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Mobile Shopping Motives and Fashion Application Acceptance (모바일 쇼핑동기와 패션애플리케이션 수용)

  • Lee, Mi-Jin;Lee, Kyu-Hye
    • Journal of Digital Convergence
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    • v.11 no.1
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    • pp.153-163
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    • 2013
  • The application demand has been rapidly increasing along the growth of smart devices. Companies actively use the application as marketing tools. In particular, fashion businesses expect the improvement of customer loyalty and brand image by using the applications as the communication channel with consumers. This paper investigated the relationship between mobile shopping motives and mobile shopping acceptance. Influence of such variables on perceived importance of various fashion application attributes was also accessed. Data from male and female respondents were analyzed for the empirical study. Results indicated that mobile shopping motives were classified into convenience, ubiquity, impulsiveness and economic motives. Fashion application attribute was classified into contents, continuous management, design/visibility, downloading and community. Mobile shopping motives had significant correlation with fashion application acceptance. Shopping motives and fashion application acceptance had significant impacts on perceived importance of various fashion application attributes.

A study on cultural revitalization using local idle facilities

  • Kim, Hyo-Kyung
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.10
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    • pp.173-177
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    • 2021
  • Culture and art can be said to be an important medium that enhances people's creativity and satisfies our desire for cultural experience as well as emotional cultivation. These arts and culture are spreading all over the world through Hallyu, etc. to this day, and it is naturally positioned as an industry that creates the highest added value. However, rapid industrialization and development of industrialization also provided many negative causes, such as damage to nature due to the decline of factories and equipment industries, pollution and damage to the surrounding environment due to the use of fossil fuels. Therefore, in this study, we investigated the factors necessary for improving the image of the local community and maximizing tourism classes by actively utilizing the idle space abandoned due to industrialization and industrialization as a complex space for culture and art. As a result, empirical analysis was conducted through a total of six factors excluding typology through factor analysis. The results showed that reliability, certainty, and empathy had a positive effect, but responsiveness did not. In addition, the economic effect was found to have a positive effect on customer satisfaction.

A Study on the Public Relations of University Libraries using Instagram (인스타그램을 활용한 대학도서관 홍보에 관한 연구)

  • So, Haeun;Cha, Mikyeong
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.32 no.3
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    • pp.67-91
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    • 2021
  • The purposes of this study is to identify the perception of students' use of university libraries' public relations activities using Instagram and propose ways to improve the operation of university libraries' Instagram. To this end, the status of Instagram operations of domestic and foreign university libraries was investigated, and a survey was conducted on 292 students who used the library Instagram of their universities. Based on the research results, first, it is necessary to promote the use of libraries by using 'Library Events' information closely related to the use of Instagram by students, but planning ways to participate that can lead to practical use of libraries. Second, it is necessary to promote the role of librarians through Instagram and utilize daily communication information in order to positively affect library image recognition. Third, it is necessary to guide users on how to inquire on library Instagram and actively respond to communication with users through periodic post uploads and monitoring.

Research on Types of Visual Rhythmic Sense in Typography (타이포그래피의 시각적 리듬감 유형 연구)

  • Jung, Yu-Kyung
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.143-154
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    • 2005
  • Typography in visual communication design is 'potential form' hidden within a space. Showing rhythm in typography is making 'aesthetic sense' in a graphic which has formative characteristics, the way of expression is very important. When the rhythm is recognized through visual stream, Rhythmic Sense is formed. The research will present a new form of the Visual Rhythmic Sense by analyzing typography works out positively. First of all, I researched works done by Fillippo Marinetti, Robert Massin, Wolfgang Weingart, and David Carson for their vigorous experimentalism in typography in forming visual rhythm. I used S.D. Scale method to analyze characteristics of visual image and VARIMAX for factor analysis reaching types of visual rhythm, which could be classified as following. (1) Synesthesia Rhythmic Sense (R-synesthesia) means that the senses are conveyed through 'visualization of auditory sense' and 'visualization of touch' (2) Simultaneous Rhythmic Sense (R-simultaneity) means that the time and space co-exist in one plane. (3) Connective Rhythmic Sense(R-connection) means that different factors (Within one plane) co-exist interacting with one another and creating a unified impression through such a process. (4) Artist Oriented Rhythmic Sense ($-artist) means that the artist interprets the content subjectively and expresses his/her impression, thereby, attracting a gaze of audience systematically and arbitrarily. (5) Reader Oriented Rhythmic Sense(R-reader) avoids the existing legibility formed through aggressive engagement of the reader.

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A Study on the Communication Strategy and Message for Geo-Technology Commercialization (지질자원 기술의 상업화 커뮤니케이션 전략 및 메시지 연구)

  • Kim, Chan-Souk;Lee, Hyun-Seon;Kim, Seong-Yong;Lee, Jae-Wook
    • Economic and Environmental Geology
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    • v.45 no.4
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    • pp.431-440
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    • 2012
  • This study examines the communication status and strategies of geological resource related companies in Korea through the comparison with American companies. Through this analysis, this study is to draw the domestic companies' characteristics and problems on communication, and even to suggest how to execute the communication about geo-technologies at national level. The results indicate that geo-technologies related compaies in Korea don't use a lot of advertising communication as means of providing informations about corporate itself, corporate activities, and it's product, etc. And the companies using advertising communication tend to execute more organization advertising focusing on corporate image than product advertising. The advertising utilized by geological resource related companies is usually targeted at consumers, they don't use advertising endorser actively. And all the companies analyzed in this study have their own website and run it. This study provides some recommendations on communication strategies and executions for various geo-technologies related organizations. (1)Advertising strategies for establishing a specific image (2)Advertising message for understanding about geo-technologies (3)A variety of advertising creative (4)A consistent advertising concept and message strategies (5)A consideration about website in terms of PR (6)Information on website for various stakeholders (7)Providing various information message on website.

지질시대 및 지구조별 국내대리석 석재자원의 분류와 물성

  • 윤현수;홍세선;박덕원;이병대;김주용
    • Proceedings of the Mineralogical Society of Korea Conference
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    • 2002.10a
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    • pp.153-169
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    • 2002
  • 국내 대리석류 석재자원은 지질시대 및 지구조별로 선캠브리아기의 경기육괴와 영남육괴, 시대미상의 옥천대 남서부, 캠브리아-오오도비스기의 옥천대 북동부 그리고 일부 기하시대의 옥천대 북동부 등으로 분류될 수 있다. 전자는 변성퇴적암류내에 협재된 결정질 석회암, 화강암질 편마암내 포획된 결정질 석회암 등s으로 경기육괴의 포천, 김포, 온수리, 목계와 신림도폭 그리고 영남육괴의 춘양, 현동, 울진, 중평동 장기리와 장계도폭 등이 해당된다. 시대미상암류는 옥천대 남서부로서 목계 충주 괴산, 강경, 남원과 송정도폭, 그리고 캠브리아기는 풍촌석회암으로 임계, 호명, 서벽리도폭 등이 해당된다. 오오도비스기는 정선석회암이 분포하는 석병산, 평창, 정선과 임계도폭, 화천리층이 분포하는 문경도폭, 그리고 황강리도폭 등이 해당한다. 기타시대는 시대미상의 각력질 석회암과 상부석탄기의 홍점층군내 협재하는 결정질 석회암으로 이들은 각각 정선도폭과 석병산도폭에 위치한다. 선캠브리아기, 시대미상, 캠브리아기 및 오오도비스기 대리석류의 물성 중에서 흡수율과 공극율은 선캠브리아기, 오오도비스기 시대미상과 캠브리아기의 순으로 점차 감소한다 이들의 공극율은 비중에 대하여 대체로 불규칙하며, 흡수율은 공극율에 대하여 거의가 뚜렷한 정의 상관관계를 이룬다. 압축강도는 공극율에 대하여 다소 불규칙한, 그리고 인장강도에 대하여 정의 상관관계를 이룬다. 그리고 마모경도는 압축강도와 인장강도에 대하여 대체로 뚜렷한 정의 경향을 각각 보인다. 이들 대리석류는 선캠브리아기 중경암-경암, 시대미상 중경암-경암, 캠브리아기 거의가 중경암-경암, 그리고 오오도비스기는 경암에 각각 해당한다.역할을 충실히 담당하고 있는 것으로 분석되었다. 그러나 과학기술의 급격한 발달, 소비패턴의 변화, 생활환경과 삶의 질을 중시하는 새로운 가치관의 확산 등으로 광업의 역할도 새로운 변화의 전기를 맞이하고 있음을 볼 수 있다. 국내광업이 21C 급변하는 산업환경에 적응하여 생존하기 위해서는 각종 첨단산업에서 요구하는 소량 다품종의 원료광물을 적기에 공급 할 수 있는 전문화된 기술력을 하루속히 확보해야 하며, 이를 위해 고품위의 원료광물 확보를 위한 탐사 및 개발을 적극 추진하고 가공기술의 선진화를 위해 선진국과의 기술제휴 등 자원산업 글로벌화 정책이 절실히 요구되고 있음을 알 수 있다. 또한 삶의 질을 향상시키려는 현대인의 가치관에 부합하기 위해서는 각종 소비제품의 원료를 제공하는 광업의 본래 목적 이외에도 자연환경 훼손을 최소화하며 개발 할 수밖에 없는 구조적인 어려움에 직면할 수밖에 없다. 이처럼 국내광업이 안고 있는 여러 가지 난제들을 극복하기 위해서는 업계와 정부가 합심하여 국내광업 육성의 중요성을 재인식하고 새로운 마음가짐으로 관련 정책을 수립 일관성 있게 추진해 나가야 할 것으로 보인다.의 연구 결과를 요약하면 다음과 같다. 첫째, 브랜드 이미지와 서비스 품질과의 관계에서 브랜드이미지는 서비스 품질의 선행변수가 될 수 있음을 증명하였으며 4개 요인의 이미지 중 사풍이미지를 제외한 영업 이미지, 제품 이미지, 마케팅 이미지가 서비스 품질에 영향을 미치고 있음을 알 수 있다. 둘째, 지각된 서비스 품질과 가격 수용성과의 관계에서, 서비스 품질은 최소 가격에 신뢰서비스 요인에서 정의 영향을 미치고 있으나 부가서비스, 환경서비스에서는 역의 영향을

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A Research on the Scenography of the Musical 『All Shook Up』 - Focusing on the Design Construction Process and Performance Application Cases - (뮤지컬 『All Shook Up』의 연출적 시노그래피 연구 - 디자인 구축 과정과 공연 적용 사례를 중심으로 -)

  • Park, Geun-Hyung;Cho, Joon-Hui
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.8
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    • pp.175-187
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    • 2020
  • The purpose of this study is to discuss the elements and meanings of the performative scenography which has been revealed through the new directorial interpretation and deconstruction process of the musical 『All Shook Up』. The performative scenography characteristics after postmodernism aim to create individual active perceptions and various social meanings through audience's voluntary and particular emergence. To this end, the theoretical foundation of scenography was examined by periods in advance. Based on this, I attempted to establish performative scenography for synthesized scenic and media design through the reconstruction process for the 『All Shook Up Travelers』. As a result, I set up visual narrative based world of 『All Shook Up Travelers』 which was produced by text-based intense images for a direct medium in order to expand actors' inner narrative and established unique performative scenography of its own: 1. enhancing the adapted one's narratives for the actors' and audience's co-existence and detachment, 2. delivering its own independent meanings which have double meanings, 3. encouraging audience's critical and active perception experiences through collage and montage of media.

Research on Market Segmentation by Beer Franchise Restaurants Selection Attribution (맥주 프랜차이즈 전문점의 선택속성에 따른 시장세분화연구)

  • Sohn, Il-Nak;Kim, Yeon-Sun
    • The Journal of the Korea Contents Association
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    • v.8 no.10
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    • pp.351-360
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    • 2008
  • The purpose of this study is to segment visitors for beer franchise restaurants. Total of 308 questionnaires were distributed to the beer franchise restaurant customers of Kangnam area, Seoul. To accomplish the aim of this study, author took the following three steps. Firstly, literature review was done to find out selective attributes for restaurant and bar and market segmentation. secondly, Selective attributes of beer franchise were analyzed and five factors, -'additional service', 'side dish quality', 'service class', 'accessibility' and 'outlet image'- were extracted. Lastly, customers of beer franchise shop were divided into two groups by the selective attributes, -'simple visiting group' and 'active lover group'. Those variables-loyalty, intent to recommend and overall satisfaction- have significant influence on 'active lover group'. Other than that, other variables -demographic characteristics and customer's behavior characteristics- didn't play important role to distinct two groups. As a result, only basic information for setting up marketing strategy of each market was provided.

Real-Time Multimedia Clock using Particle System (파티클 시스템을 활용한 실시간 멀티미디어 시계:구상적 이미지를 통한 시간의 형상화)

  • Im, Jin-Ho
    • The Journal of the Korea Contents Association
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    • v.12 no.5
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    • pp.62-69
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    • 2012
  • The newly developed field of media art is quickly making progress to include various and up-to-date forms of expression. Unlike in traditional art, the communication between the art and the viewer has become vastly important, in which the viewer is an active agent who participates and interacts with the artwork. These digital artworks can now be readily observed in everyday places and things, rather than being confined solely in the gallery space. By encouraging open interaction with the public, media art has become more accessible. Accordingly, this thesis examines the construction of a real-time multimedia clock piece using particle systems. Time has always been a significant theme in the realm of traditional art, which continues to be explored extensively in various forms of expression. In an attempt to express the continuity of time and the state of being value of existence based on technological skills, the thesis presents an artwork that uses the popular medium of a clock while also providing both usability and emotional satisfaction for the viewer's sensibility through interaction.

Utilizing Plan for Computer Graphics in Elementary Design Education - Focusing on Poster Expression Lessons - (초등학교 디자인 교육에서 컴퓨터그래픽 활용 방안에 관한 연구 -6학년 포스터 표현지도 내용을 중심으로-)

  • Jung, Woo-Suk;Moon, Hyun-Joo
    • Journal of Science of Art and Design
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    • v.9
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    • pp.117-136
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    • 2006
  • The purpose of the present study is to explore the possibility of computer graphics as a new expression tool for high-grade elementary students' poster making by suggesting specific teaching-learning methods focused on expression using computer graphics to make posters in Unit 9 'Designing Notices' for 6th-grade elementary students. Through this study, we confirmed various possibilities of computer graphics as a new medium for art education and particularly its possibility for children's creative expression activities in expressing images hard to express with paper and brush and applying desired colors to the picture. The use of computer graphics as a new paradigm of art education in the 21st century is expected to contribute to the improvement of diversified visual literacy. Thus, art class in school education needs to take an active attitude in intrdoducing various multimedia.

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