• Title/Summary/Keyword: 안경산업

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Competitiveness Strategy of Glasses Market in E-Commerce Environment (전자상거래 환경에서 안경시장 경쟁력 확보전략)

  • Xu, Chen-lin;Yin, Li;Jung, Young-ho;Lee, Hyun-chang;Shin, Seong-Yoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.134-135
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    • 2015
  • E-commerce as a business model, its rise has affected the daily economic behavior of people, also has brought great opportunities for the glasses industry. Glasses industry how to effectively implement e-commerce is an issue worthy of study. Through analysis of the existing glasses sites in the e-commerce market, this paper proposed some personalized competitive strategies, and established a glasses online web site which is not distinguish between ages to provide personalized service.

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A Study on Glasses Design about Construction of an End Piece (안경디자인의 엔드피스 구조에 관한 연구)

  • Kang, Min-Soo;Kim, In-Soo;Kang, Sung-Soo
    • Journal of Korean Ophthalmic Optics Society
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    • v.11 no.3
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    • pp.249-258
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    • 2006
  • There are many functions of glasses. Not only as a medical instrument but also for decorative purpose and individuality as a mean of expression. The concept of glasses applied according to various purposes and use. Following the designers' point of view, the most important research task is to make products substantial and convenient rather than external beauty after analysis problems and the needs of customers. Because customers ask for the best quality of design all the time. The best design of glass includes essential conditions like; creativity, satisfaction, convenience of use, identity. These conditions are common elements of glasses in both domestic and foreign markets. Also they can be a catalyst to stimulate glasses industry in Korea. First of all to study tho parts of glasses "End Piece", it is essential to consider for a better design. Because it adjusts the center of glasses weight balance for user's comfort. Since many brands are imitated, the significance of "End piece" is of a great importance resulting in a more successful competitiveness.

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Influence of Gaming Display and Wearing Glasses on Perceived Characteristics, Presence, and Fatigue (게임 디스플레이 종류와 안경착용 여부에 따른 영상의 인지된 특성, 프레즌스 그리고 피로도의 차이)

  • Lee, Hyunji;Chung, Donghun
    • Journal of Broadcast Engineering
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    • v.17 no.6
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    • pp.1004-1013
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    • 2012
  • 3D images and videos are required viewers to wear 3D glasses. According to the data, about half of Korean people wear glasses or contact lens and this implies 3D video viewers may have a trouble due to putting a pair of 3D glasses atop their glasses. The purpose of this study is to examine gamers' perceived characteristics, presence, and fatigue according to video gaming display (2D vs. 3D) and glasses whether wearing or not. The results show that the interaction effect of the display and wearing glasses was statistically significant in the perceived presence, and the main effect of the display was statistically significant in the perceived characteristics and fatigue.

An Analysis of the Export Performance of Korean Eyewear Products in China Market (국산 안경제품의 중국시장 수출성과 분석)

  • Shim, Jae-Hee
    • International Commerce and Information Review
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    • v.15 no.4
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    • pp.27-46
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    • 2013
  • The objective of this study is to analyze the export performance of Korean eyewear products in China market, and derive some implications from the results of the analysis. For the analysis, the statistical data from 2003 to 2013 produced by Korea International Trade Association were used, and Market Share Index, Trade Specialization Index, and Revealed Comparative Advantage Index as an analyzing method were selected. According to the analysis, Korea's eyewear goods market share in China's glasses market was less than 5% on average during the analyzing period amid recording chronic deficits in Korea's eyewear commodities trade to China and by product, contact lenses were competitive, while eyeglass frames, eyeglasses, eyeglass lenses and sunglasses were not competitive. The suggestions for revitalizing Korea's eyewear products exports to the China market are as follows: First, Korea's glasses industry must enhance the ability to develop creative and distinctive product design to meet the needs of Chinese consumers. Second, to meet Chinese consumers preferences, Korea's glasses industry must actively produce new materials and functional products. Third, Korea's glasses industry must improve brand awareness through the continuous launch of new products for the Chinese market. Fourth, Korea's glasses industry must actively promote strategic alliances with domestic and foreign enterprises, and the Hallyu marketing. Fifth, Korea's glasses industry must reasonably improve the unusual products distribution system. Finally, The government must prepare a systematic support system for eyeglasses industry.

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최신기술동향 - 향후 모바일 산업의 핵심제품으로 각광받을 전망 - 3D HMD의 최근 시장 동향

  • Mun, Hyeon-Chan
    • The Optical Journal
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    • s.128
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    • pp.38-41
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    • 2010
  • HMD(Head mounted Display)는 보안경이나 헬멧 형태로 눈앞의 지근거리에 초점이 형성된 가상스크린을 보는 안경형 모니터 장치로서 예전에는 군사용 시뮬레이션이나 가상현실(VR-Virtual Reality)을 실현하기 위해 개발되었으며, 양쪽 눈의 근접한 유치에 설치된 1인치 이하의 LCD, OLED, MEMS panel 등 마이크로 디스플레이에서 발생되는 이미지를 광학시스템을 통해 확대하여 대형 가상화면을 형성한다. IT 산업의 비약적인 발전에 힘입어 휴대용 동영상 및 모바일 정보검색, 3D의 시대가 대두됨에 따라 휴대폰이나 PMP의 작은 화면으로는 만족하지 못하는 소비자의 수요에 적합한 개인 휴대용 모니터 장치로, 3D를 구현하는 안경형 모니터로서 향후 크게 형성될 모바일 산업의 핵심제품이 될 전망이다.

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Influence of Gaming Display and Wearing Glasses on Perceived Characteristics, Presence, and Fatigue (게임 디스플레이 종류와 안경착용 여부에 따른 영상의 인지된 특성, 프레즌스 그리고 피로도의 차이)

  • Lee, Hyun-Ji;Lee, Sang-Wook;Heo, Ok;Chung, Donghun
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2012.07a
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    • pp.439-442
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    • 2012
  • 3D 영상 산업과 더불어 3D가 적용됨으로써 유망한 산업 분야 중 하나가 바로 게임이다. 2D에서 3D 그래픽으로 그리고 현재는 3D 입체영상으로 진화하면서 이용자로 하여금 깊이감을 제공함으로써 더 큰 즐거움을 주고 있다. 본 연구에서는 게임에서의 입체영상 및 안경 착용여부가 영상의 특성, 프레즌스 그리고 피로도 등에 어떠한 영향을 미치는지 알아보고자 했다. 실험결과 디스플레이와 안경착용의 상호작용효과는 인지된 특성 구성요소 중 입체감과 프레즌스 구성요소 중 시간관여에서 유의미하게 나타났다. 입체감과 시간관여의 경우 모두에서, 3D 영상에서 게임을 플레이했을 경우 안경 미착용자가 착용자 보다 더 잘 인지하는 것으로 나타났다.

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Import Patterns of Eyeglasses Industry (안경산업의 수입행태)

  • Hyun, Sung-Chul;Lim, Jun-Hyeong
    • Journal of Korean Ophthalmic Optics Society
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    • v.14 no.4
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    • pp.11-17
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    • 2009
  • Purpose: The purpose of this study is to provide an empirical overview of the import patterns of the Eyeglasses and Contactlens industry. Methods: This study used an Engle-Granger cointegration technique and Johansen's multivariate cointegraion methodology test to check the stationarity of the model. This paper also applies Rolling regression to our model, indicating that Eyeglasses and Contact Lens import is endogenous to the economic variable. Results: The empirical results show how the import in Eyeglasses and Contact Lens is related to the economic variables. Conclusions: This paper shows how the import of Eyeglasses and Contactlens is influenced by economic variables, such as exchange rate and industrial product, and seasonal factors.

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Theoretical Considerations on the Design of Metal Frames for Refractive Correction (시력교정용 금속테설계의 이론적고찰)

  • Kang, Hyunsik
    • Journal of Korean Ophthalmic Optics Society
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    • v.3 no.1
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    • pp.39-73
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    • 1998
  • In the 60's to 70's, frame selection was a purely mechanical consideration almost entirely dominated by the optician and his subjective judgments. Toddy the cosmetic factor is predominant. The variety of frame color, materials, and style means that the main burden of selection has passed to the customer, leaving the optician control a subtle factor often difficult to exert. Common materials include nickel silver, Hi-nickel alloy, bronze, stainless steel, gold, gold plated, gold clad, copper beryllium, titanium and sometimes aluminium. In manufacturing of metal frames with the materials, even though fashion is the stimulant of consumer demand, all the metal frame for the prescription to refractive correction should be designed correctly styled eyewear which is cosmetically pleasing, functional correct, physically comfortable, mechanically and structurally perfectible, and temperamentally acceptable.

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