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Effect of SNS Sports Community participants' Perception of Sports Value on Perception of Fun and Sports Activities

  • Wei Zhong;Sunmun Park
    • International Journal of Advanced Culture Technology
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    • v.12 no.2
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    • pp.416-426
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    • 2024
  • This study shows that, in a situation where the influence of the mobile Internet is increasing in all areas of modern society, SNS users' participation in sports has a significant impact on the development of the sports market and the public's exercise methods and sports awareness. Therefore, the purpose of this study is to determine the impact of awareness of sports values through SNS on participation in sports activities. In order to achieve this research purpose, the population of the study was adults who had experience participating in SNS sports communities. The sampling method used was convenience sampling, and a total of 300 people, 150 men and 150 women, were selected as research subjects through sharing the questionnaire link online and via email. The survey tool used was a questionnaire, and it was modified and supplemented for this study based on a questionnaire that had secured reliability and validity in previous studies. The statistical analysis used for data analysis was frequency analysis, exploratory factor analysis, reliability analysis, and multiple regression analysis using SPSS Windows 20.0 Version. The conclusions obtained in this study through data analysis according to these methods and procedures are as follows. First, SNS sports community participants' perception of sports value was found to partially affect their perception of fun. Second, SNS sports community participants' perception of sports value was found to partially affect sports activities. Third, SNS sports community participants' perception of the fun of sports partially influenced sports activities.

The impact of Academic Resilience of Chinese Students Participating in Sports on their Adaptation to College Life

  • Haolong Xu;Sunmun Park
    • International Journal of Advanced Culture Technology
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    • v.12 no.2
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    • pp.427-437
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    • 2024
  • The purpose of this study is to determine the impact of Chinese international students' academic resilience on acculturation stress and college life adjustment. In order to achieve this research objective, the research subjects were Chinese students participating in sports in Korea. The sampling method was convenience sampling, and a total of 300 people, 150 men and 150 women, were selected as research subjects through sharing the questionnaire link online and email. The research tool used in this study was a questionnaire. Based on the questionnaire that had secured reliability and validity in previous research, it was modified and supplemented to suit this study. The statistical analysis used for data analysis was frequency analysis, exploratory factor analysis, reliability analysis, and multiple regression analysis using SPSS Windows 22.0 Version. The conclusions obtained in this study through data analysis according to these methods and procedures are as follows. First, the academic elasticity of Chinese students participating in sports has partially influenced by cultural adaptation stress. Second, the academic elasticity of Chinese students participating in sports has partially influenced by university life. Third, the acculturation stress of Chinese students participating in sports was found to partially affect their adaptation to university life.

A Study on Recognition of Robot Barista Using Social Media Text Mining (소셜미디어 텍스트마이닝을 활용한 로봇 바리스타 인식 탐색 연구)

  • Han Jangheon;An Kabsoo
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.20 no.2
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    • pp.37-47
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    • 2024
  • The food tech market, which uses artificial intelligence robots for the restaurant industry, is gradually expanding. Among them, the robot barista, a representative food tech case for the restaurant industry, is characterized by increasing the efficiency of operators and providing things for visitors to see and enjoy through a 24-hour unmanned operation. This research was conducted through text mining analysis to examine trends related to robot baristas in the restaurant industry. The research results are as follows. First, keywords such as coffee, cafe, certification, ordering, taste, interest, people, robot cafe, coffee barista expert, free, course, unmanned, and wine sommelier were highly frequent. Second, time, variety, possibility, people, process, operation, service, and thought showed high closeness centrality. Third, as a result of CONCOR analysis, a total of 5 keyword clusters with high relevance to the restaurant industry were formed. In order to activate robot barista in the future, it is necessary to pay more attention to functional development that can strengthen its functions and features, as well as online promotion through various events and SNS in the robot barista cafe.

The Effects of Brand Repuration and Social Comparison on Consumers' Brand Attitude and Purchase Intention of a Product Recommended by AI (브랜드 명성과 사회비교경향성이 AI 추천 제품의 브랜드 태도 및 구매의도 미치는 영향연구)

  • Sungmi Lee
    • Smart Media Journal
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    • v.13 no.1
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    • pp.67-75
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    • 2024
  • The purpose of this research is to investigate consumer responses to production recommendations by AI. In order to test hypotheses of this study, we conducted experimental study that was a 2(Brand reputation: high vs. low) X 2(Social comparison: high vs. low). The results of this study showed the interaction effects of brand reputation and social comparison on brand attitude. Based on the results, we provide theoretical implications to extent the existing research regarding product recommendations. Moreover, the results of this study provide some practical implications and a new aspect about AI recommendations.

The impact of consumer smartness and the perceived intellectual capital of fashion firm on value co-creation behavior intention in virtual worlds (소비자 스마트니스와 지각된 패션기업 지적자본이 가상세계에서의 가치공동창출행동 의도에 미치는 영향)

  • Soo-kyoung Ahn;Eunjeong Ryou
    • The Research Journal of the Costume Culture
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    • v.32 no.2
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    • pp.148-163
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    • 2024
  • With the digitalization of production and consumption environments, consumers are no longer merely targets of marketing, but key players in creating value jointly with companies by participating in various decision-making processes. Much virtual content in particular, such as fashion shows, exhibitions, games, social activities, and shopping, which fashion brands implement in virtual worlds, cannot be completed without consumers' active engagement and interaction. Thus, this study considers consumers' participation in virtual content provided by fashion brands as value co-creation in virtual worlds. This study aims to examine how consumer (i.e., consumer smartness) and fashion firm (i.e., perceived intellectual capital) factors influence value co-creation behavior intention in virtual worlds. Data were collected from 410 consumers in their 20s nationwide through an online survey, and a higher-order structural equation modeling analysis was conducted to test the research model. The results showed that both consumer smartness and perceived intellectual capital positively influenced customer participation behavior and citizenship behavior intentions. Specifically, perceived intellectual capital had a greater impact on value co-creation behavior in the virtual world than consumer smartness. The findings provide empirical evidence that the fashion firms' intangible assets and consumers' competence in the digital shopping environment encourage their intentions to co-create value in virtual worlds.

Analysis of Donation Intention of MZ Generation and Senior Generation Using Machine Learning's logistic Regression (머신러닝의 로지스틱 회귀를 활용한 MZ세대와 시니어 세대의 기부의도 분석)

  • Min Jung Oh;IkJin Jeon
    • Journal of Information Technology Services
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    • v.23 no.2
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    • pp.1-12
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    • 2024
  • This study aims to find ways to increase the declining donation intention by using machine learning techniques. To this end, in order to predict factors that affect donations between the MZ generation and the senior generation, various machine learning algorithms, including logistic regression analysis, are applied to build a model to determine variables that affect donation intention, and provide statistical verification and evaluation indicators. In this study, differences in donation intention by generation were expected as a variable affecting donation intention, and the senior generation was expected to show a higher donation intention tendency than the younger generation. However, although the research results were not statistically significant, the younger generation showed a higher intention to donate, and these results are interpreted to mean that value consumption and ethical consumption, which are important to today's MZ generation, also influenced donations. However, there were differences between generations in the amount of donations, and higher donation amounts were confirmed among the senior generation (those in their 50s or older) than the younger generation. In addition, the results of the logistic regression analysis showed that previous donation experience had a positive effect on future donation intention, and the more motivation and importance of donation and various social participation activities online and offline, the more active one became in donating.

On the written order of characters in the formula for measuring the area of a circle (원의 넓이를 구하는 공식에서 문자 표기 순서에 대한 연구)

  • Lee, Min Jung
    • The Mathematical Education
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    • v.59 no.2
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    • pp.131-146
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    • 2020
  • Regarding the formula for measuring the area of a circle, the Archimedes' constant is generally written in front of the square of radius length, but there were a few cases where the Archimedes' constant was written after that in Germany and France. In this study, two things are studied: First, how many students are writing the Archimedes' constant after that? Second, what do the students think about the written order of characters in the formula for measuring the area of a circle? In the online survey of 201 people aged 14 to 21 in Korea, there was a perception of more than 86% that both are possible or only after that are possible. In this study, it is suggested that there is a difference between the general written order of characters and the natural perception of students formed through school education. In addition, students aged 14 to 16 thought more that the Archimedes' constant should be written after that, and after that age, there was a greater perception that both are possible without confusion of meaning. It can be seen that the change in students' perception has emerged through school education on natural mathematical written order of characters after middle school courses. From this point of view, the most common perception can be that if there is no confusion in meaning, then both expressions are possible.

The Relationship between Consumption Value of Preschooler Clothing, Purchase Satisfaction and Brand Loyalty according to the Moderating Effects of Mother's Preschooler Clothing Involvement (어머니의 유아복 관여도 조절효과에 따른 유아복 소비가치, 구매만족, 브랜드 충성도의 관계연구)

  • Lee, Joo-Yun;Rhee, Young-Ju
    • Journal of the Korea Fashion and Costume Design Association
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    • v.15 no.3
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    • pp.119-135
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    • 2013
  • The purpose of this study was to investigate the relationship between consumption values of preschooler clothing and purchasing satisfaction, company brand loyalty and involvement of preschooler clothing with the mothers of preschoolers. An online survey was adapted as methodology of this study. The collected 323 questionnaires were collected and statistically analyzed. The nine consumption value of preschooler clothing(vicarious satisfaction value, social value, functional value, convenient value, economic value, coordination value, aesthetic value, distinctive value, and fashionable value) resulted from the analysis of survey. Purchasing satisfaction, company brand loyalty, involvement of preschooler clothing was Uni-dimensional. Statistical analysis was performed with frequency analysis, descriptive statistics, exploratory factor analysis, multi-group analysis, confirmatory factor analysis, bivariate correlation analysis, distribution, structural equation, cluster analysis, independent sample t-test, one-way analysis of variance. The results of this study are as follows. In the consumption value of preschooler clothing influencing on the purchasing satisfaction was evaluated depending on the involvement of preschooler clothing group (high-involvement group, low-involvement group). In the low-involvement group, the most significant consumption value of preschooler clothing are economic value, convenient value, social value in order of importance; though in the high-involvement group, aesthetic value, social value, economic value in order of importance. Also the brand royalty was more affected by the purchasing satisfaction in the high-involvement group than in the low-involvement group. In conclusion, the relations of consumption value of preschooler clothing with purchasing satisfaction, company brand loyalty, involvement of preschooler clothing was established in study. The significances of this study is to provide the market segmentation strategy depending on the characteristics of preschooler clothing consumers and establish the information and direction to increase the company brand royalty and purchasing satisfaction.

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Sequential Step of Simulacre in Social Network Game (소셜 게임에 나타난 시뮬라크르의 연속단계)

  • Seo, Seong-Eun
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.43-55
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    • 2012
  • In SNG, actual users enter virtual space with their real identity. They can enter the game space easily and rapidly from the real space and can get out of it easily. For such free crossing between the virtual and the real, every character, space image and game play has symbolic reality. While paying attention to the game play process of SNG such symbolic reality is constructed into the virtual world in the game, this study intends to identify that it follows an order of simulacre by Baudrillard. As the result of analysis, it shows that SNG promotes easy entering the game space while reflecting the reality to the most in the opening part of game play. And, gradually concealing reality, it reaches a pure simulacre step while covering up and distorting absence of the reality. If we compare it with the direct entering the pure similacre step in the existing Online games like MMORPG, we can know that such a game play process according to the similacre order may be the distinct game characteristic of SNG.

Design and implementation of User Interface for Elementary School Students (초등학생을 위한 사용자 인터페이스의 설계 및 구현)

  • Lee, Yeong-Wha;Jun, Woo-Chun
    • Journal of The Korean Association of Information Education
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    • v.11 no.1
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    • pp.119-130
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    • 2007
  • Although online education has many advantages such as providing huge information and overcoming time and space limit over the traditional education, its effects may not be good unless proper user interface is not provided. Only well-designed interface can allow students to learn correct information quickly and study creatively and actively. The purpose of this study is to design and implement user interface suitable for elementary school students. In this study, in order to design proper user interface for elementary school students, factors affecting human-computer interaction have been analyzed and adopted. Also, design and structure of existing educational portal sites are analyzed so that the most common design elements are adopted. Finally, extensive survey is carried out in order to examine preference and navigation style of elementary school students and teachers. The survey results are reflected on the design principles of this work.

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