services, and proposes a model to evaluate the trustworthiness of information that is directly produced and distributed over the online network. Quantifying the trust degree of the information on the social network services allows the users to make efficient use of the social network.

The Factors Influencing Intention to Use Online Community - Based on Undergraduates' Perceptions - (온라인 공동체 이용의도의 영향요인 - 대학생의 인식을 중심으로 -)

  • Kim, Gu
    • Informatization Policy
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    • v.18 no.2
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    • pp.23-48
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    • 2011
  • This empirical study is on the factors that influence college students'intention of using online communities by focusing on the social influence, online community identification and attitude toward using online community, and the perceived usefulness. The results of this study are as follows. First, the most popular online community site is Cyworld, and was found to provide additional services like cafes, blogs, facebook, etc. Second, the social influence in the proposed model has been classified as a subjective norm, perceived usefulness of social influence has been identified as a significant variable, and online community identification of subjective norm was significant. Third, the model configuration in a path relationship between the variables, the indirect effect of online community identification and perceived usefulness affect usage intention of online communities was larger than a direct effect. Therefore, in order to increase the usage intention of online communities, online community identification and perceived usefulness, as well as by attitude toward using online community need to be considered as ways to improve were identified.

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An Empirical Study on Online Game Players' Characteristics in Japan : Hardcore versus Casual Gamers (일본 온라인 게임시장에의 성공적 진출을 위한 기반 연구 - 게이머 유형별 특성 차이를 중심으로 -)

  • Um, Myoung-Yong;Kim, Tae-Ung;Kim, Young-Ki
    • THE INTERNATIONAL COMMERCE & LAW REVIEW
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    • v.26
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    • pp.285-313
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    • 2005
  • Online game business has emerged as the most lucrative entertainment industry, with over 10 million players in South Korea and over 30 million in Japan in 2005. The popularity of online games can be attributed to the availability of broadband network, pushing online games into the mainstream entertainment culture. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the interactive entertainment market continues to expand, with many new online game publishers entering Japan, relatively little is known about which factors influence online game players' behavioral intentions to play continuously in this area. It appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from investigating the difference, among the types of players, in demographic and social trends, perceptions related to game-design factors, and attitude toward the games. Based on data collected from online questionnaire survey, the differences between hardcore and casual players have been analyzed, and interesting conclusions have been provided concerning the online-game design and development strategies for Japan online-game players.

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Exploratory Study on Self-Fulfillment Effect of Self-Designing Process in Adaptive Customization Services

  • Lee, Eun-Jung;Son, Jin-Ah
    • International Journal of Human Ecology
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    • v.15 no.1
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    • pp.51-63
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    • 2014
  • Services for self-designing, or adaptive customization services, have become dominant in virtual marketplaces and are believed to create additional values both for the company as well as for the customer. While most research focused on the value from the services' outputs, this research attempts to address the customer-perceived value deriving from the process of the services, and focuses on the self-fulfillment effect of the involved mental processing. An online survey was administered with 313 U.S. shoppers. In the results, participants using adaptive customization services reported higher self-fulfillment perceptions, than did those not using the services. Furthermore, both the self-fulfillment perceptions (i.e., autonomy and competence) significantly increased perceived design utility. The results suggest that the process of adaptive customization services should be strategically managed to improve the customers' positive mental states that subsequently improve the perceived value of the output designs. Implications and suggestions for future studies are dsicussed.

A Study on the Improvement of Online Secondhand-Goods Transaction (온라인 중고거래 중개자에 관한 문제점과 개선방안)

  • Jo, Ah Reum;Shin, Hyun Joo;Kim, Juchan
    • Journal of Information Technology Services
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    • v.14 no.1
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    • pp.69-83
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    • 2015
  • The e-commerce market has been more diversified via B2B or P2P, and the size of this market has gradually been expanded as well. A noteworthy phenomenon is the P2P market, which has shown a rapid, approximately 200-fold or more increase in size since 2005. Specifically, the online secondhand-goods market that makes transaction easier and more convenient has attained a fast growth as well, but either sellers or buyers of secondhand goods are properly protected due to a lack of legal regulations on secondhand-goods transaction. The purpose of this study was to examine problems with online secondhand-goods transaction and to suggest some reform measures. There is something wrong with the legal status of brokers for secondhand-goods sales. According to the current law, individual brokers are neither mail-order sellers nor mail-order brokers. So they don't have lots of liabilities, and it means that the burden of risk is all imposed on buyers. Therefore it's suggested that individual brokers should be defined as 'involved operator of electronic commerce' so that proper liability might be imposed on them.

A Case Study on the Success Factors of B2C Reverse Auction Business Model (사례 연구를 통한 B2C 역경매 사업 모델의 성공 요인 분석)

  • Kim, Changhee;Lee, Gyusuk;Kim, Soowook
    • Journal of Information Technology Services
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    • v.15 no.3
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    • pp.247-263
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    • 2016
  • The purpose of the study is to derive success factors of B2C reverse auction business model, a business model contributes to the recent innovative practices in e-commerce and service sector. Electronic reverse auction has been traditionally used to ensure the procurement convenience and purchasing efficiency in B2B or B2G settings, however, e-RA is now expanding its basis toward B2C commerce industry along the huge success of an online e-RA travel service provider Priceline.com. Recently, B2C e-RA business model is getting the spotlight in the Korean venture industry with a variety of startups in diverse areas. However, e-RA does not work perfect in all kinds of trade settings. Therefore, we conducted a multiple case study to find out the success factors of B2C business model as follows : First, large supplier basis is an important factor that constructs a quasi-perfect competition environment. Second, the high online and mobile accessibility or e-readiness of Korean consumers was also a critical aspect of the success of e-RA. Lastly, e-RA performs best when the supplier switching cost is low and the trading occurs infrequently.

A Study on Voluntary Acceptance and Diffusion of Game Shut-Down Policy Based on Excellence Theory and Psychological Reactance Theory (게임 셧다운제도의 자발적 수용 및 확산방안에 관한 연구 : 우수성 이론과 심리적 반발이론을 중심으로)

  • Park, Chan-Uk;Lee, Sin-Bok
    • Journal of Information Technology Services
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    • v.11 no.2
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    • pp.93-106
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    • 2012
  • Recently, a Game Shut-down policy, partially limiting the time for the use of online game service, has been implemented in order to protect the youth from the excessive use of games by limiting their access to games in the late hours, based on the serious side effects of online games on the youth. However, the effectiveness of a Game Shut-down policy becomes a social issue. Thus, this study aims to investigate the alternative policies through the levels of the communications suggested by the theory of excellence, for the successful implementation of the policy. As a result of the study, the government and students, the recipient of those policies, need to strengthen their two-way communication in respect of the Game Shut-down policy, breaking from the existing views on the perception. The problem is that the current government's way of the communication for the Game Shut-down policy is one-way and it is aiming at achieving the objectives only. Thus, the communication in this manner will cause the side effect. 'the opportunistic violation of the system in the future', even if the students seemingly accept the system. Two-way communication will enhance the motivation for the voluntary acceptance of the system and lower the motivation for the opportunistic violation of the system. Thus, the government needs to strengthen two-way communication in the future.

Analysis on Online Research Guides of University Libraries (대학도서관의 온라인 연구지원 가이드에 관한 연구)

  • Choi, Sang-Hee
    • Journal of the Korean Society for information Management
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    • v.27 no.1
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    • pp.229-248
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    • 2010
  • Research has taken priority of many activities in universities and it has eventually brought the heat on research support services of libraries to meet high expectation of university researchers. To identify the major content areas and service methods of research guides serviced through digital libraries of universities, this study investigated research guides of 60 university libraries in North America and Korea. As a result, 13 categories for research guide contents were identified and 5 crucial areas for the contents development were suggested. It also analyzed providing methods of online research guides and communicating methods between librarians and users. Librarians were identified as the prime human resource to develope and manage research guides, which will play an important role in expanding diversity of librarians' roles in the future.