• Title/Summary/Keyword: 제품 이미지

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Analysis Product Recommendation Service Using Image-Based AI Skin Color Detecting Technology (이미지 기반 AI 피부 컬러 측정 기술 및 서비스 적용에 관한 고찰)

  • Park, Hakgwon;Lim, Young-Hwan;Lin, Bin
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.501-506
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    • 2022
  • The prolonged of the Post Corona, many Cosmetic company launched various online services. In this paper, consider about the quality of product recommendation using personal color detecting technology. Using the detecting tool which is most widely used by cosmetic company. we will do a lot of testing with this tool and also testing with color detecting equipment. For precise experimental results, it was conducted in a consistent experimental environment. This experiment can be a foundation that can be well used for the expansion of personalized product recommendation services according to the current image-based skin color measurement.

Approach to the Selection of Concepts and Images for GUI Design using Emotional Words -Mobile Phone with Boombox- (GUI 디자인에서 감성적 어휘를 이용한 컨셉 및 이미지 선택 -붐박스가 기능을 가진 휴대폰-)

  • Hyun, Hye-Jung;Ko, Il-Ju
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.103-112
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    • 2009
  • With technological development of product designs, products of various concepts have been developed and products by customized design concepts have been actively launched. For successful development, it is necessary to convey the target concept to the product development process exactly in order to create the targeting design. The study found the design concept of mobile phones with a boom box through emotional verbal expression, and defined the concept target by using visual images in accordance with the relative target with a view to looking for the design concept suitable to product development target. Regarding the visual image, the test for coordination among participants was conducted to select the image on which the interest groups participating in the development reach an agreement. As a result of the test, it aimed to propose the method to select concepts and images for rational choice by means of clustering algorithms. This method is considered to contribute to building the design concept and actualizing GUI design.

Futuristic VR image presentation technique for better mobile commerce effectiveness (모바일 상거래 효과를 높이기 위한 미래형 VR 이미지 프레젠테이션 기술)

  • Park, Ji-seop
    • Trans-
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    • v.10
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    • pp.73-113
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    • 2021
  • Previous studies show that VR images can influence consumers' attitudes and behaviors by evoking imagination. In this study, we introduce a reality-based closed-loop 3D image (hereafter Virtualgraph). Then we try to see whether such image would increase evocativeness in a mobile commerce environment and whether higher telepresence of the visual image of a product can increase the purchase intention of that product. In order to find the above, we developed a model comprised of constructs containing telepresence, perceived value price, perceived food quality, and vividness of visual imagery questionnaire (VVIQ). We used Virtualgraph application to conduct an experiment, and then conducted an interview as well as a survey. As results of the experiment, survey and interview, we found the followings. First, users evoke imagination better with Virtualgraph than with still images. Second, increased evocativeness affects purchase intention if the perceived quality of fresh food product is satif actory. Third, increased evocativeness makes users value products higher and do even much higher when the perceived quality of fresh food product is good. From the interview, we could find that the experimental group had higher purchase intentions and perceived products as more expensive ones. Also, they perceived images of products clearer and more vivid than did the control group. We also discuss the strategic implications of using Virtualgraph in mobile shopping malls.

The Influences of Watching Chinese vlog of YouTuber Deemd on intention to visit China and purchase intentions for Chinese products: Focusing on the mere exposure effect and the halo effect (유튜버 딤디(deemd)의 중국 vlog 시청이 중국 방문의도 및 중국 제품 구매의도에 미치는 영향: 단순노출효과와 후광효과를 중심으로)

  • Lee Hyun Ju;Soojin Kim
    • Journal of Public Diplomacy
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    • v.2 no.2
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    • pp.53-80
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    • 2022
  • Despite an astronomical budget for public diplomacy, China is experiencing successive failures in public diplomacy. The unfavorable feeling towards China is increasing every year in the world and China needs a new public diplomacy to resolve anti-Chinese sentiment. Here, we found that viewers of Korean-Chinese student YouTuber Deemd formed a friendly image towards China after watching Deemd's China vlog. Therefore, in this study, we tried to examine whether Deemd's vlogs affect the improvement of China's country image theoretically guided by the theory of mere exposure effect. In addition, we examined whether the improvement of a country image causes the 'Halo effect' that leads to an increase in the intention to visit China and purchase intention of Chinese products. It is expected that the results of this study can serve as a new digital media diplomacy solution for countries, including China, that want to capture the hearts of foreign public in the era of a new digital public diplomacy.

Study on the Image of Blue in Apparel Design (복식에 표현된 청색 이미지의 고찰)

  • 강병희;김영인
    • Archives of design research
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    • no.18
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    • pp.87-96
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    • 1996
  • The purpose of this study is to classify the images of blue based on expressive values communicated by color on symbolic aspects and the blue images expressed in modem apparel fashion. Images of blue are classified through the document studies as follows : The expressive values of blue are cold, receding, and sedative. Based on these values, affimative images of blue are classified infinite, lofty, peaceful, tranquil and contemplate. Negative images are classified sad, indecent, rebellious, and indignant. In apparel fashion, blue acted as a important image factor in classic, workwear, military and marine look. Blue green and purple blue in pale, greyish and light tones were showed as trend color. Meanwhile, purple blues in dark greyish, pale and greyish tones were more used for domestic womens wear.

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A Comparative Study on Power Tool Manufacturers' Products Spec. and Design Development Features - By the Case Study on BOSCH, BLACK&DECKER and KEYANG Electrics- (전동공구 회사의 제품사양별 디자인개발특성 비교연구 -보슈(BOSCH), 블랙앤데커(BLACK&DECKER), 계양전기 사례를 중심으로 -)

  • 채승진
    • Archives of design research
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    • v.17 no.1
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    • pp.383-392
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    • 2004
  • The power tools is the product using working power generated by electric motor. Many companies are manufacturing numerous devices. Main features of tools are included various assembled products, small, light and solid and durable enough to match several standards. Fundamental requirements for the product is excellent performance and convenience for use. The quality of them depends on the equipped motor'(s) capability, accuracy of gear and endurance against worn-out. By adapting the state-of-the-art parts, they could be used in the place from home to heavy industry broadly. They can be classified electronic drills, grinders, saws and sanders families for the household appliances. For industrial tools, bore drill, grinder, polisher, and driver drill are classified as special and high priced group. This study presents the strategy of power tool development of BOSCH, BLACK&DECKER and KEYANG. Their products were analyzed in terms of product line and product mix concept. Then they are examined by design elements, such as color, shape and material for housing. As an analysis method, the image scale parameter and criteria were applied to each company's product.

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A Study on Product Design Process in Digital Environment A Comparative Analysis of Image Evaluation and Design Factors in Internet Environment and Reality Environment (디지털 환경 하에 제품디자인 프로세스 연구 -인터넷 환경과 현실 환경에서의 제품디자인 이미지 평가 및 디자인 요소 비교분석-)

  • 윤형건
    • Archives of design research
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    • v.13 no.3
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    • pp.123-134
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    • 2000
  • Electronic commerce in digital environment is greatly different from the commerce in physical environment in the past (reality environment) in terms of marketing, distribution structure and, above an, comsumers'purchase pattern. The Old purchase pattern is that a consumer buys a product after s/he touches, tests, and feels it physically, while the purchase pattern in electronic commerce enables the comsumer to make a decision about whether to buy it or not through the information gleaned from the computer monitor screen. A number of products which appears in the market now are designed to use the reality environment setup without consideration of the digital environment, of which the intention is to appeal to consumers with a series of design process. However, taking under consideration the present situation in which lots of electronic commerce are made in the cyber space or digital environment, we are required to forward the product design which can gains the positive attraction for consumers in this environment. Factor analysis is made in order to understand how the subjects perceive the image of the design of the product both in reality situation and in digital environment. The result shows the first factor has different images in those environments. In the background of this conclusion rests the fact that the difference of the transfer of formative factors to consumers is made in the images which show themselves in those different environments.

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A Study on the influences of COO image on Brand Association Knowledge in Utilitarian and Hedonic product - Focused on the moderating effect of Consumers' ethnocentrism - (제품유형별 브랜드 원산지이미지와 브랜드 연상지식에 관한 연구- 소비자 자민족중심주의성향 정도에 따른 상호조절효과 중심으로 -)

  • Park, Sung-Young;Yu, Sung-Duk;Na, Woon-Bong
    • CRM연구
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    • v.2 no.2
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    • pp.21-40
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    • 2009
  • This study conducted to examine how consumer's perception of COO(Country of (Brand) Origin) image affects brand association knowledge, how coo image and brand association knowledge affect buying intention, how these relationship differs in hedonic and utilitarian products and the moderating effect of consumer's ethnocentrism in the influence of brand association to buying intension. The results indicated the followings: First, it was significant COO Image affect brand association knowledge, more strong significant in Hedonic products than in utilitarian products. But it was not supported COO Image affect buying intension significantly. Second, Brand association knowledge affected buying intention significantly. And the last, consumer's ethnocentrism mediated between brand association knowledge and buying intention strong significantly.

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A Study on Applied Synesthesia Visualization of Brand Design (브랜드 디자인의 공감각적 시각화 적용에 관한 연구)

  • Kim, Jin-Young
    • Proceedings of the KAIS Fall Conference
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    • 2011.05b
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    • pp.874-877
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    • 2011
  • 본 연구의 목적은 기업의 활동 중 감각적 이미지 전략 구축 중 디자인 요소의 선택과 같은 프로세스를 체계화하며, 제품 제작 담당자에게 전달자와 수용자의 감각 이미지 연구를 통하여 감각의 효율적 활용에 대한 연구를 하고자 하였다. 연구방법은 여러 감각이 혼합되어 있는 공감각이라는 인간의 감각이 브랜드 관련 기업, 제품, 서비스, 기관 등에 어떠한 형태로 적용되어 표현되는지 현황조사를 통하여 분석하였다. 이론적 이해와 고찰 및 사례분석 등은 유사한 논제의 국내 외 문헌조사와 2009년 후반기까지 시판 중인 제품의 인터넷 자료를 병행 하였다. 연구 결과에 의하면 첫째, 시각적인 공감각은 제품의 연상되는 형태, 로고디자인의 형태, 재료의 색상을 통하여 식감을 자극하고 있었다. 둘째, 청각적 공감각은 의성어나 소리를 연상시키는 심볼마크를 통하여 표현하고 있었다. 셋째, 후각적 공감각은 향기 나는 소리나 향기 나는 원재료, 향기 나는 매장 등을 통하여 후각을 사용하고 있었다. 넷째, 미각적 공감각은 제품의 신속함이나 달콤함 또는 연상되는 맛을 통하여 독특한 미각을 메타포로 사용하는 경우가 많았다. 마지막 다섯째, 촉각적 공감각은 패키지 모양이나 형태, 제품명에서 느껴지는 온도, 제품 표면질감을 다른 소재로 표현하는 방식으로 촉각을 자극하고 있었다. 이러한 공감각을 이용한 브랜드와 디자인은 소비자로 하여금 오감을 자극하여 감성시대에 능동적 감성디자인 소비자로 변화시키고 있다.

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A Study about the Effect of Edutainment Product on Corporate Image (에듀테인먼트 제품이 기업이미지에 미치는 효과 연구)

  • 김은정;최인규
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.05b
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    • pp.817-820
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    • 2003
  • 멀티미디어 기술 발전으로 인하여 최근 에듀테인먼트에 관하여 많은 연구가 이루어지고 있다. 에듀테인먼트(edutainment)는 교육(education)과 놀이(entertainment)의 합성어로 교육용 소프트웨어에 놀이를 가미하여 게임 하듯이 즐기면서 학습하는 방법이나 프로그램을 말한다. 본 연구에서는 교육과 놀이의 관계를 통한 에듀테인먼트에 대한 문헌연구와 그 제품에 대한 소비자의 기업이미지 파악을 위한 실증연구를 하여 에듀테인먼트의 과학적 개발과정의 이론적 토대를 마련하는 것을 제안한다.

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