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가상현실 점포의 체험요소가 소비자의 지각된 정보의 양, 고객만족 및 재방문의도에 미치는 영향
천예림 ( Ye Rim Cheon ),최우림 ( Woo Lim Choi ),박민정 ( Min Jung Park ),유정민 ( Jung Min Yoo ) 한국의류학회 2019 한국의류학회지 Vol.43 No.5
This study examines whether experiential factors of virtual reality (VR) stores influence consumers' perceived amount of information and satisfaction, which in turn influences revisit intention. This also study examines whether the experiential factors differ as a function of an individual characteristic such as environmental responsiveness. Female consumers who had an experience in using VR technology for digital shopping participated in the online survey. The results showed that educational, escapist and aesthetic experiences have a significant impact on the perceived amount of information, and entertainment and escapist experiences have a significant impact on satisfaction. In addition, the perceived amount of information has a positive effect on customer satisfaction, which in turn has a positive effect on revisit intention. There is also a difference in the effect of experiential factors on consumer responses depending on the environmental responsiveness. This study provides theoretical suggestions for experiential marketing and presents practical implications for developing marketing strategies for digital retailers utilizing VR technology.
라이브 커머스의 충동구매행동에 대한 영향 요인 - 의사사회적 상호작용, 과업 복잡성과 지각된 정보의 양을 중심으로 -
김효정 ( Hyojung Kim ),이유리 ( Yuri Lee ),박민정 ( Minjung Park ) 한국의류산업학회 2021 한국의류산업학회지 Vol.23 No.1
Live-streaming commerce is attracting attention as a noticeable trend in the retail industry. It is a new mobile shopping service platform developed by combining live streaming with e-commerce technologies. This study examined the impact of para-social interactions on consumer impulse buying behavior and investigated the impact through task complexity as well as perceived amount of information. To achieve this goal, 203 women using a mobile commerce participated in an online survey after experiencing beauty live-streaming commerce. The collected data were analyzed using SPSS 25.0, AMOS 23.0, and SPSS PROCESS Macro program. The results of the study revealed that para-social interactions negatively influenced task complexity, positively influenced perceived amounts of information, and positively influenced impulse buying behavior. In addition, impulse buying behavior was negatively influenced by task complexity versus positively that was influenced by perceived amounts of information. The impact of para-social interactions on impulse buying behavior is mediated by task complexity and perceived information. The findings of this study contribute to the theoretical extension of para-social interaction on impulse buying behavior in the context of live-streaming commerce. The implications of the findings suggest practical marketing strategies for digital media commerce retailers.
석동일 ( Dong-il Seok ) 대구대학교 한국특수교육문제연구소 2004 특수교육저널 : 이론과 실천 Vol.5 No.2
There was little research about children with CAPD although there is a high appearance rate of learning disorders, ADHD, hyperactivity disorders andcommunication disorders. This research aims to investigate the nature of CAPD, which are definition, comparison with other related disorders and diagnosis and assessment. Firstly, there``s no one to one relationship between causes and symptoms because the symptoms of CAPD show itself with other related disorders together. Secondly, it``s hard to define CAPD because the individual has over one symptom diversely. Thirdly, it``s hard to differ from other related disorders, especially, learning disorder, ADHD, hyperactivity disorder and communication disorder. The screeningtest has to be developed because there are lots of a point of sameness.Lastly, there are the important features of CAPD. 1) Auditory sensitivity is normal but they do auditory behavior likely to have hearing loss. 2) Generally, it``s hard to comprehend speech in background noise. 3) There``s some loss in temporal information, dichotic listening tests, low redundency stimulus. 4) There``s a certain disorder in binaural interaction tasks.