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        검색결과 61

        23.
        2018.07 구독 인증기관·개인회원 무료
        Introduction - Dubois (2002) said that luxury is identical with perception of comfort, beauty, and sumptuous lifestyle. There are five key factors of perceived luxury goods such as uniqueness, quality, hedonic, conspicuousness, and extended self (Vigneron and Johnson, 2004). So that, the definition of luxury fashion brand itself is goods (in terms of fashion) that has brand image and perceived as something that has uniqueness, quality, hedonic, conspicuousness, and extended self and could give comfort, beauty, and sumptuous lifestyle. Online visual display nowadays is one of maketer’s channel to promote the product. In terms of exclusivity, there is only few channels that has been used by marketer, such as website of the luxury brand itself, Instagram, Facebook, Youtube, and so on. This research of online luxury fashion brand is focused on one mobile app, named Instagram. Instagram is choosen because the usage of Instagram is increasing over time, especially in Indonesia. This research is focused on pre-loved luxury fahion brand on online shop at Instagram. There is one problem of this research, which is the percentage of middle to high income is increasing in 5 years (2010-2015) in Indonesia, but consumer is less likely to buy pre-loved luxury fashion brand. The tendency that consumer is less likely to buy because of decreasing sales of some pre-loved online shops in Indonesia. Exploratory research was taken and it can be concluded that the root cause of decreasing sales happens because visual display of pre-loved online luxury fashion brand is not too attractive. Method - The method that which is used is experiment design. The respondent of this research are choosen by non-probability sampling, which is judgemental sampling (we already know the priority characteristic of respondent, such as middle to high income) and female (because the online shop that will be observed is only offer luxury fashion for female). This research will use eye tracker, named Gaze Point. To get the quantitative experiment data, the minimum respondents that will be need is 39 people if we want to generate until get the heatmaps (Kara Pernice and Jakob Nielsen, 2009). Users will be given some oral question after they finished the experiment with eye tracking. There are some contents that will be measured in this reseach, such as caption, image clarity, and background of product. This research will be conducted only for consumer in Bandung. Respondents are female with middle to high income that has been bought pre-loved luxury fashion bag. The variables which are used in this research are the result of combination of construct from previous research about luxury brand perception and attractiveness of visual display. Sensory stimuli of sights will make automated perception actives and determine whether the information attractive or not. Findings – This research found that pre-loved online luxury fashion brand is currently growing rapidly. However, more respondents still prefer to buy online product if the visual display could be more attractive and the longer respondent saw the visual display, means that the respondents tend to be more interested of that posting. Author made proposed design improvements. Author then recommend them to the owner of pre-loved online luxury bag.
        24.
        2018.07 구독 인증기관·개인회원 무료
        With the development of technology, mobile fingerprint instruments are now actively introduced to consumers as a secure and convenient solution to problems related to identity control and authorization verification management in m-payment systems. This study aims to reveal whether consumers’ inference about a tradeoff between convenience and security still influences today’s m-payment environments. A presumed research model was proposed and tested using structural equation modeling to explore the effects of perceived security, privacy, and convenience of Touch ID in-app payments on attitude toward and usage intention of the technology, mediated by perceived risk and trust. The results (n = 406) revealed that perceived privacy, security, and convenience of Touch ID in-app payments directly or indirectly influenced consumer attitude toward the technology, also trust and perceived risk significantly mediated the effects of such factors on attitude, predicting usage intention. These findings have important theoretical and practical implications, particularly for the development and marketing of retailer’s in-app payments.
        25.
        2018.07 구독 인증기관·개인회원 무료
        Introduction The study chooses smartphone applications which have update experience as the study case to analysis if it will cause customer attrition. Application updates aims to make up the bugs which may cause bad effects on using, while in fact, most changes will be resisted by customers. We adapt three elements to collect data about the attitude of customers toward applications update, the conclusion illustrates, customers will resist changes in some conditions and cause customers attrition. Therefore, application developers should focus on the personal emotional reaction and cognitive evolution as well as predict what may influence the customers normal use after the applications update to make correct update decisions. In order to define the relationship between variable and result., we take smartphone application which had experienced update as examples and choose fsQCA as the methodology to analysis. Literature Review Resistance to change is a psychological process, Brehm(1966)claims customers resist to change origins from their believe that they have rights to control free, when this rights be challenged, this resistance behavior will happen due to they want to protect their own rights. Some scholars distinguished the concept of resistance to change: when receptors in the low involvement or limited cognize, their resistance behaviors is likely to be considered as the passive resistance; otherwise, the behaviors would be recognized as active resistance (Nabih,1997). Bagozz and Lee(1999) think that functional barrier is an important factors which influence the degree of innovation receptance, when customers think products after update cannot meet their function needs will cause resistance to change. Resistance always occur passively, bemuse of the disturb of the former habits of using (Ram &Sheth 1989), and former studies also indicate that prejudice towards changes is one of significant factors. Because changes are uncertainty, Fiske and Taylor(1991)claims that uncertainty can make people hate changes and Whitson and Galinsky(2008)consider aversion will be the strong driver of resistance to change to reduce uncertainty and risk. In terms of a company, the cost of maintaining a old customer is much lower than these of develop a new user, Actually, customer attrition is response of entrepreneur revenue and the vital section in development of companies. The famous american honesty management scholar Frederic Reichheld’s research indicates that when the extension of the commercial relationship of entrepreneur and customers, companies can acquire fatter profit through the relationship. Conclusions This study chooses fsQCA as methodology to define the relationship between resistance to change and customer attrition instead of using structural equation modeling. Sometimes, even customers have right cognitive evolution towards changes, when they find their efficiency be influenced by it, they also resist to change; while adverse emotional reaction also has an adverse effect on customer retention though they build positive cognitive evolution about changes. there is a remain circumstance of lossing of customers that when customers hate changes and they find their efficiency be influenced by update, the honesty of this product will also decrease. This three condition all contribute to customers attrition which should be paid more attention by companies.
        28.
        2017.07 구독 인증기관·개인회원 무료
        With the advances in digital and social media technologies, sportswear and athletic shoe brands have provided more technology-based services to their consumers (Do et al., 2015). Accordingly, the importance of direct-to-consumer (DTC) sales has been increased, especially DTC sales through social media and mobile technologies. In the case of Nike, the relative contribution of DTC sales has been increased over the last few years in comparison to the sales to wholesalers while sales to wholesalers are still the primary revenue source (Soni, 2014). Despite the increasing importance of DTC sales, Nike is lagging in the market in terms of the ratio of DTC revenue to total revenue as opposed to its competitors (Soni, 2014). In response, Nike has implemented various DTC initiatives using digital and social media to facilitate demand creation and maintain market dominance (Guard, 2013; Heitner, 2016; Soni, 2014). In an effort to increase the DTC revenues, Nike introduced the new Nike+ app in 2016; however, the new app has been not well received by the public due to some functionality and gamification issues (Welch, 2016). Given the importance of the mobile apps’ forefront role for any sports brand, it is critical to understand what influence the adoption and use of the brand apps in order to increase the user satisfaction level and adoption. Thus, the current study examined factors influencing consumers’ use of a sports brand app using the modified technology acceptance model (Davis et al., 1992; Ha et al., 2015; Kim et al., 2017). Data were collected from 261 Nike+ Run Club app users using convenience sampling method. Of 216 app users, 133 respondents (51%) were female 129 were male (49%). About 64.8% were between the ages of 20 and 39 years and 35.2% were aged over 40 years. All respondents had previous experience with the Nike+ app. The questionnaire included the scales that measure perceived enjoyment, perceived ease of use, perceived usefulness, intention to use, and actual usage frequency as well as personal information. Harman’s single factor test was conducted to examine a possibility of the common method variance (MacKenzie & Podsakoff, 2012). Data were primarily analyzed using partial least squares structural equation modeling (PLS-SEM) and multi-group analysis (PLS-MGA). PLS algorithm procedures were performed to examine the hypothesized relationships in the research model (Ringle et al., 2015). The level of enjoyment had a significant positive effect on perceived ease of use (beta = .58, t = 11.94) while perceived ease of use positively affected perceived usefulness (beta = .58, t = 9.81). Behavioral intention was significantly influenced by perceived enjoyment (beta = .45, t = 7.46), followed by perceived usefulness (beta = .32, t = 3.64), and perceived ease of use (beta = .16, t = 2.07). As expected, behavioral intention positively affected actual behavior (beta = .31, t = 5.90). PLS-MGA was conducted to explore the differences between three age groups; 20s (n = 78), 30s (n = 91) and over 40 (n = 92), in regard to the use of a sports brand app. The relationship between variables was stronger with younger age groups, except the relationship between perceived enjoyment and behavioral intention. The greater the age, the greater the influence of perceived enjoyment on behavioral intention. However, only the path from perceived ease of use to behavioral intention was significantly different between the 20s and above 40 groups. The present study provides evidence supporting the efficacy of the modified TAM for predicting behavioral intention and actual use in the context of a sports brand app. In general, results from the current study suggest that perceived enjoyment is a more powerful predictor than perceived ease of use and perceived usefulness. In this regard, the concept of gamification should be tactically applied when developing and improving a sports brand app in order to create engaging experience with enjoyment (Hofacker et al., 2016; Zichermann & Cunningham, 2011). Also, given that perceived usefulness is greatly influenced by confirmation of expectations, the sports brand app provider should conduct a more thorough market research to understand what is expected by app users and ways to meet their expectations (Yoon & Rolland, 2015). In addition, the current study found some evidences of age-related differences in the adoption and use of a sports brand app (Ha et al., 2015). More detailed results and discussion will be presented at the conference.
        29.
        2017.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study was conducted to analyze the effect of message frame on Exercise Interest and User Experience including Fitness App Fun, Fitness App Satisfaction, and Fitness App Use Intention in the mobile fitness app game. ‘Enjoy Your Fitness’, a fitness app game developed by Healthcare Media Research Institute, was used for this study and Repeated Measure Design and Playtest methodologies were used for the experiment. The results showed that the persuasive effect of gain messages were higher than loss messages in all factors. This results implies that exercise, as a preventive health behavior, can be promoted more effectively when messages are presented in the frame of gain message rather than loss message. Therefore, messages in the fitness app game need to be presented by emphasizing the positive outcome and benefit of exercise.
        4,000원
        30.
        2017.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        With increasing number construction of high-rise building which has about 40 to 60 floors there have been many kinds of problem which related with usage from vibration. To predict response acceleration, it is important to assess correct natural frequency. However, due to the noise of MEMS sensor, it is difficult to measure dynamic characteristic such as natural frequency when measuring ambient vibration using MEMS sensor within cell phone. Therefore, a comparative analysis on vibration measuring applications was performed after measuring ambient vibration of 2 skyscrappers which have height between 133.5~244.3m that are located in Seoul and Observation tower using I-jishin APP with noise reduction function of MEMS sensor in order to verify the effectiveness of low noise type vibration measurement APP.
        4,000원
        31.
        2016.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study was intended to present new teaching-learning program for fine art class involving the use of smart devices. Particularly, this study aim to improve communication and comprehension of peer relationship based on self-expression and continuous recording by using smart devices. The class continued in 4 sessions with 5 Middle School students. The subjects selected the app-icon expressive of themselves and drew interpretation based on their experience, and shared the results with peers to accept the ideas and opinions of others. The results show that the class involving the use of apps helped alleviate students' fear towards expression in connection with existing fine art expression, promoting students' expressivity, and the class helped develop clear self-expression and communication ability by allowing students to draw on their unique experience for interpretation of app-icon.
        4,000원
        32.
        2015.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        As a rapid proliferation of mobile system environment may induce a number of changes, NFC technology is also evolving, and it is being applied in many fields. In this paper, we propose a skin care technology inter-working smart communication devices. Without the use of expensive skin care device, a cosmetic container is implemented to have a smart function, used by the users over a long period of time. It acquires the user's biometric information from the smart container and transmits it to the user's terminal over a short-range wireless communication in order to provide counseling app information such as health care.
        4,000원
        33.
        2014.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        최근 항시적 광역 모니터링이 가능한 위성원격탐사 기술에 의해 산불감시의 효율성이 증대될 것으로 기대되고 있는 가운데, 미국의 Terra, Aqua, GOES (Geostationary Operational Environmental Satellite), 유럽연합의 Meteosat, 그리고 우리나라의천리안위성 및 후속위성도 산불정보의 실시간 제공을 목표로 하고 있다. 본 연구에서는 이러한 위성기반 산불정보를 대민서비스하기 위한 방법의 일환으로 스마트폰 앱을 구현하여, 북한지역을 포함한 한반도 전역의 위성자료로부터 추출한 산불발생여부, 산불탐지 신뢰도, 산불의 방사강도 등의 정보를 DBMS (Database Management System)에서 관리하고, 안드로이드와 iOS 스마트폰을통해 제공하는 서비스의 원형을 개발하였다. 공통적 핵심기능은 HTML5 (HyperText Markup Language 5) 웹페이지로 구성함으로써 상이한 OS (Operating System)의 네이티브 앱과 결합하는 하이브리드 방식을 통해 소스코드의 재사용성과 시스템 확장성을 추구하였으며, 일자별 산불조회, 최근 산불조회, 주변 산불조회 등의 기능을 포함하도록 하였다. 현재는 위성기반 산불탐지 자료가 실시간 제공되지 않아 산불발생의 이력정보를 서비스하도록 구성하였지만, 2010년대 후반 우리나라 기상위성의 산불탐지 자료가 실시간으로 제공될 것이므로, 정부 3.0의 정보공개 흐름과 함께 국민 모두에게 필요한 실시간 산불정보 조회가 가능해질 것으로 예상된다. 본 연구는 위성기반의 실시간 산불정보 앱 개발을 위한 출발점으로서 의의를 가지며, 향후 산불정보 앱은 SNS (SocialNetworking Service) 기반의 빅데이터 마이닝 기술과 연동하는 통합 솔루션으로 구성되어야 그 활용성이 보다 더 제고될 것이다.
        4,200원
        34.
        2014.08 구독 인증기관 무료, 개인회원 유료
        사이버대학에서의 학습 효과를 극대화하기 위해서는 양질의 콘텐츠 지원뿐만 아니라 교수-학습과정에서 다양한 상호작용이 활성화되도록 학습자들의 학습참여 활동을 지원하고 관리하는 체제가 요구된다. 이 연구의 목적은 온라인 학습에서 학습자들의 수업 참여활동 촉진 방법으로 스마트 기기의 앱을 활용한 수업 사례 분석을 통해 효과적인 측면과 시사점을 제안하는데 있다. 연구대상 및 적용수업은 B사이버대학교 평생교육학전공 수업에서 교과목의 특성과 수업목표를 고려하여 2개 교과목을 선정, 과제작성과정에서 앱을 활용한 콘텐츠 제작 및 공유, 학습자들 간의 피드백 실시 등에 적용하였다. 기대효과 및 활용 전략은 다음과 같다. 1)앱을 수업에 활용함으로써 흥미와 호기심 유발 및 학습활동에 직접적인 참여 유도 2) 학습자 스스로 제작한 콘텐츠 공유와 학습자들 간의 피드백 실시 등을 통해 상호작용 촉진 및 교과목에 대한 이해 증진 3)앱 활용 과정에서의 자기주도적 학습을 통해 문제해결력 향상 4)선수학습용 콘텐츠를 제작하여 학습자들에게 사전학습 자료로 제공 5)학기 초에 학습자들의 자기소개 콘텐츠 제작 및 공유를 통한 사회적 실재감 증진 6)그리고 학습활동 과정에 대한 학습 포트폴리오로 활용하여 학습자 스스로 학습이력을 관리할 수 있다.
        4,800원
        38.
        2014.05 구독 인증기관·개인회원 무료
        Purpose: This study aimed to investigate the agreement and test-retest repeatability of two methods for measuring magnitude of toric lens rotation. The two methods assessed were using the slit lamp biomicroscope and a newly developed software tool for the iPhone platform called “Toric App” which uses the built-in camera of the iPhone. Methods: Thirty three participants (66 eyes) wore toric lens (silicon hydrogel material with the prism ballast design) both eyes. Two operators, both registered optometrists, measured toric lens rotation using the two methods. One operator used the same method twice for an assessment of test-retest repeatability of each method. Inter- and intra-operator agreement and repeatability were assessed using Bland-Altman analysis. Results: The ninety-five percent confidence intervals (95% CIs) for the limits of agreement between the silt-lamp biomicroscope and Toric App methods was ±9.1 degrees. Measurements using the two different methods showed no statistically significant mean difference (0.40) (paired t-test, p=0.32). Inter-observer agreement of lens rotation was ±7.9 degree (95% CIs) using the slit-lamp microscope and ±7.8 degree using the Toric App. Intra-observer repeatability was ±6.6 degree using the slit lamp microscope and ±6.8 using the Toric App. Conclusions: The results should be considered in view of the fact that toric lenses are not static but move with the blink thus the location of the reference point is unlikely to be at exactly the same location at the different measurement times. Despite this source of variability in the results, the newly developed software tool for iPhone provides clinically comparable performance to slit lamp biomicroscope measurement which does not appear to be operator dependent. This software tool may be a useful for those optometric practices have limited access to a slit-lamp biomicroscop
        39.
        2013.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        첨단교통정보시스템(Advanced Traveler Information System : ATIS) 환경에서 운전자는 최단거리나 최소시간 이외의 다른 기준에 의한 운전경로를 원하기도 한다. 이 연구에서는 최단거리, 최소시간, 최소사고, 최소교차로, 최다차선 등의 다양한 기준을 적용하기 위하여 교통패턴데이터를 이용한 운전자정의 경로안내 App을 구현하였다. 실험을 위한 교통패턴데이터는 3개월 간의 서울시 UTIS (Urban Traffic Information System) 자료로부터 생성하여 서버 DBMS (database management system)를 통해 제공되도록 하였다. 교통패턴데이터에 기초한 운전경로는 클라이언트 측 스마트폰앱에서 표출되며, 서버와 클라이언트 사이의 통신은 중개 미들웨어가 담당하도록 구성하였다. 강남구를 대상으로 한 실험평가에서는 첨두시와 비첨두시 모두 최소사고 경로가 가장 효과적인 것으로 나타났다. 이러한 운전자정의 경로안내는 정보가 제한적인 운전자들에게 유용하며, 스마트기기를 통해 맞춤형정보로 제공될 수 있다.
        4,500원
        40.
        2013.12 구독 인증기관 무료, 개인회원 유료
        몇 년 전만 해도 모바일 엠 시장이 활성화될 것이라는 지배적인 의견에도 불구하고,세계수준 대비 국내현황을 비교하면 산학의 불균형적인 전문인력 양성으로 인해 사업체들은 모바일 캡 분야의 전문인력이 부족하다. 현재의 문제점을 파악하여 향후 개선책을 모색하기 위해 모바일 앵(애플리케이션) 분야의 수요조사 및 직무분석을 위한 조시를 수행하였다. 이번 조사결과에 따르면,모바일 앨 인력의 실제 수요자인 사엽체의 요구사항에 맞춘 교육과정개편이 필요하다는 결론과 함께,모바일 랩 개발업체에 대한 법/제도적/경제적 지원이 필요함을 제시한다.
        4,500원
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