• Title/Summary/Keyword: 디지털상품

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An Exploratory Research for Design of Digital Fashion Product Based on the Concept of "Wearable Computer" I (웨어러블 컴퓨터(Wearable Computer) 개념(槪念)을 기반(基盤)으로 한 디지털 패션상품(商品)의 디자인 가능성(可能性) 탐색(探索) I)

  • Park, Seon-Hyung;Lee, Joo-Hyeon
    • Journal of Fashion Business
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    • v.5 no.3
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    • pp.111-128
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    • 2001
  • The purpose of part I of this research was to study the definition of the wearable computer, the influential factors which led to its advent, the history of its progress and to prospect the figure of future research in fashion field of it. A qualitative analysis was applied to fulfill the research purpose, in which academic reports, professional journals, newspapers, magazines, books and sites were reviewed and analyzed in depth. The wearable computer which has been developed as a type of the portable hardware for computing during the first period, 1960s-1980s, has progressed into apparently softer and technologically advanced prototypes during the 2nd period, early-mid 1990s. From the beginning of the 3rd period since late 1990s, 'really wearable' prototypes were developed as the results of efforts to invent the more comfortable and interactive 'wearcomp' Based on the result of the analysis, the meaning of wearable computer in fashion field was interpreted in this study, as a reflection of converged demand and tendency of this era. New issues for future research of the wearable computer were suggested in the viewpoint of fashion design.

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The Design of Circulation System of Digital Music Contents in P2P Service (P2P에서의 음악 콘텐츠 유통 시스템 설계)

  • Kang, Woo-Jun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.3
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    • pp.83-91
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    • 2009
  • In this paper, we propose a new design of circulation system of digital music contents in P2P service. It has functions of contents recognition, management of copyright DB, clearing house to perform payment system of P2P service. In P2P service each user provides his music contents, but in other circulation system, service providers provide their music contents. Therefore it is very difficult for each provider to recognize whatever the quality of distributing contents are good or not. Most circulation systems use hash technology or contents recognition technology for the recognition of contents. For the usability and efficiency this proposed system provides the combining technology of hash processing and contents recognition.

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The Mobile Shopping System using MVLS (MVLS를 이용한 모바일 쇼핑 시스템)

  • Kim, Young-Jong
    • Journal of Korea Society of Industrial Information Systems
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    • v.15 no.5
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    • pp.119-124
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    • 2010
  • In this paper planed mobile shopping system using MVLS. MVLS is based on braille system, and list this to a square color box. This is can accomplish convenience of use and encipherment of fundamental personal information. Also, this system has advantage to fast communication speed because that has little size packets. Planed system does and fit this in shopping to graft together mobile-phone, smart-phone and tablet-pc that the such MVLS and most of internal adult are possessing. User can more fast finish shopping just photographing and press the button that show on TV or PC monitor and printed materials etc. by camera of mobile phone.

A Study on Problems and Development Plan of the NFT Digital Goods Transaction in Metaverse (메타버스 내의 NFT 디지털 상품거래의 문제점 분석과 발전 방향에 관한 연구)

  • Jong Ryul Seo;Chang Kyung Choi;Dong Sung Woo;Dongho Kim
    • Journal of Information Technology Services
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    • v.22 no.1
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    • pp.15-27
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    • 2023
  • As the number of users of the Metaverse platform increases and virtual assets in the Metaverse can be converted into reality, various commercial trading activities are occurring within the Metaverse. Considering that users can earn profits through selling digital products and the profits can be converted into fiat money or virtual assets, the commerce activities within Metaverse are similar to existing e-commerce. However, due to the peculiarity of transactions performed in Metaverse platform, the current legal system is insufficient to apply to Metaverse commerce, and many researches have been conducted for this purpose. But, regulatory research on NFT(Non-Fungible Token) digital products that can be applied to all types of physical products is inadequate. Therefore, This study investigated the types of digital products commerce in Metaverse, investigated the issues of commerce transactions related to NFT digital products and the regulations related to them. Based on this, research results can be used as the development direction of NFT digital products trading and consideration of related policy to protect NFT digital products.

An Empirical Study on the Innovation Strategy of User Experience by Utilizing Digital Technology (디지털 기술을 활용한 사용자 체험 혁신전략에 관한 실증적 연구)

  • Rho, Hyung-Jin
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.3
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    • pp.169-176
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    • 2015
  • The purpose of this paper is to study renovation plan of value chain from a user's viewpoint by making practical application of digital technology. And it is surely meaningful to investigate the important motivation factors of continuous using smart-phone, and to analyze the improving effect toward to the quality of life in continuous using smart-phone. By this study we can expect the value improving effect of user experience. The results of hypothesis testing can be summarized as follows: First, the hypothesis that positive affect has a plus effect on pragmatic value is accepted. Secondly, the hypothesis that positive affect has a plus effect on hedonic value is accepted. Thirdly, the hypothesis that negative affect has a minus effect on pragmatic value is accepted. Fourthly, the hypothesis that negative affect has a minus effect on pragmatic value is rejected. Fifthly, the hypothesis that pragmatic value has a plus effect on life satisfaction is accepted. Sixthly, the hypothesis that hedonic value has a plus effect on life satisfaction is rejected. In the competition among enterprises, user experience instead of goods themselves became influential as a differential factor. And many advanced enterprises began taking a serious view of customer's happiness and user experience improvement.

Formulating Strategies from Consumer Opinion Analysis on AI Kids Phone using Text Mining (AI 키즈폰의 소비자리뷰 분석을 통한 제품개선 전략에 대한 연구)

  • Kim, Dohun;Cha, Kyungjin
    • The Journal of Society for e-Business Studies
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    • v.24 no.2
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    • pp.71-89
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    • 2019
  • In order to come up with satisfying product and improvement, firms use traditional marketing research methods to obtain consumers' opinions and further try to reflect them. Recently, gathering data from consumer communication platforms like internet and SNS has become popular methods. Meanwhile, with the development of information technology, mobile companies are launching new digital products for children to protect them from harmful content and provide them with necessary functions and information. Among these digital products, Kids Phone, which is a wearable device with safe functions that enable parents to learn childern's location. Kids phone is relatively cheaper and simpler than smartphone but it is noted that there are several problems such as some useless functions and frequent breakdowns. This study analyzes the reviews of Kids phones from domestic mobile companies, identifies the characteristics, strengths and weaknesses of the products, proposes improvement methods strategies for devices and services through SNS consumer analysis. In order to do that customer review data from online shopping malls was gathered and was further analyzed through text mining methods such as TF/IDF, Sentiment Analysis, and network analysis. Customer review data was gathered through crawling Online shopping Mall and Naver Blog/$Caf\acute{e}$. Data analysis and visualization was done using 'R', 'Textom', and 'Python'. Such analysis allowed us to figure out main issues and recent trends regarding kids phones and to suggest possible service improvement strategies based on sentiment analysis.

A Case Study on the Introduction and Use of Artificial Intelligence in the Financial Sector (금융권 인공지능 도입 및 활용 사례 연구)

  • Byung-Jun Kim;Sou-Bin Yun;Mi-Ok Kim;Sam-Hyun Chun
    • Industry Promotion Research
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    • v.8 no.2
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    • pp.21-27
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    • 2023
  • This study studies the policies and use cases of the government and the financial sector for artificial intelligence, and the future policy tasks of the financial sector. want to derive According to Gartner, noteworthy technologies leading the financial industry in 2022 include 'generative AI', 'autonomous system', 'Privacy Enhanced Computation (PEC) was selected. The financial sector is developing new technologies such as artificial intelligence, big data, and blockchain. Developments are spurring innovation in the financial sector. Data loss due to the spread of telecommuting after the corona pandemic As interests in sharing and personal information protection increase, companies are expected to change in new digital technologies. Global financial companies also utilize new digital technology to develop products or manage and operate existing businesses. I n order to promote process innovation, I T expenses are being expanded. The financial sector utilizes new digital technology to prevent money laundering, improve work efficiency, and strengthen personal information protection. are applying In the era of Big Blur, where the boundaries between industries are disappearing, the competitive edge in the challenge of new entrants In order to preoccupy the market, financial institutions must actively utilize new technologies in their work.

A study on change of gamification marketing through social media -Focusing on the marketing of facebook fan page and instargram hashtag- (소셜미디어를 통한 게이미피케이션 마케팅의 변화 방향에 대한 연구 - 페이스북의 팬페이지와 인스타그램의 해시태그 마케팅을 중심으로 -)

  • Moon, Ha Na;Lee, Yoo Jin;Park, Seung Ho
    • Design Convergence Study
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    • v.14 no.4
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    • pp.209-221
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    • 2015
  • This study investigates in depth of the new marketing trend, in which social media, an effective marketing tool for promoting a new product, and gamification technic of engaging consumers in communication, are combined. Although gamification has been applied to various fields for a long time, conventional way of applying gamification is different from when it is combined with socialmedia. Therefore, this study examines the background and characteristics of the convergence phenomena between the social media and gamification based on the theoretical consideration of the social media and gamification. Then, the cases of social media marketing utilizing gamification are analyzed and classified into general participation, active participation, creative behavior, networking, and experiential type according to the user's different levels and ways of participation. As a result, when the social media and gamification are combined, the change of an aspect is found to be more meaningfully influential to today's consumers as in competition - achievement - relationship, compared to the conventional way of game mechanics. This study has significance in the way that it established a useful basis for the marketing strategy through the study of the new game mechanics that has been applied to social media marketing utilizing gamification.

Development of Hair Accessory Designs Using Royal Hair Ornaments (왕실 머리장식을 응용한 헤어 액세서리 디자인 개발)

  • Jinyoung Ryu;Jiyeon Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.83-90
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    • 2023
  • The recent trend in younger generations of wearing traditional costumes or incorporating fusion hanbok into daily wear necessitates the development of modern hair accessories to complement hanbok. The purpose of this study is to develop practical and modern hair accessory designs inspired by royal women's hair ornaments that complement hanbok, and therefore expand the scope of fashion content development utilizing hanbok culture as well as meeting the demand for various experiences of traditional culture. This research studied the literature on traditional hairstyles and accessories of Queen Yeong and constructed models of these accessories for the purpose of empirical research. The production process first required creating a basic foundation of nylon mesh reflecting the silhouette of a traditional hairstyle, and then grafting a digital textile printed fabric using majestic and extravagant royal relics on top, thus employing the trompe l'oeil technique to ultimately give the impression of wearing traditional jewelry. As a result, a total of six hair accessory designs were completed, produced with hairbands, hair pins, and hair ties. In addition, the accessories are designed to be easily worn regardless of the wearer's hair style, and the stiff yet flexible nylon mesh effectively expresses the shape of a voluminous hairstyle and creates an optical illusion, blending into the hair. These research results present a unique aesthetic and cultural experience to the greater public seeking both daily entertainment and value from rarity.

Digital Nudge in an Online Review Environment: How Uploading Pictures First Affects the Quality of Reviews (온라인 리뷰 환경에서의 디지털 넛지: 사진을 먼저 업로드 하는 행동이 리뷰의 품질에 미치는 영향 )

  • Jaemin Lee;Taeyoung Kim;HoGeun Lee
    • Information Systems Review
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    • v.25 no.1
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    • pp.1-26
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    • 2023
  • Consumers tend to trust information provided by other consumers more than information provided by sellers. Therefore, while inducing consumers to write high-quality reviews is a very important task for companies, it is not easy to produce such high-quality reviews. Based on previous research on review writing and memory recall, we decided to develop a way to use digital nudge to help consumers naturally write high-quality reviews. Specifically, we designed an experiment to verify the effect of uploading a photo during the online review process on the quality of review of the review writer. We then recruited subjects and then divided them into groups that upload photos first and groups that do not. A task was assigned to each subject to write positive and negative reviews. As a result, it was confirmed that the behavior of uploading a photo first increases the review length. In addition, it was confirmed that when online users who upload photos first have extremely negative satisfaction with the product, the extent of two-sidedness of the review content increases.