검색결과

검색조건
좁혀보기
검색필터
결과 내 재검색

간행물

    분야

      발행연도

      -

        검색결과 579

        86.
        2020.11 구독 인증기관 무료, 개인회원 유료
        Despite increasing consumer engagement with social commerce, conditions influencing user intention to utilize m-payment services on social media platforms remain unclear. This study employs fsQCA to ascertain configurations of conditions for behavioral intention, identifying solutions to assist theory and practice regarding the adoption of this form of commerce.
        4,200원
        90.
        2020.11 구독 인증기관·개인회원 무료
        Consumers are increasingly using their smartphones for making purchases, with the other modes being traditional offline and online channels (Kim et al., 2017). In light of the growing number of smartphone users worldwide, many e-commerce companies have responded by launching mobile apps that offer more convenient and flexible shopping experiences to smartphone users (Bang et al., 2013). A number of e-commerce related studies have identified crucial differences between mobile shopping (m-shopping) and online shopping. They find that m-shopping provides greater flexibility in terms of time and place as well as multi-tasking capabilities (for instance, a mobile shopper can communicate with others and even post a picture of an item to social media asking for others’ opinions and comments, all while shopping via a mobile app). These types of apps simultaneously cater to consumers’ shopping and social affiliation needs (Yang et al., 2012). Current research has shown that this type of shopping has gradually become habitual or automatic (Shankar et al., 2016). This new type of e-commerce has brought about a change in the shopping behavior of customers, thereby challenging companies to develop specific strategies to attract this new breed of shoppers.
        91.
        2020.11 구독 인증기관 무료, 개인회원 유료
        Ecosystem firms have been dominantly implementing knowledge sharing and collaboration between consumer interest groups, business firms and technology platform vendors (Adner, 2016). The ecosystem businesses create new value through business activity arrangements and individual offerings of the shared assets, standards, and interfaces upon a technology platform (Adner, 2006). Face with the highly dynamic and competitive environment, the multisided ecosystem platform firms specifically design mobile app to generate more participation in co-creation of value (Roma & Vasi, 2019). Little research has been dedicated for mobile app developers to understand user’s context-centric and user’s personalistic-centric mobility to formulate diversification or specialization in the cocreation strategic process. Our work focuses on the ecosystem users and customers as focal stakeholders who experiencing the peer-to-peer ecosystem platforms via mobile application could perceive context-centric and personalistic-centric mobility to fit, to make identification, to cocreate value, and to contribute to the ecosystem by their equity.
        4,000원
        94.
        2020.11 구독 인증기관 무료, 개인회원 유료
        Marketers and retailers are increasingly interested in grabbing the opportunity to reach the consumer at the right time and place with a smart phone. Depending on Location Based Advertising (LBA) and associated sensors with the IBeacon technology, marketers can determined the consumer’s favorite products through his search history and previous purchase activities furthermore his location in-store. So, marketers and retailers pay more attention to in-store mobile LBA. In this work, the modified LBA in-store framework are constructed. This model proposed that the temporal time, type of information and the variety of receiver of mobile in-store LBA affect the Purchase intention in retail stores.
        4,000원
        95.
        2020.11 구독 인증기관·개인회원 무료
        Mobile channels have dramatically revolutionized how brands connect with consumers. Indeed, smartphones, tablets or any portable device present marketers the possibility to contact consumers at any time and any place. Notwithstanding the opportunities deriving from being constantly in touch with consumers, two major challenges are anyway represented by the need of avoiding consumers’ annoyance with too much information and by the one to differentiate from competitors’ messages. Hence, how to catch recipients’ attention is fundamental to develop effective mobile communication strategies. In this perspective, gamification could be a competitive hedge in current digital environments. Namely, gamification has been identified as the use of attractive and addictive characteristics of games in different context such as advertising messages. As of today, extant literature on the topic mostly focused on the analysis of different motivations to use gamified mobile channels (i.e. hedonic, utilitarian motivations) as well as the factors amplifying the effects of gamification on the persuasiveness of marketing messages (i.e. the design of the gamified mobile advertising). Accordingly, we argue that gamification could help to catch consumers’ attention and influence their engagement with the message and purchase intention. Previous studies, indeed, have not analyzed the factors -such as engagement- potentially mediating the relationship between consumers’ intention to use mobile channels and advertising effectiveness. Next, whether gamified advertising could influence consumers’ purchase intention has yet to be assessed. Moving from such two gaps, this research focuses on the importance of gamification in advertising research. In detail, this research develops and tests a model where consumers’ perceived gamification (measured thanks to the GAMEX scale) as well as consumers’ engagement mediate the relationship between consumer motivations to use a mobile channel, advertising effectiveness and consumers’ purchase intention. Consumers’ expertise in mobile technologies is considered as a moderating variable in the relationship. Structural equation modelling with a sample of 590 Italian millennials, the most technology savvy consumers cohort (thus, the one mostly using mobile channels), has been used to test the hypotheses of the study. Results of the analysis allowed to proposed several implications for advertising theory and practice.
        96.
        2020.10 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Robots for a wide range of purposes have been developed along with the rapid industrialization. On the basis of higher convenience, the robots have been creating new industrial environment. The robots are generally classified into service robots and industrial robots. Robots in various shapes have been developed on the basis of the autonomous mobile robots. The autonomous mobile robots have the possibility to crash against any object in their moving range. This paper suggests a collision avoidance method to prevent collision of robots. The collision avoidance method analyzes the road context data and makes a robot move to a safe area. The collision avoidance method proposed in this paper converts the road context data into the information value. The collision avoidance method analyzes the present risk on the basis of the converted information value. The collision avoidance method makes a robot move to a safe area when crash is estimated by the information analysis.
        4,000원
        97.
        2020.10 KCI 등재 구독 인증기관 무료, 개인회원 유료
        최근 전 세계적으로 지진 발생빈도가 급증하면서 초고층 건축물에 다양한 피해가 발생하고 있다. 특히 고층 건물에 가해지는 수평하중이 구조물의 주요 구조요소 뿐만 아니라 외부 패널의 파손으로 유리 외장재가 낙하하는 등 2차 피해가 발생할 수 있다. 이러한 문제의 심각성을 고려하여 비구조 요소에 대한 2차 손상 방지 방안을 마련하는 것이 필요하다. 본 연구에서 는 기존 건축물 외부 패널이 가진 문제점에 대하여 실대형 시험과 유한요소 해석을 토대로 구조적 성능을 분석하고 취약부를 도출하였으며, 이를 보완하기 위해 층간 분리형 커튼월 모듈과 이동형 패스너를 적용한 커튼월 모듈에 대한 유한요소해석을 수행하였다. 해석결과를 바탕으로 기존 커튼월과 비교시 구조적 안정성을 확보할 수 있는 것으로 확인되었다.
        4,300원
        100.
        2020.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        최근 중국을 비롯하여 전세계적으로 모바일 게임의 사용자 수와 시장 규모는 지속적으로 확대되고 있다. 성공적인 모바일 게임 특성은 무엇이며 어떤 요소가 사용자에게 영향을 미치는지를 살펴보기 위해 현재 세계 최대 규모의 게임 시장인 중국 모바일 게임의 대표적 특성을 분석하고 이용자가 게임의 선택과 지속적인 이용에 영향을 미치는 중용한 원인을 찾아봤다. 특히, 게임 방송의 영향력을 감안하여 오피니언 리더로서의 게임 BJ 가 사람들의 게임 선택과 지속적인 이용에 어떠한 영향을 미치는지도 함께 살펴보았다. 기술수용모델(TAM, Technology Acceptance Model)에 기반하여 모바일 게임의 특성과 오피니언 리더에 대한 인식의 외적 변수가 게이머 인식(지각된 유용성, 지각된 용이성, 지각된 오락성)에 미치는 영향을 통해 모바일 게임에 대한 태도와 지속적인 이용 의도를 예측하는 모델을 구축하고, 이를 검증하기 위하여 346 명의 게이머를 대상으로 설문 조사를 실시하였다. 분석 결과, 모바일 특성, 특시 상호작용성과 비용 저렴성, 시공간 편의성이 모바일 게임 이용자의 인식에 큰 영향을 미치는 것으로 나타났으며, 오피니언 리더에 대한 인식이 지각된 오락성에 긍정적인 효과를 보였다. 지각된 오락성과 지각된 유용성은 모바일 게임 태도에 유의한 효과를 보였으며, 게임 태도는 지속적 이용 의도를 유의하게 예측하는 결과를 나타냈다.
        4,000원
        1 2 3 4 5