• Title/Summary/Keyword: 아바타 패션마케팅

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아바타 패션마케팅에 따른 의복 구매행동 연구

  • 장승희;이선재
    • Proceedings of the Korea Society of Costume Conference
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    • 2004.05a
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    • pp.69-69
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    • 2004
  • 최근 인터넷 이용자의 증가와 인터넷 활성화에 따라 새로운 인터넷 컨텐츠 개발의 필요성이 대두되고 있다. 이러한 추세로 새롭게 제시된 온라인 수익모델로 아바타 서비스가 활발히 제공되면서, 인터넷 이용자와 닷컴 기업의 관심이 집중되고 있다. (중략)

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Comparative Study on Avatar's Clothing Image and Casual Brand Image based on Avatar's Fashion Marketing (아바타 패션마케팅에 따른 아바타 의복 이미지와 캐주얼 브랜드 이미지 비교 연구)

  • Jang Seung-Hee;Lee Sun-Jae
    • Journal of the Korean Society of Costume
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    • v.55 no.5 s.95
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    • pp.28-42
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    • 2005
  • Objectives of this study were to investigate about the avatar's fashion products efficiency on casual wear advertisements to study about the effect of avatar's clothing image provided by apparel industry and to investigate about the effort of avatar's fashion product on apparel advertisement for fundamental data on the avatar's fashion marketing. Following were the summaries of the results: First, in terms of the correlation between avatar's clothing and casual brand images of nate avatar's fashion marketing, avatar's clothing image of FUBU male, female and maru male, female that is reformative, characteristical, unique and sensitive to latest fashion has positive correlation with FUBU and maru brand images. Therefore, consumers' higher perception on avatar's clothing image that are 'reformative', 'characteristical' and 'unique', indicated higher casual brand image perception, proving avatar's clothing image is effective in suggesting the brand. Second, in terms of advertising the avatar by clothing them with garments of each brand and comparing avatar's clothing and casual brand images, active avatar's clothing image of FUBU male, female emphasized active brand image of FUBU. However, FUBU male avatar's clothing image did not emphasize 'reformative', 'characteristical', 'cool', or 'sensitive to latest fashion' images compared to FUBU female avatar's clothing image. Also, in case of maru, 'male', 'conseuative' and 'insensitive to latest fashion' image of male avatar clothing emphasized maru brand image. Maru female's 'unpractical' ,'female' and 'characteristical' images emphasized maru brand image.

A Study on Avatar's Fashion Marketing Strategies of Casual Wear (캐주얼웨어의 아바타 패션마케팅 전랸 제고 연근)

  • Jang Seung-Hee;Lee Sun-Jae
    • Journal of the Korean Society of Costume
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    • v.54 no.8
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    • pp.35-48
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    • 2004
  • This thesis researches consumers' behaviors in Purchasing avatar fashion products depending on their motives and point of reference as the avatar fashion marketing is conducted. Also, it explores the correlation between avatar's fashion products and the point of reference by which consumers actually purchase casual wear. The results were as follows: First, Avatar's fashion product purchasing motivation is done through four classified dimensions, conformity, differentiation, fashionability, and substitution. The standard of Avatar's fashion product choice was classified by the symbol (Product name recognition) and two dimensions of aesthetics. Second. the more valued the aesthetic component of Avatar's fashion product the greater effect on the order the dimensions used in correlation in this case being substitution, differentiation, conformity, and fashionability. Should the consumer place greater value on the Product symbol the dimension order is affected in order by fashionability, conformity, and differentiation. Third, fashionability was a stronger consideration for women as opposed to men in terms of demographical feature. whereas symbol (Product recognition) was of greater importance to higher income people. Last, when aesthetics is considered to buy Avatar's fashion products it is favorably comparable to other casual wear lines. In other words, symbol is considered to buy casual's, it brings to the same result when buying Avatar's. Avatar's fashion product was great tool to research new casual wear line because of approving by the correlation to each other.

The Present and Future of Avata Fashion Market - The Strategic of Avata Fashion Marketing- (아바타 패션시장의 현재와 미래 -아바타 시장 패션 마케팅의 전략적 접근-)

  • 송영주
    • Journal of the Korea Fashion and Costume Design Association
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    • v.5 no.1
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    • pp.47-57
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    • 2003
  • Today there are increasing number of internet users. Internet is wide use of banking, shopping, school and studding. Also, internet is used in everyday living and its use is getting larger. Korea has the one of the most use of internet in the world. Most of houses have computer with internet, and there are alot of PC rooms in the streets. anyone can enjoy the internet anytime anywhere. Now, in internet there are group formed by community purpose. The 'dot com' companies was not making much of profit from their goods. However, they came out with an idea "avata" Soon, the avata became a hit and its known for its success. Avata is used for E-mail, name card, post stamp, and chatting. Also, Avata is very popular among chatting service, icon chatting, and 3D graphic chatting. Avata represent the user himself in internet and computer created imaginary space, and it connects between imaginary space and reality, also it exist between real name and nick name. Past years, the internet users were satisfied with their nick name, however resent year users wants to express them more. For the result the "Avata" is created to fulfill the need to express user themselves. There are three different ways to see how Korean react to fashion industry. first, Korea's land structure makes the density of population high, the transmission of information is very fast. Next, collectively is high among Koreans. Finally wide use to internet made the transmission of the fashion information much faster. The User wants to keep up with the fashion at the sametime they want to express themselves, and "avata" is the one that fulfill their needs. New technology and the desire to express themselves made the new term "avata industry". which was never existed before. In addition, the internet markets have potential power. Although, it is in start stage of avata industry. However, the experts say that its possibility of its development is not predictable. In conclusion, watch the development of a situation to analyze the avata industry and develop new avata fashion market.

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A Study on Virtual Fitting Model System for Internet Fashion Shopping Mall (인터넷 패션 쇼핑몰을 위한 가상 피팅 모델 시스템 연구)

  • Tak Myung-Ja;Kim Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.9 no.9
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    • pp.1184-1195
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    • 2006
  • The Internet has brought many changes in our daily lives. Now the recognition on the Internet fashion shopping matt has increased and it requires scientific and systematic research to understand the Internet fashion marketing system more correctly and to strengthen the marketing activity at the virtual space. A big shortcoming of an Internet fashion mall is that the consumers can't wear clothes themselves. Currently there is no system to cover the shortcoming, It would be nice if a 3D avata wears the clothes on behalf of a consumer after inputting the information of physical sizes of a consumer. The consumers can select many clothes, accessories and even the background. After establishing a complete virtual fashion shopping mall, the consumers who sue the Internet fashion shopping mall could wear the clothes at an online shop establishing an online shopping environment. It will be a sole way to ensure the trust of the consumers. This paper studies the read in reflection by PC camera and sample the edge detection. Virtual fitting system that wears virtual fitting model some clothes is establishment.

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SNS-based 'cinnan' Site Development Incorporating Marketing Element (마케팅요소를 접목한 SNS기반 '신난'사이트 개발)

  • Park, Jin-Ju;Bea, Cho-Rong;Lee, So-Jeong;Ha, Yan
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.01a
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    • pp.171-172
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    • 2011
  • 본 논문에서는 사람들의 관심사를 충족시킬 주제로, 소셜 네트워크(SNS)를 활성화 하여 다자간의 대화를 통한 비즈니스 마케팅을 유도하며 기존의 블로그 형식의 커뮤니티와 쇼핑몰의 형태를 결합한 신개념 네트워크를 제안하고 구현한다. 소셜 네트워크를 활성화 시키고, 패션이라는 주제로 사람들의 개성을 살릴 수 있는 아이템을 선정. 각자의 특성이 담긴 "아바타"를 제작, 본 논문 내에서 각자가 특성이 담긴 패셔니스타가 될 수 있는 공간이 된다. 실제 의류, 소품과 제법 유사하게 만든 이미지를 나와의 신체 비율이 비슷한 아바타에 직접 피팅을 시킬 수 있으며 자신이 직접 입어보지 않고, 시간과 공간의 제약을 받지 않는 것이 특징이다. 다자간의 실시간 커뮤니케이션을 통해 네트워킹도 활성화 될 뿐더러 기업과의 연계를 통해 구매로까지 이어질 수 있는 공간을 만든다.

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Mobile Fashion Fitting Service System using I-phone (아이폰을 이용한 모바일 패션 피팅 서비스 시스템)

  • Tak, Myung-Ja;Kim, Cheeyong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.355-356
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    • 2012
  • Recently, Digital clothing techniques using computer graphics to reappear clothes are activated in fashion area and Researches incorporating fashion flows and 3D techniques are frequently progressed. In fashion industry, Using smartphone can make successful result by catching a change of trend and adding an emotional factor. Conventional 3D fitting services are only provided in store or internet sites installed avatar system, virtual mirror. This study suggests a fashion fitting service system saving time and oneself by using I-phone in consumers' position. In this system, Companies can market their product easily to consumers, consumers can choose various product and check their fitness.

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