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        검색결과 99

        1.
        2023.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The 4th Industrial Revolution and the continuous development of Science and Technology have also required a speedy business promotion method in the defense industry. Advanced countries including the United States are already boldly innovating the existing high-cost and long-term acquisition system with the highest priority in weapons development to cope with the military rise of Russia and China. The Ministry of National Defense and the Defense Acquisition Program Administration have also recently introduced a quick acquisition system and are applying it to business promotion. In addition, some small-scale projects and weapons systems are being reorganized so that they can be managed by the units demanding them. After an organizational diagnosis of the Project Acquisition Group by the Ministry of National Defense in 2020, it has been reassigned as a subordinate unit of the Army Logistics Command from a direct unit managed by the Army HQ. As a result, problems such as work conflict or redundancy have been identified. In addition, a system has been implemented to shorten the acquisition period by applying a rapid acquisition program in the field of weapons systems by benchmarking the rapid acquisition program of advanced countries. The force support system project process will also need to introduce such a quick acquisition system. In addition, the Ministry of National Defense is considering ways to delegate some weapon systems to each military, which will then carry out tasks ranging from requirements determination to project management. Accordingly, it is now time to expand the organization for the management of the Army's weapons system acquisition project. Therefore, in this paper, the Army Project Acquisition Group was analyzed on its organization, acquisition procedures, and cooperation systems, with presentations of development plans for each field.
        4,000원
        2.
        2022.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        최근 디지털 의상으로 제품을 만드는 것이 활성화됨에 따라서 삼차원 공간의 컴퓨터 그래픽을 이용하는 게 임엔진을 및 3D Tool로 샘플을 만들기 시작했다. 이러한 트렌드에 따라서 밴드 기업들은 디지털 의류 모델 을 화상 회의 프로그램을 이용하여 협업하기 시작했다. 하지만 화상 회의에서의 원격화면 공유 기능은 각 공유자의 바탕화면 혹은 각 사용자가 사용하고 있는 데스크탑에 보여지는 화면만을 공유하여 발표화면을 보여주는 기능에 그치고 있어 협업작업에서 필요한 사용자 간의 상호작용을 지원하기에는 부족한 점이 있 다. 본 연구에서는 디지털 의상 협업 작업 시 화상 회의를 사용함에 있어서 불편한 점들을 개선하고 회의를 효율적으로 진행하기 위한 Framework를 제작했다. 프레임워크 제작을 위해 Unity3D 게임엔진과 WebRTC 그 리고 Javascript를 사용하였으며, 중계서버 제작을 위하여 클라우드 AWS 서비스를 사용했다. 시연 결과 화상 회의 참여자들은 스크린에 인터랙션을 할 수 있었으며 따로 프로그램을 설치할 필요가 없었다. 그리고 최대 해상도를 1440p까지 높여 기존의 화상 회의에서의 화질을 더 개선할 수 있었다. 해당 시연 결과를 통하여 기존의 다른 화상 회의 앱과 기능들을 비교하여 제안한 Framework의 효용성을 검증했다.
        4,000원
        3.
        2022.09 KCI 등재 SCOPUS 구독 인증기관 무료, 개인회원 유료
        This study reports the results of an open-ended questionnaire on the experiences of Korean university students who worked on task-based L2 bimodal collaborative writing enhanced by technology. Thirty-six English major students developed a reading text for 2nd-grade middle school students. Using Microsoft TEAMS as the main platform, participants conducted the collaborative writing task using real-time video conferencing, chatting, commenting, file and image posting, and (a)synchronous feedback/revision functions. Participants 1) used multiple tools to maximize their functions, 2) interacted collaboratively in every writing stage to achieve success, and 3) evaluated the quality of collaborative writing more highly than individual writing and perceived the positive impacts of collaborative writing on L2 writing in audience awareness, paraphrasing technique, and linguistic expressions. The levels of visual editing skills and awareness of online image copyright among students varied.
        6,600원
        4.
        2022.05 구독 인증기관·개인회원 무료
        Laboratory testing to simulate the drying of spent fuel is most often done using a cooling rate of approximately 5°C per hour because there are so many restricted test conditions like R&D project duration limit, budget and temporary electronic supply blackout at laboratory building. However, in a real dry cask storage system, the fuel cools much slower. Early data from KAERI on unirradiated, pre-hydrided cladding has shown that slower cooling may result in more brittle behavior than is currently observed based on these short-term tests. Given the potential safety and future handling implications of failed fuel, it is important to determine if the material properties of spent fuel cladding measured in these laboratory tests are the same as would be observed on fuel that has undergone a much longer, slower cooling, which may provide more time for hydrides to precipitate in the radial direction. KAERI and PNNL have started a collaborative I-NERI R&D project on this topic and each organization will perform tests on unirradiated & irradiated cladding under various hoop stress and cooling rate combinations. Scope of collaborative work is to evaluate long-term cooling (slow cooling rate) on hydride reorientation and subsequent material properties of cladding to determine if past and current research activities on spent nuclear fuel are bounding. The results will be used to direct future testing and help predict cladding performance over a wide range of burnups during extended storage and transportation.
        5.
        2021.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        종래의 게임에서, 널리 사용되고 있는 난수는 게임 서비스 제공자에 의하여 일방적으로 제공되기 때문에, 게 임 이용자가 제공받은 난수가 어떠한 개입이나 조작이 있었는지를 검증하는 것은 어렵다. 본 논문은 상호 참 여형 난수 발생기인 TogetheRand를 제안한다. 제안된 방법은 이더리움 블록체인 시스템 위에서 작동되는 스 마트 컨트랙트이다. 제안된 방법의 난수성을 Dieharder tests를 이용하여 테스트하였다. 제안된 방법은 많은 사람들이 난수 생성에 참여할 수 있고, 모든 입력값을 확인할 수 있으며, 블록체인 시스템으로 인하여 정상 작동 여부가 보장되기 때문에 게임 이용자와 제공자 모두가 신뢰할 수 있는 방법이다. 제안된 방법은 게임 등의 신뢰성 있는 난수가 필요한 응용 분야에서 두루 적용될 수 있을 것이다. 본 논문에서 사용된 코드는 ht tps://github.com/TyeolRik/TogetheRand 에 공개되어 있다.
        4,000원
        6.
        2021.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In this paper, we propose a method for diagnosing overload and working load of collaborative robots through performance analysis of machine learning algorithms. To this end, an experiment was conducted to perform pick & place operation while changing the payload weight of a cooperative robot with a payload capacity of 10 kg. In this experiment, motor torque, position, and speed data generated from the robot controller were collected, and as a result of t-test and f-test, different characteristics were found for each weight based on a payload of 10 kg. In addition, to predict overload and working load from the collected data, machine learning algorithms such as Neural Network, Decision Tree, Random Forest, and Gradient Boosting models were used for experiments. As a result of the experiment, the neural network with more than 99.6% of explanatory power showed the best performance in prediction and classification. The practical contribution of the proposed study is that it suggests a method to collect data required for analysis from the robot without attaching additional sensors to the collaborative robot and the usefulness of a machine learning algorithm for diagnosing robot overload and working load.
        4,300원
        9.
        2020.11 구독 인증기관·개인회원 무료
        Sales force automation tools can increasingly be used collaboratively across the company borders. We have focused on this topical issue by conducting a multiple-case study of industrial manufacturers and their distributors. The main contribution of the research is a model that distinguishes the drivers and challenges of the collaborative tools.
        10.
        2020.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        최근 리더의 유머행동과 조직의 다양성 풍토는 조직행동 분야의 주요한 이슈로 떠오르고 있다. 이는 이 2가지가 현재의 한국 사회의 분위기나 한국 기업의 조직문화와는 상당한 거리감이 있기 때문일 것이다. 이러한 점에 착안하여 본 연구는 리더의 유머행동과 조직의 다양성 풍토가 구성원의 협력적 갈등해결이라는 기업 조직의 중요한 성과 요소에 영향을 미치는지, 그리고 이 관계를 부정적 정서조절이라는 정서적 요소가 매개하는지 검증하고자 하였다. 한국의 근로자를 대상으로 해서 수집한 242명의 데이터를 바탕으로 신뢰성, 타당성 검증을 실시하였으며, 구조방정식을 이용하여 가설을 검증하였다. 그 결과 리더의 유머행동과 조직의 다양성 풍토 모두 구성원의 협력적 갈등해결에 유의한 정(+)의 영향을 미치는 것으로 나타났다. 이와 더불어 부정적 정서조절은 상사의 유머행동과 구성원의 협력적 갈등해결, 조직의 다양성 풍토와 구성원의 협력적 갈등해결의 관계를 모두 매개하는 것으로 나타났다.
        5,800원
        14.
        2019.07 구독 인증기관 무료, 개인회원 유료
        Collaborative apparel consumption is proposed as more sustainable alternative to conven-tional consumption. The purpose of this study is the exploration of consumers’ motives to participate in collaborative apparel consumption. Findings suggest that consumers’ inten-tion to participate in collaborative apparel consumption is mainly influenced by financial benefits, convenience and sustainability awareness.
        5,700원
        15.
        2019.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study explores how the shared reflections of two university instructors influenced their approaches and perspectives of English language teaching. The primary source of data was derived from the two teachers’ e-mail mediated, collaborative reflective journals and two dialogical interviews served as a secondary data source. A qualitative, narrative inquiry approach was employed to gather data in a direct and in-depth way. The data were selectively coded to investigate the teacher’s reported beliefs, behaviors, and interactions as well as how they relate to the process of professional development. The findings indicate that the process of sharing and reflecting upon their pedagogical philosophy and strategies supported their ongoing efforts to develop professionally. Moreover, this study addresses the notion that more attention should be paid towards improving reflective teaching among teachers as a means of enhancing professional development.
        6,100원
        16.
        2018.07 구독 인증기관·개인회원 무료
        The number of individuals using peer-to-peer and access-based services through collaborative consumption platforms (CCP) has been grown dramatically for a few reasons. CCP makes consumers convenient because it enables individuals trade directly without contacting each other. Thus, CCP, a digital platform, encourages more consumers to use access-based. CCP is temporal access-based service to a good. A good is usually accessed and traded in the absence of a service provider representative through CCP, and thus, misbehavior can occur and then be diffused into other consumers. Most of CCPs are based on digital platform, which provides participants with space where they can trade. Because the interactions in CCP is usually non-face to face communication and the participants tend to have similar interests and chat with task-oriented and low socio-emotional content, they can feel submerged in a crowd and indistinguishable from others. That is, participants feel like the sense of deindividuation which means to lose all sense of individuality. When participants face misbehavior of multiple previous customers, such deindividuation makes them conform social norm that they think that others do misbehavior as well. Based on social identity theory and deindividuation, this research examines the mediating effect of deindividuation on the relationship between previous misbehavior and misbehavior and the moderating effect of the self-disclosure on the relationship between previous misbehavior and deindividuation.
        17.
        2018.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        본 연구의 목적은 전문가와 교사의 협력적 실행연구를 통해 유아교육현장에서 만나게 되는 유아의 정서조절과 관련된 행동문제에 대한 유아교사의 인식 및 지도가 어떻게 변화되었는지를 알아보는 것이다. 이를 위해 본 연구는 D광역시에 위치한 유치원의 만 3세반 교실에서 약 3개월 동안 진행되었으며 유아교육과 현직교수 2인과 유치원 교사 3인이 참여하였다. 협력적 실행연구의 순환과정을 통해 나타난 유아교사의 변화를 파악하기 위해 교사들이 작성한 유아관찰 기록지, 교사저널, 연구일지와 교실관찰, 전화통화 및 이메일 교신, 면담내용의 자료를 근거이론의 절차방법을 통해 분석하였다. 연구결과, 유아교사들은 협력적 실행연구에 참여하면서 정서조절 행동문제는 유아가 정서적인 어려움을 호소하는 메시지이고, 유아가 처한 환경적 맥락에서의 어려움을 반영하며, 행동문제를 하는 유아가 곧 문제유아를 의미하는 것은 아님을 인식하게 되었다. 다음으로 협력적 실행연구에 참여한 유아교사들은 정서조절 행동문제에 대한 자신의 지도실제를 반성적인 사고를 통해 살펴보기 시작했으며, 다양한 방법으로 관찰하고 객관적으로 분석하게 되었다. 또한 정서조절 행동문제를 지도하기 위하여 유아에게 관심을 가지고 믿고 이해하고 존중하기 시작했으며, 유아에게 가장 적합한 방법을 찾아 적용하였고, 정서조절 행동문제를 지도하는 과정에서 부모 및 동료교사들과 협력하였다.
        6,100원
        18.
        2017.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Collaborative filtering, one of the most widely used techniques to build recommender systems, is based on the idea that users with similar preferences can help one another find useful items. Credit card user behavior analytics show that most customers hold three or less credit cards without duplicates. This behavior is one of the most influential factors to data sparsity. The ‘cold-start’ problem caused by data sparsity prevents recommender system from providing recommendation properly in the personalized credit card recommendation scenario. We propose a personalized credit card recommender system to address the cold-start problem, using multiple user profiles. The proposed system consists of a training process and an application process using five user profiles. In the training process, the five user profiles are transformed to five user networks based on the cosine similarity, and an integrated user network is derived by weighted sum of each user network. The application process selects k-nearest neighbors (users) from the integrated user network derived in the training process, and recommends three of the most frequently used credit card by the k-nearest neighbors. In order to demonstrate the performance of the proposed system, we conducted experiments with real credit card user data and calculated the F1 Values. The F1 value of the proposed system was compared with that of the existing recommendation techniques. The results show that the proposed system provides better recommendation than the existing techniques. This paper not only contributes to solving the cold start problem that may occur in the personalized credit card recommendation scenario, but also is expected for financial companies to improve customer satisfactions and increase corporate profits by providing recommendation properly.
        4,000원
        19.
        2017.09 KCI 등재 SCOPUS 구독 인증기관 무료, 개인회원 유료
        The present study examines the interactional organization of EFL collaborative teaching interaction by focusing on the teachers’ co-initiation turns. Drawing on conversation analysis, the aim is to produce a fine-grained description of the interactional structure that sets coteaching apart from those of single-teacher classroom interactions. More importantly, the article also seeks to promote a deeper understanding on effective practices that teachers draw on to collaboratively manage their local classroom contingencies, coordinate student participation, and ultimately, to move towards accomplishing the curricular focus of the lesson. The analysis highlights that through the conjoined initiation turns, the teachers were able to elicit the instantaneous participation from the students to present in front of the classroom. In addition, by adjusting and reformulating the scope of each other’s initiation turns, they are also able to efficiently guide the students toward providing the correct response. Such collaboration, as it occurs in situ in the classroom, realizes a particular type of interactional competence that requires close and sensitive monitoring of both the students’ and the other co-teacher’s actions.
        5,800원
        20.
        2017.07 구독 인증기관 무료, 개인회원 유료
        Initial situation and Problem Statement The world faces extraordinary challenges relating to the environment and society. Rapidly increasing demand is colliding with declining resources, the awareness of the need for environmental and social sustainability has grown (Martin & Schouten, 2014, p. 20). Due to these facts collaborative consumption has emerged and has disrupted various established industries all over the world. People’s attitude towards ownership and the way societies consume are changing (Chen, 2009, p. 926). Today, consumers are willing to pay for using or accessing a product rather than buying or owning it (Chen, 2009, p. 926). Gradually, consumers are turning their backs on the traditional consumer-oriented paradigm and over-consumption and are progressively looking for ways which downshift or simplify their lives (Albinsson, Wolf, & Kopf, 2010, p. 414). Collaborative consumption is driven by a variety of factors including the global recession, anti-hyper-consumerism, cost-consciousness as well as awareness of the need for a waste-reducing and sustainable living (Gansky, 2010, p. 16). The main drivers are technological advances, such as the internet and social media, which allow new ways of accessing and sharing. By using information technology, products and services can be reused, distributed and shared at the right time and location to the right customer (Gansky, 2010, p. 16). The most successful field of collaborative consumption is the one of tangible assets, such as clothing, which are not used to their full potential by their owners and can be therefore temporarily shared (Botsman & Rogers, 2010, p. XVI). Within the fashion industry many collaborative consumption concepts are developing and thriving (Pedersen & Netter, 2015, p. 259). Generation Y is interested in collaborative consumption and can identify with this phenomenon as it fits their increasingly ideological lifestyles (Höflehner, 2015). According to a study published by Mindshare in November 2015, 44 % of persons of Generation Y in Austria are aware of the prominent online collaborative consumption platforms and one out of ten has already participated in a fashion-sharing activity (Mindshare, 2015). In 2014, 8.5 billion euros were spent on clothing (Statista, 2016), whereas almost 60 % consisted of fast fashion items (Ökosoziales Forum, 2013). On average, a person has 90 clothing items in their wardrobe, and more than half, is not used at all any more. Moreover, the average item is worn for about a month before its usage drops significantly (Threadflip, 2014) or the item gets disposed of in spite of still being in good condition (Shephard & Pookulangara, 2014, p. 11). Online collaborative consumption for fashion can help expand products’ life-cycles, as unneeded or unwanted fashion items can be easily rented, lent, given or sold to other consumers by using various online platforms available (Fletcher & Grose, 2012, p. 88). However, hardly any research was found that specifically focus on online collaborative consumption for Gen Y and examine the influencing factors Research Aim and Research Methods The aim of this study was to find out about the determinants influencing the intention to participate in online collaborative consumption for fashion items among Gen Y taking as an example young adults in Austria. Additionally, the factors, which can increase participation should be identified. In order to find out the influencing determinants, the Unified Theory of Acceptance and Use of Technology 2 of Venkatesh et al. (2012) will serve as the basis for the applied research construct. The following research questions are to be answered in this study: RQ: Which factors have an influence on consumer's intention to participate in online collaborative consumption for fashion among Generation Y in Austria? SubQ: Which measures help Generation Y in Austria to be more motivated to participate in online collaborative consumption for fashion?. In order to be able to provide answers to the research questions a quantitative study in the form of an online questionnaire (n= 219) among respondents of Gen Y in Austria was carried out. A number of research hypotheses have been developed in order to identify a possible influence of several variables on the intention to participate in online collaborative consumption for fashion items, mainly focusing on the Theory of Planned Behaviour (Ajzen, 1991) and on the Theory of Acceptance and Use of Technology 2 of Venkatesh et al. (2012). Theoretical Background Theory of Planned Behaviour by Ajzen (1991) The Theory of Planned Behaviour (TPB) was presented by Ajzen in 1991 as an extension of the Theory of Reasoned Action (TRA) by Ajzen and Fishbein, introduced in 1975 (Teo & Lee, 2010, p. 60). Both models are part of the multiattribute models. The theory of reasoned action tries to offer an explanation for a performed behaviour. The idea behind the theory is that behaviour is performed due to an intention to perform that behaviour. The intention is influenced by the subjective norm and the attitude towards the behaviour. The TRA thereby attempts to predict the possibility of the occurrence of a specific behaviour (Schwenkert, 2006, p. 27). Although it can be said that no behaviour can be predicted with a 100% certainty there are several studies that unveil that the intention to perform a behaviour makes a significant contribution to the actual performance. The intention is the motivational factor behind the behaviour. It indicates “how hard people are willing to try, of how much of an effort they are planning to exert, in order to perform the behaviour” (Ajzen, 1991, p. 180). The main variables of the model are the Subjective Norm and the Attitude towards the Behaviour. Subjective Norm (SN) can be described as the assumption of the individual that people important to the individual are expecting the behaviour to be performed. In other words, that people close to the individual think that the behaviour should be performed by him or her (Schwenkert, 2006, pp. 27-28; Teo & Lee, 2010, p. 61). This belief somehow conveys a sense of unconscious social pressure for the individual – the pressure to perform as the norm demands. Some researchers have found that the social norm does not have as much influence on the intention to perform a specific behaviour as originally assumed (Li, Mizerski, Lee & Liu, 2009, p. 233). It has been found that the culture also tends to have an impact on the influence of the Subjective Norm. People living in an individualistic culture have a tendency to be not as influenced by social pressure as people living in a collectivistic culture (Li et al., 2009, p. 234). This may result in the fact that in collectivistic cultures the opinion of the group is highly important and therefore often followed. In individualistic cultures people are not that influenced by others which may explain those differences in the impact of the Subjective Norm. The TRA involves another variable – the Attitude towards the Behaviour (AtB). As the phrase already suggests, it does not describe the attitude towards an object, but the attitude towards the behaviour itself (Schwenkert, 2006, p. 27). The individual has a positive or negative feeling about the behaviour which influences the intention to perform it, is influenced. The attitude towards a specific behaviour is connected with one’s inner beliefs about the consequences of executing it. Therefore, also the possible consequences and outcomes of the behaviour are evaluated. If they are seen or predicted as positive the possibility of the intention to exert the behaviour is high, and so is the possibility of an actual performance (Li et al., 2009, p. 233; Teo & Lee, 2010, p. 61). As the Theory of Planned Behaviour (TPB) is an extension of the TRA, there has been added another variable – the Perceived Behavioural Control (PBC). The PBC points out the “perceived ease or difficulty of performing the behaviour” (Li et al., 2009, p. 234). By adding this variable Ajzen tried to include the element of uncertainty and to increase the ability to predict the behaviour. Studies show that the accuracy of prediction is higher than with the TRA but still the cognitive processes are in the foreground (Kroeber-Riel & Gröppel-Klein, 2013, p. 236). Unified Theory of Acceptance and Use of Technology by Venkatesh et al. (2012) The original Unified Theory of Acceptance and Use of Technology (UTAUT) was constructed by Venkatesh et al. in 2003 after reviewing eight existing popular models for IT adoption. The eight models revised were The Model of PC Utilisation, Innovation Diffusion Theory, Social Cognitive Theory (SCT), Motivational Model (MM), Theory of Reasoned Action (TRA), Technology of Acceptance Model (TAM and TAM2), Theory of Planned Behaviour (TPB) and the Combined TAM/TPB (Venkatesh, Morris, Davis, & Davis, 2003, pp. 428-433). The UTAUT was mainly created for IT corporate use. The extension, the UTAUT2, was developed in 2012 by Venkatesh et al. to make it applicable in consumer contexts and it is used to study new technology applications (Venkatesh, Thong, & Xu, 2012, p. 158). The UTAUT2 consists of seven variables that have an influence on Behavioural Intention. Behavioural Intention is a determinant for adoption of the Use Behaviour. Variables that refer to an individual’s difference, namely age, gender and experience, are used to moderate various relationships within the model. Performance Expectancy is the extent to which consumers gain benefits in their performance when using a technology. From reviewing the eight prior models, Venkatesh et al. (2003) have developed the construct Performance Expectancy, which pertains to Perceived Usefulness (TAM/TAM2), Outcome Expectations (SCT) and Extrinsic Motivation (MM), which refers to the behaviour that is driven by external rewards. According to Venkatesh et al. (2003) it is the strongest predictor of Behavioural Intention (Venkatesh, Morris, Davis, & Davis, 2003, p. 447). Effort Expectancy is the “degree of ease associated with consumers’ use of technology” (Venkatesh, Thong, & Xu, 2012, p. 159). In general, the easier a technology it is to use in the adoption phase, the more positive the attitude towards said technology (ibid.). Social Influence is defined as the degree to which consumers think it is important that others, such as family and friends, believe they should use a certain technology. This construct refers to the Subjective Norm in TRA and TBP. Prior research suggests that individuals, who are not well informed about the technology in question, are more likely to intend to use the technology, if other, well-informed, peers use said technology (Venkatesh, Morris, Davis, & Davis, 2003, p. 453). Facilitating Conditions refer to the extent to which consumers “believe that an organisational and technical infrastructure exists to support use of the system” (Venkatesh, Morris, Davis, & Davis, 2003, p. 453). Hedonic Motivation, or intrinsic motivation, refers as the enjoyment or pleasure derived from using a technology. It is shown to be an important factor in determining technology acceptance and use in consumer contexts (ibid.). Price Value is an important value in a consumer use setting as the consumer usually pays for the technology application or the use of it. The Price Value is positive and adds to explaining the Behavioural Intention to use when the benefits of using the technology perceive to outweigh the costs (ibid.). Finally, Habit is the degree to which people tend to behave automatically because of learning (Limayem, Hirt, & Cheung, 2007, p. 718). Conclusions Summary The empirical study has shown that the factors Effort Expectancy, Social Influence, Facilitating Conditions, Hedonic Motivation, Price Value and Sustainability have an influence on the Behavioural Intention to participate in online collaborative consumption for fashion. Firstly, it has been hypothesized that Performance Expectancy has an influence on the intention to use online collaborative consumption for fashion. As it turns out, the results showed no significant difference. Therefore, consumers might find other ways of acquiring clothing more appropriate and better suited. The second examined factor is Effort Expectancy, defined as how easy it is for consumers to use the technology. The results display that this factor shows a significant, positive influence on the intention to participate. This is in accordance with results of Venkatesh et al. (2012, p. 159), stating that the easier a technology is to use, the more likely is its adoption. The third factor, Social Influence, explains whether consumers feel it is important that other people, such as family and friends, think they should use a technology. As it turns out, this variable is positively and highly significantly related to the adoption of online collaborative consumption for fashion. Prior research proposes that persons, who are less informed about the technology, are more likely to use it if other influential persons use said technology (Venkatesh, Morris, Davis, & Davis, 2003, p. 453). Next, Facilitating Conditions were investigated as a potential factor influencing the intention to participate in online collaborative consumption for fashion. It was hypothesized that Facilitating Conditions, such as the access to a technological device with access to the Internet, have an influence on the adoption of online collaborative consumption. According to the results of the study, this variable has a highly significantly correlation to the outcome variable Behavioural Intention. The results also show that Hedonic Motivation is significantly and positively related to the Behavioural Intention. Thus, utilitarian and hedonic components of online consumption need to be taken in consideration, as has been shown by previous research in the context of traditional online shopping (Childers, Carr, Peck, & Carson, 2001, p. 533). The sixth investigated factor was Price Value, which is considered positive when the benefits of using the technology perceive to outweigh the costs. In this research, Price Value is a positive and highly significant predictor for the intention to use online collaborative consumption for fashion. Therefore, the outcomes of the study show that Price Value influences the intention to participate in online collaborative consumption for fashion. The next two factors of the research model, Trust and Sustainability, played a tremendous role when discussing collaborative consumption and even are considered main principles of collaborative consumption in the literature. As expected, Sustainability showed a highly significant and positive impact on Behavioural Intention. As mentioned before, this predictor accounted for 28 % of the total contribution of the research model. Trust did not significantly influence the adoption of online collaborative consumption for fashion. This result might be based on the fact that respondents feel insecure when interacting with strangers on the Internet in order to sell, buy or rent fashion items. Managerial Implications Several implications for retailers could be deduced from the results: According to this study, especially the factors Hedonic Motivation and Sustainability account each for 28 % of explaining the contribution to Behavioural Intention to use online collaborative consumption for fashion. Considering these insights, platforms dedicated to online collaborative consumption for fashion might put emphasis on these factors and increase their level of enjoyment and social interaction. For instance, platforms could boost these factors by including the usage of gamification. This way, the level of fun and pleasure for persons can be enhanced which in turn may lead to the adoption of online collaborative consumption behaviour. Additionally, in order to increase the social factor, online forums and discussion groups might not only help to express users’ experiences, reviews or interests, but also generate general social interaction, which is considered as very important for the participation in collaborative consumption. Furthermore, the study has shown that two thirds of the sample would welcome the possibility of fast fashion retailers offering online collaborative consumption activities. Since there are still a limited number of persons aware of the phenomenon of collaborative consumption, the alternative of peer-to-peer exchange in collaboration with a prominent fast fashion retail chain would be a perfect alternative. Instead of being tied to relatively unknown platforms dedicated to collaborative consumption for fashion, persons would most certainly be more aware and more willing to participate in such practices, if a well-known, established retailer would allow collaborative activities. Moreover, the aspect of sustainability seemed to be a crucial factor for the intention to use online collaborative consumption platforms for fashion. For this reason, platforms should communicate this aspect and publicise the fact that using collaborative consumption activities is an environmentally friendly, To conclude with, more than half of respondents would need more information about the topic in order to participate. Existing online platforms should invest in effective communication strategies or inexpensive guerrilla campaigns in order to attract more users. As the results of this study show, if persons are better informed and more aware of this phenomenon and its advantages, the better are the chances for adoption of collaborative consumption for fashion.
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