• Title/Summary/Keyword: 소비트렌드

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History of cheese industry in Korea (한국의 치즈산업사)

  • Keum, Jong-Su
    • Food Science and Industry
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    • v.52 no.3
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    • pp.272-286
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    • 2019
  • Cheesemaking is believed to have been first practiced in prehistoric times, about 9,500 years ago, in the area around the Fertile Crescent of Mesopotamia and they left legacy in the name of cheese. Father Chi Chong-Hwan(Didier Serstevens) started for his provost in Imsil Catholic church in 1964. In 1968, cheese was first produced Camembert in Korea by Father Chi Chong-hwan, and then made Mozzarella in 1970, Cheddar in 1972. Father Chi lay the foundation of a cheese industry in Korea. The processed cheese market was highly grown after putting on the market of sliced cheese in the late 1980s, and the various products that complied with wellbeing trends such as organic and high functional cheese produced in the 2000s. The natural cheese opens up a new domestic market after producing Camembert and Brie cheese in the end of 2004. At present, major trends in cheese are authenticity, bold flavor, snack sophistication and tradition. Mozzarella, Parmesan, Cheddar, Provolone, Feta cheese still top in foodservice. In Korea, production of natural cheese is decreasing by the influence of the imported cheese. Production of processed cheese is increasing and total consumption of cheese is also increasing year by year.

Factors which Influence Customers' Intention to Switch from Call-Based Driver-for-hire Services to App-Based Driver-for-hire Services Based on Online to Offline (O2O) Business Model: Focusing on Kakao Driver service (콜 대리업체 서비스에서 O2O 방식이 적용된 대리운전 사업 모델로의 소비자 전환 의도에 관한 연구: 카카오 드라이버를 중심으로)

  • Kim, Daewon;Jeong, Hye Seung
    • The Journal of Society for e-Business Studies
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    • v.21 no.3
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    • pp.51-78
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    • 2016
  • Online-to-offline (O2O) commerce is the new trend that merges online commerce with traditional industries in various fields. The primary purpose of this paper is to find out which factors influence customers' intention to switch from call-based driver-for-hire services to O2O app-based services. This study used variables and factors based on Theory of Switching Intention, and Extended Unified Theory of Acceptance and Use of Technology in order to design research questions. We surveyed 500 users of call-based driver-for-hire services. According to the result of this study, dissatisfaction with the current call-based driver-for-hire services is estimated to be a significant factor that strengthens customers' intention to switch from the call-based driver-for-hire services to the app-based services. Loyalty to the previous call-based driver-for-hire services was not seen as a crucial motivator that causes customers to switch to the new O2O driver service. Switching cost also did not play a key role in explaining the relationship between dissatisfaction with the current call-based service and the intention to use the new app-based service. Performance expectancy, easiness in use, the level of user's knowledge or available assistance in relation to the use of app-based services, and expectancy for reasonable price was found to have meaningful impacts on customers' intention to switch from the call-based driver-for-hire services to the app-based services. Age, gender and user experience on the new service were found incapable of moderating the relationship between aforementioned factors which influence customers' choice of the app-based driver-for-hire service, and customers' intent to switch to the app-based service.

Study on Tourism Demand Forecast and Influencing Factors in Busan Metropolitan City (부산 연안도시 관광수요 예측과 영향요인에 관한 연구)

  • Kyu Won Hwang;Sung Mo Nam;Ah Reum Jang;Moon Suk Lee
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.29 no.7
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    • pp.915-929
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    • 2023
  • Improvements in people's quality of life, diversification of leisure activities, and changes in population structure have led to an increase in the demand for tourism and an expansion of the diversification of tourism activities. In particular, for coastal cities where land and marine tourism elements coexist, various factors influence their tourism demands. Tourism requires the construction of infrastructure and content development according to the demand at the tourist destination. This study aims to improve the prediction accuracy and explore influencing factors through time series analysis of tourism scale using agent-based data. Basic local governments in the Busan area were examined, and the data used were the number of tourists and the amount of tourism consumption on a monthly basis. The univariate time series analysis, which is a deterministic model, was used along with the SARIMAX analysis to identify the influencing factor. The tourism consumption propensity, focusing on the consumption amount according to business types and the amount of mentions on SNS, was set as the influencing factor. The difference in accuracy (RMSE standard) between the time series models that did and did not consider COVID-19 was found to be very wide, ranging from 1.8 times to 32.7 times by region. Additionally, considering the influencing factor, the tourism consumption business type and SNS trends were found to significantly impact the number of tourists and the amount of tourism consumption. Therefore, to predict future demand, external influences as well as the tourists' consumption tendencies and interests in terms of local tourism must be considered. This study aimed to predict future tourism demand in a coastal city such as Busan and identify factors affecting tourism scale, thereby contributing to policy decision-making to prepare tourism demand in consideration of government tourism policies and tourism trends.

A Study on Kiosk GUI Design in Fast Food Store for Effective Interaction (효과적인 상호작용을 위한 패스트푸드점 키오스크의 GUI 디자인에 관한 연구)

  • Park, Eun-Young
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1043-1050
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    • 2018
  • As the cconvenience economy of food culture becomes more widespread and the consumption trends for easy and convenient meals grew, every food company is making their various efforts to provide better service. Along with this change, various methods have been allowed for quick and easy ordering. Especially, the introduction of kiosk systems with various merits such as reduction of queues for cashes, saving labor costs, and smoothness of business processes have been actively growing recently. If kiosk system provides not only order but also systematic contents and interface design considering differentiated identity from other companies, brand image enhancement and customer service strategy would be available as well. A kiosk GUI design for effective interactions that provides more usability and satisfaction to users by analyzing the structure and contents of kiosks in fast food stores and GUI designs and investigating usage patterns and design preferences of kiosks through user surveys.

A proposition on digital maniac consumer market segmentation by consumer characteristics and behavior (매니아 소비자의 태도와 성향에 의한 디지털 매니아 세그멘테이션 제안)

  • Kim, You-Rie;Lee, Hye-Sun
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.243-254
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    • 2006
  • Maniac consumers have a ripple effect on marketing because they are the main body of trends and consumer economy. So It is very important that we should first read needs and wants - in other words, psychological motives. And then we should find maniac consumer segments. This is an exploratory study that was done to obtain an insight for the new maniac consumer market segmentation. It examined the definition and characteristics of digital maniacs in Korea, and it carried out a literature study on consumers who have a similar consumption trend as the maniac users as a pre-study. Also, it looked into the trends and values of the maniac community in Korea, using the previous study's scale for innovative consumers. Next, the study interviewed maniac users using the first data and focused on discovering and grouping the new maniac segments based on the results. The study analyzed the purchase behaviors, decision-making, attitude for involvement and potential needs of the digital maniacs in Korea, and it discovered the segments for the segmentation of maniacs so it could find out the disposition and status of the digital maniacs. Such approach can be used as a strategical due for maniac target marketing and design(customer-oriented marketing and design) in the future.

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Presentation for OSMU development method through the musical - Focused on the 'flying superboard' - (뮤지컬 공연을 통한 원소스멀티유즈의 개발방안 제시 - 뮤지컬 '날아라슈퍼보드'를 중심으로 -)

  • Lim, byung-suk;Ahn, seong-hye
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.680-684
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    • 2007
  • In Korea the musical was granted very close an art however recently it is rapidly take the position a new trend of the mass culture industry with some of promoted lifestyle due to increased income and with spreading consumer culture of well-being. This study is to consider the musical as a way of OMSU to observe how to produce the musical the with the original one that recorded as the best animation program with highly broadcasting rate as it is broadcasted on TV. It is belongs to a category of musical or a performance, has a good feature of children's program with arranging the broadcasting. Through this study, developing performance art to OSMU, it wishes to utilize people that produce the performance applying the contents of animations and cartoons, to make value added This study is for presenting an effective way of OSMU, with studying and researching the production process of the musical . The original source the cartoon and animation is transferred to a musical with a technical feature of digital audio-visual, with characterizing to an attractive musical characters from the original characters, and with humorize twisted story structure based on the basic storyline.

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Snack Culture and Fast Fashion (스낵 컬처와 패스트 패션)

  • Yun, Eul-Yo
    • The Journal of the Korea Contents Association
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    • v.16 no.9
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    • pp.612-627
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    • 2016
  • This study is research on the snack culture and fast fashion. The purpose of this study is to examine the common attributes of snack culture and fast fashion as a cultural phenomenon. The following results were obtained: First, snack culture and fast fashion have attributes of 3S represented by Speed, Short time, and Simplification. Second, snack culture and fast fashion meet consumer demands by fun and various contents and a variety of designs, respectively. Third, although snack culture has developed on the basis of information technology, fast fashion has grown based on the technological innovation of business, organization, and distribution system. Fourth, snack culture communicates with the world through opening and sharing to be globalize a context, and fast fashion is globalized to multinational corporations by increasing sales and development of scale. Fifth, snack culture has a synergistic effect by maximizing the multiple interactions through social campaigns based on the attribute to communicate with many-to-many relationship. In addition, fast fashion produces a synergistic effect through collaborative strategic alliances.

Designs to Commercially Utilize Cultural Archetype : based on Patterns Found on the Relics from King Mooryung of Baek-je's Mausoleum (문화원형의 산업적 활용을 위한 디자인 개발 - 백제 무령왕릉 출토유물에 나타난 문양을 중심으로)

  • Kim, Duk-Yong;Shin, Jeong-Chul
    • The Journal of the Korea Contents Association
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    • v.10 no.2
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    • pp.202-214
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    • 2010
  • This paper presents plans to develop cultural archetype into a cultural industry. Though, various types of cultural products are being developed, they're not very popular to consumers and has very limited market. Reason for that is, most of these products are simple replicas of cultural assets or they are focused solely on restoring the traditions without considering trend. This study was focused on patterns found on the relics from mausoleum of king Mooryung of Baek-je. Main focus was the meaning of important patterns as generalized representation of traditional and emotional value. In addition, the study was done with the idea that developing the design of cultural products should be presented in modern style while carrying the traditional value and the story telling elements. The order of developing the design should be, first, forming process based on its original form and the elements, and developing a design motive based on the story the pattern is carrying. Then develop sample products with the motive.

A Formal Specification and Meta-Model for Development of Cooperative Collection·Analysis Framework

  • Cho, Eun-Sook;Song, Chee-Yang
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.12
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    • pp.85-92
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    • 2019
  • Companies can identify user groups or consumption trends by collecting and analyzing opinions of many users on special subjects or their products as well as utilize them as various purposes such as predicting some specific trends or marketing strategies. Therefore current analyzing tools of social media have come into use as a means to measure the performances of social media marketing through network's statistical analysis. However these tools require expensive computing and network resources including burden of costs for building up and operating complex software platforms and much operating know-how. Hence, small companies or private business operators have difficulty in utilizing those social media data effectively. This paper proposes a framework applied into developing analysis system of social media. The framework could be set up and operate the system to extract necessary social media's data. Also to design the system, this study suggests a meta-model of proposed framework and to guarantee completeness and consistency, a formal specification of meta-model by using Z language is suggested. Finally, we could verify the clearness of framework's design by performing Z model checking of formal specification's output through Z-EVES tool.

Culture Management through Vision and Practical of Jewelry Design Education (주얼리 디자인 전공 교육의 비젼과 실무를 통한 문화경영)

  • Shim, Kwan-Sun
    • The Journal of the Korea Contents Association
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    • v.7 no.11
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    • pp.140-149
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    • 2007
  • Social recognition conversion of the jewelry-related industries must be preceded by changes of responsibility of both the staff in charge and educators in education objections. Based on the debate of whether or not increasing (public) interest in jewelry design will subsequently lead to bringing about vision and possibility in the form of cultural management, this paper examined the influences that logical systematization of jewelry design and educational process of jewelry designers' ethics have on the next generation of the cultural industry of jewelry. Through the education and the industry of Italy, this paper analyzed existent method of design, current trend, and new content sand cases of design management that are based on types of consumption. In addition, it also provided the developmental possibility of future culture industry, and the foundation of ethical philosophy of jewelry education that lies beyond national economic power. I intend to imply significance of how designer's perception and conduct provides the whole new conventional foundation of sympathy and sensitivity and the existent method of design.