• Title/Summary/Keyword: online-order

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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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Design of a Multi-array CNN Model for Improving CTR Prediction (클릭률 예측 성능 향상을 위한 다중 배열 CNN 모형 설계)

  • Kim, Tae-Suk
    • The Journal of the Korea Contents Association
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    • v.20 no.3
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    • pp.267-274
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    • 2020
  • Click-through rate (CTR) prediction is an estimate of the probability that a user will click on a given item and plays an important role in determining strategies for maximizing online ad revenue. Recently, research has been performed to utilize CNN for CTR prediction. Since the CTR data does not have a meaningful order in terms of correlation, the CTR data may be arranged in any order. However, because CNN only learns local information limited by filter size, data arrays can have a significant impact on performance. In this paper, we propose a multi-array CNN model that generates a data array set that can extract all local feature information that CNN can collect, and learns features through individual CNN modules. Experimental results for large data sets show that the proposed model achieves a 22.6% synergy with RI in AUC compared to the existing CNN, and the proposed array generation method achieves 3.87% performance improvement over the random generation method.

Moderating Effect of Security Ability on the Relation between Privacy Concern and Internet Activities

  • Hong, Jae-Won
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.1
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    • pp.151-157
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    • 2020
  • This study explored the moderating effects of security ability on the influence of privacy concerns on internet activity using Korea media panel survey data. To this end, we applied between-subjects factorial design between 2 (privacy concern high / low) × 2 (security ability high / low) groups and compared five types of internet activity among four groups by variance analysis. As a result, privacy concerns have a main effect on internet activity, and security ability have a moderating role in this relationship. Despite the privacy concerns, people do their internet activities in order to enjoy the benefit from the internet. This study have academic implication in that it focus on the issue of privacy paradox in terms of the type of internet activity. In addition, practical implications are that, in order to activate online activities of individuals in an internet-connected society, efforts for enhancing their security abilities are necessary.

The Impact of e-Business Information System Quality on Customer Loyalty : An Empirical Study in the Field of Cyber Trading (e-Business 환경에서 정보시스템 품질이 고객충성도에 미치는 영향 : 사이버 증권 분야에서의 실증 연구)

  • 이국희
    • The Journal of Information Technology and Database
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    • v.7 no.2
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    • pp.87-100
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    • 2000
  • The customer loyalty has been decreasing dramatically in e-Business environments such as cyber trading, shopping, banking, and portal services. However, little research has been done so far in order to analysis the newly emerging concept and changing nature of the e-Business customer loyalty. The purpose of this study is to investigate whether the quality of e-Business information systems has any impact on customer loyalty. The quality, which is tee independent construct in this study, is divided into three variables: basic system quality, information contents quality, and service quality. Cyber systems of 40 domestic stock trading firms were chosen as target e-Business information systems Both online survey and traditional field survey were employed in order to collect data, and more than 8,000 cyber customers have responded. The results of statistical analysis show that all of three independent variables have statistically significant effects on customer loyalty and, among three variables, the basic system quality has the strongest impact.

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The Analysis Framework for User Behavior Model using Massive Transaction Log Data (대규모 로그를 사용한 유저 행동모델 분석 방법론)

  • Lee, Jongseo;Kim, Songkuk
    • The Journal of Bigdata
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    • v.1 no.2
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    • pp.1-8
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    • 2016
  • User activity log includes lots of hidden information, however it is not structured and too massive to process data, so there are lots of parts uncovered yet. Especially, it includes time series data. We can reveal lots of parts using it. But we cannot use log data directly to analyze users' behaviors. In order to analyze user activity model, it needs transformation process through extra framework. Due to these things, we need to figure out user activity model analysis framework first and access to data. In this paper, we suggest a novel framework model in order to analyze user activity model effectively. This model includes MapReduce process for analyzing massive data quickly in the distributed environment and data architecture design for analyzing user activity model. Also we explained data model in detail based on real online service log design. Through this process, we describe which analysis model is fit for specific data model. It raises understanding of processing massive log and designing analysis model.

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