• Title/Summary/Keyword: voice shopping

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The Development of Heuristics for Voice Shopping Service through Voice Interface with Display (디스플레이 탑재형 음성 인터페이스를 통한 음성쇼핑 서비스 휴리스틱 개발)

  • Gwon, Hyeon Jeong;Lee, Jee Yeon
    • Journal of the Korean Society for information Management
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    • v.39 no.2
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    • pp.1-33
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    • 2022
  • Voice shopping is gaining attention following the trend of non-contact E-commerce by enabling people to shop via voice command. Therefore, in this study, voice shopping service heuristics using a display-mounted voice interface were developed in preparation for the future where voice shopping becomes a part of daily life in the world. First, as a theoretical approach, a literature survey of 50 papers on the design principles of 'visual interface,' 'voice interface,' and 'shopping service' was conducted to produce a total of 29 draft design principles. Second, as an empirical approach, a focus group interview was conducted on consumer decision-making processes in shopping experiences and information-seeking behavior within the context of shopping to draft the heuristics. This was to supplement the user experience, a weak part of the literature research. Finally, a Delphi survey asked 20 experts in UX, service planning, artificial intelligence development, and shopping to evaluate the heuristics draft developed through the above two stages. After three rounds of Delphi surveys, the final heuristics were proposed.

Influence of User Innovativeness and Knowledge Base on Acceptance of Voice Shopping (사용자의 혁신성 및 지식수준이 가상비서 기반 음성쇼핑의 이용에 미치는 영향)

  • Jo, Woong;Ahn, Suho;Chung, Doohee
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.15 no.2
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    • pp.153-169
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    • 2020
  • A new way of shopping based on virtual assistant, so called voice shopping, is drawing attention. The voice shopping market is growing around the world, and Korea is on the verge of full-scale commercialization of this new shopping. For the development of voice shopping-related industries, it is necessary to research on specific issues related to this new shopping methods, such as the quality of services, efficient processes tailored to new ways, and ways to build customer relationships. As part of such an attempt, the study seeks to determine the factors that affect consumers' perception and attitudes toward voice shopping. The study conducted the analysis based on survey response data of 171 online shopping users. In addition to the typical factors of the technology acceptability model(TAM) such as perceived usefulness and ease of use, the impact of perceived playfulness was included for analyzing the intention on the acceptance of voice shopping. In particular, this study focuses on the impact of user attributes. For the spread of voice shopping, it is necessary to set up a valid target customer and understand users for establishing an effective customer relationship. Therefore, this study tries to analyze how the perceptions on the voice shopping(perceived usefulness, ease of use, and perceived playfulness) are affected by users' attributes, such as user innovativeness and user knowledge level. The result of analysis shows that user innovativeness have a positive relationship with all of perceived usefulness, ease of use, and perceived playfulness. The user knowledge base, however, was not significant to all these three variables. The user knowledge base is shown to have a positive effect on user innovativeness which is the source of positively significant factor for the variable of the perceptions on the voice shopping. Meanwhile, among the variables of extended technology acceptance model, perceived usefulness and perceived playfulness have positive effects on the acceptance of voice shopping, while ease of use has no significant impact on the voice shopping acceptance. Ease of use has a positive relationship with perceived usefulness and playfulness. This study is meaningful in providing implications on the development of voice shopping platforms and related services, and establishment of customer relationship.

Factors Affecting Users to Adopt Voice Shopping: Empirical evidence from the UTAUT model (인공지능 기반 음성쇼핑(Voice Shopping)의 수용의도에 영향을 미치는 요인 연구: 확장된 통합기술수용모델을 중심으로)

  • Ahn, Suho;Jo, Woong;Chung, Doohee
    • Journal of Technology Innovation
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    • v.27 no.4
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    • pp.111-144
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    • 2019
  • As virtual assistants rapidly diffused into the market, the voice shopping market is expected to expand. The purpose of this study is to identify the factors that determine the consumers' intention to adopt voice shopping by using the unified theory of acceptance and use of technology(UTAUT). In this study, we set variables that influence the intention to adoption of voice shopping with performance expectation and effort expectations as the variables of UTAUT and playfulness expectations as an extended variable. In addition, we also include four voice secretary attributes such as response accuracy, compatibility, social presence, and safety in our research model to investigate the source of motivation of voice shopping adoption. The result of this analysis shows that variables such as performance expectation, effort expectation, and amusement expectation have a positive effect on the intention to adoption of voice shopping. With respect to the four voice shopping attributes, compatibility had a positive effect on performance expectancy, effort expectancy, and playfulness expectancy. Social presence has a positive effect on playfulness expectancy. Safety has a positive effect on effort expectancy and playfulness expectancy. On the other hand, response accuracy is not significant for performance expectancy, effort expectancy, and playfulness expectancy. This study reveals the determinants of intention to adopt the new purchasing method called voice shopping, and suggests the important factors for the innovation of commerce business.

The Real-time Shopping System using Multipurpose Visual Language with Voice Recognize (음성인식시스템과 다목적 시각 언어를 연동한 실시간 쇼핑 시스템)

  • Kim, Young-Jong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.6
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    • pp.4164-4169
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    • 2015
  • In this paper planed Real-time Shopping System using Multipurpose Visual Language System(MVLS) with voice recognition remote controller. This system has a merit that using existing on-line & off-line shopping system with addition MVLS data. This can realization little modification existing shopping system. Also, customer's a point of view that has a merit to using easy device for shopping. That is no more using difficult device like that keyboard or mouse, and approach to easy device that voice recognition remote controller or smart phone. Especially, aspect of the old and the infirm and disabled persons that information minority group, can easy buy the product using this system. And, the sellers can more easily collection customer's data and using that future sales strategy.

A Study on the UX of Shopping Experience in Conversational Agents: Focus on the Difference between the Presence of a Screen, Product Involvement, and Conversation Style (음성 에이전트에서의 쇼핑 경험에 대한 사용자 경험 연구: 화면 유무와 제품관여도, 대화방식의 차이를 중심으로)

  • Lee, Hwayoung;Kim, Dongwhan
    • Journal of Korea Multimedia Society
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    • v.25 no.8
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    • pp.1156-1166
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    • 2022
  • In this study, we examined voice shopping interaction in which consumers can be involved in the decision-making process. Sixteen kinds of voice shopping interaction were designed with differences in the existence of screen/product involvement/conversation style. Their effects on trust, cognitive load, satisfaction, and continuous intention to use were evaluated through a survey experiment. The main effect of conversation style was significant, and it was found that the more deeply involved users have higher trust. The interaction effect between conversation style and product involvement was also significant. Low involvement product buyers had the most positive user experience from the conversation style that included 'Ask for preference,' while high involvement product buyers had the most positive user experience from the conversation style that included both 'Ask for preference' and 'Question and Answer.' The main effect and interaction effect of the existence of screen was not significant. The results indicate that a positive user experience can be obtained when users are deeply involved in consumer decision-making, especially in purchasing high-involvement products.

A Study on the Usability Evaluation of Earcon Applied to Voice Menu (이어콘을 적용한 음성 메뉴의 사용성 평가에 관한 연구)

  • Lim, Chee-Hwan;Lee, Jae-In;Lee, Sung-Soo
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.28 no.4
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    • pp.55-62
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    • 2005
  • This paper describes the experiment that investigated the possibility of design and evaluation of the usability of earcon applied to voice menu. The earcon has functions in providing navigational cue in the hierarchical menu, and also can be applied to voice menu for improving the recall rate and the response time. In this experiment, participants identified their location with the help of earcon applied to the voice menu with the various earcon parameters. In detail some participants listened to the good quality sound of voice menu using the structured earcon, and they recalled the location they heard. Other participants listened to the good quality sound of voice menu without earcon, and they recalled the location they heard in the same manner. And the response times were checked through their answers. On analyzing the results, we found the earcon applied to voice menu showed the increase of recalling rate from what they heard during experiment. That is the performance of task was better with earcon applied to voice menu than with voice menu without earcon. In the earcon applied to voice menu test, it showed the accuracy of 92.50%, but in voice menu without earcon test, people could only recall 66.25% among given questions. The response time was reduced from 4.98 sec to 3.85 sec. In addition, this experiment showed the 87.5% of participants preferred the earcon applied to voice menu.

Implementation of Music Broadcasting Service System in the Shopping Center Using Text-To-Speech Technology (TTS를 이용한 매장 음악 방송 서비스 시스템 구현)

  • Chang, Moon-Soo;Kang, Sun-Mee
    • Speech Sciences
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    • v.14 no.4
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    • pp.169-178
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    • 2007
  • This thesis describes the development of a service system for small-sized shops which support not only music broadcasting, but editing and generating voice announcement using the TTS(Text-To-Speech) technology. The system has been developed based on web environments with an easy access whenever and wherever it is needed. The system is able to control the sound using silverlight media player based on the ASP .NET 2.0 technology without any additional application software. Use of the Ajax control allows for multiple users to get the maximum load when needed. TTS is built in the server side so that the service can be provided without user's computer. Due to convenience and usefulness of the system, the business sector can provide better service to many shops. Further additional functions such as statistical analysis will undoubtedly help shop management provide desirable services.

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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.

Design and implement custom shopping helper applications for blind people (시각장애인 온라인 쇼핑 도움 어플리케이션 설계 및 구현)

  • Kim, Chaeyoon;Kim, Jiseon;Cheon, Myeonghui
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.10a
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    • pp.570-573
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    • 2019
  • 스마트폰의 대중화로 인터넷 이용률이 증가함에 따라 온라인 쇼핑 시장의 규모가 커지는 반면 대부분의 온라인 쇼핑몰은 시각장애인의 접근성이 미흡하여 온라인 쇼핑의 어려움을 겪고 있다. 그 불편함은 '정보화 사회에서의 소외감' 이라는 정신적 피해로 이어지고 있는 심각한 상황이다. 따라서 이 불편함을 해소하고 정보 접근의 격차를 줄이고자 <쇼움이>를 설계, 구현하게 되었다. <쇼움이>는 챗봇을 활용하여 일문일답으로 입력 받아 시각장애인들이 쉽고 편리하게 상품을 검색/파악할 수 있도록 설계, 구현되었으며, 시각장애인들이 파악하지 못했던 이미지 내의 상품 정보를 분석하여 텍스트와 음성으로 안내한다. 또 관심 상품 등록, 상품 링크 공유 기능을 구현하였다. 또한 사용자의 편리성 확보를 위해 버튼을 포함한 모든 항목이 안드로이드의 voice-assistant 로 읽히도록 설계, 구현하였다.