• Title/Summary/Keyword: 착용 행동

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Causal Relationships of Apparel Buying Behavior on Usage Situations and Consumer Characteristics (의복착용상황과 소비자특성에 따른 의복구매행동의 인과적 관계)

  • 박은주
    • Journal of the Korean Society of Costume
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    • v.26
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    • pp.145-162
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    • 1995
  • The purpose of this study were to investigate the conceptual framework of situational vari-ables, and to find out the causal relationships of apparel buying behavior on usage situations and consumer characteristics. Data were collected viaa questionnaire developed on the previous studies from 386 housewives living at Seoul and Pusan, and analyzed by T-test, Factor analysis, and Path analysis. Results indicated that there were significant differences of apparel buying intention on the types of apparel usage situations. The communi-cation situation was found to be composed of Printed Information and Interpersonal Infor-mation, and the buying situation to be composed of Consumer Conditions, such as weather or mood, Shopping Company, Store Atomosphere, Display, and Store Service. The product char-acteristics considered by consumers in apparel buying process were composed of Practically, Fashionability, Brand, and Approval of others. The causal relationships of apparel buying behavior were significantly different on the types of usage situations and the degree of clothing in-volvement.

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A Study on the Relationship between Social Values and Selected Clothing Behavior for a Group of Working Women (직업인의 사회적 가치관과 의복행동에 관한 연구 -근무시 유니폼을 착용하는 여성직업인을 중심으로-)

  • 유명의;윤영아
    • The Research Journal of the Costume Culture
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    • v.2 no.2
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    • pp.355-369
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    • 1994
  • The purpose of this study was to investigate the relationship between the social values and selected clothing behavior variable for a group of working women in Kwang Ju, Chonnam, Korea. The findings of this study as follows: 1. The were differences in selective clothing variables according to their general characteristics; age, marital status, religion. 2. There were differences in selective clothing variables according to their occupational characteristics; type, length of employment, income. 3. A significant relationship was found between he social values and selected clothing behavior variables; There were significant relationship between the social trend and five clothing behavior variables; social approval, psychological dependence, satisfaction, comfort, interest. There ere significant relationship between the human relation and one clothing variables; management. There were significant relationship between the popularization and three clothing behavior variables; social approval, psychological dependence and management.

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A Market Oriented Study on the Wearing Attitude and Purechase Behavior of Jeans (청바지의 착용태도 및 구매행동에 관한 마케팅적 연구)

  • 이선재
    • Journal of the Korean Society of Costume
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    • v.43
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    • pp.109-124
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    • 1999
  • This study was aimed to analyze consumer's wearing attitude and the purchase behavior of jeans and the jean manufacturer's marketing strategies. Subjects were 448 male and female in their teens twenties and thirties living in Seoul. Data were obtained by self-administered questions and analyzed by SAS package. The main findings of this research are as follows: factors of fashion pursuit famous brand pursuit sexual attraction pursuit practicality pursuit. 2. In analysis between jeans wearing attitude type of information source purchase behavior and demographic characteristics showed signicficant difference partially. 3. The most influential design of jeans purchase was a fitting factor. The consumers preferred low price shops in downtown and colledge area and department store because of it's variety of jean goods. So the market segmentation and the brand positioning method according to consumers' wearing attitude and purchase behavior should be concerned properly in maketing strategy design include product and advertising strategy.

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A Study on Samrt Fitting System for Omni-Channel Shopper (옴니채널쇼퍼를 위한 스마트 피팅 시스템에 관한 연구)

  • Kwon, Dong-hyun;Heo, Sung-uk;Lim, Ji-yong;Oh, Am-suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.850-851
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    • 2016
  • 온라인 쇼핑 시장은 모바일기기의 확산과 함께 지속적으로 성장하고 있는 가운데, 소비자는 구매과정에서 온 오프라인 구분 없이 쇼핑하는 옴니쇼퍼로 진화하고 있다. 옴니쇼퍼와 같은 비정형적 소비 패턴에 대응하기 위해서는 고객의 소비행동과 습관 등을 파악한 맞춤형 서비스 제공이 필요하다. 이에 본 논문에서는 고객의 체험적 경험을 극대화 할 수 있는 오프라인 환경에서 제품의 착용 모습을 확인하고 제품 간의 비교화면을 제공하여 제품의 구매의사를 높일 수 있는 스마트 피팅 시스템을 제안하였다.

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Smart Watch and Monitoring System for Dementia Patients (치매환자를 위한 스마트 시계 및 모니터링 시스템 개발)

  • Shin, Dong-min;Shin, Dong-il;Shin, Dong-kyoo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.05a
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    • pp.731-734
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    • 2013
  • 치매 환자들은 안전한 생활과 건강한 삶을 위해 행동 정보에 대한 모니터링이 필요하다. 이러한 서비스를 위해 휴대가 간편하면서 항상 착용 가능한 모니터링 도구가 필요하며, 기억과 인지장애로 인한 배회 활동과 넘어짐과 같은 응급상황에 빠르게 대처하기 위한 다양한 센서기술의 적용이 필수적이다. 따라서 본 논문에서는 현재 개발 중인 치매환자를 위한 시계형 장치(스마트 시계)와 서버시스템의 구조 및 기능에 대해서 서술하면서, 3 축 가속도 센서 기반의 개선된 걸음 수 검출 알고리즘을 제안한다. 개선된 걸음 수 검출 알고리즘은 일반적인 걸음 수를 96%의 정확도로 검출함을 확인했다.

A Study on the Utilization of Safety Management in the Construction Site of Smart Construction Safety Monitoring System (스마트 건설안전 모니터링 시스템 건설현장 안전관리 활용화 방안에 관한 연구)

  • Ahn, Hyeoung-Do
    • Proceedings of the Korean Society of Disaster Information Conference
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    • 2022.10a
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    • pp.197-198
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    • 2022
  • 건설현장 안전관리를 인적 역량 중심에서 첨단기술인 AloT와 Mobile기술을 활용한 시스템 중심의 관리체계로의 전환을 위한 건설현장 안전관리 활성화 방안을 마련하고자 한다. AloT와 Mobile기술을 활용한 건설현장 안전관리 모니터링 시스템 이 건설현장의 유효성에 대하여 공동주택현장의 골조공종에 종사하고 있는 작업자를 대상으로 가상휀스, 화재감시, 안전모 미착용 인식 3개의 알고리즘을 적용하여 실험을 실시하였다. 연구결과 AloT와 Mobile기술을 활용한 건설현장 안전관리 모니터링 시스템이 건설현장에 유효한 영향을 미치는 것으로 나타났다.

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A study on differences in body comparison, body satisfaction, and appearance management behaviors according to socialcultural attitudes toward appearance among adolescents in Gwangju and Jeonnam province- by sex and age (광주·전남지역 청소년의 외모에 대한 사회문화적 태도에 따른 신체비교, 신체만족과 외모관리행동 연구 - 성별과 연령을 중심으로 -)

  • Wee, EunHah
    • Journal of Korean Home Economics Education Association
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    • v.27 no.1
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    • pp.13-29
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    • 2015
  • This study examined whether any differences were found in body comparison, body satisfaction, and appearance management behaviors according to socialcultural attitudes toward appearance among male and female adolescents in Gwangju and Jeolla province. It was conducted by a self-report survey of 598 male and female students in eigth and eleventh grades in Gwangju and Jeonnam province, South Korea. The collected survey data were analyzed by Cronbach's ${\alpha}$, Factor analysis, ${\chi}^2$ test, K-means cluster analysis, t-test, one-way ANOVA, Duncan's grouping using SPSS/PC WIN 19.0 statical program. The results were as the following: Adolescents perceived and internalized more highly than the common level the socialcultural value toward appearance, especially for female, and by age, juniors in high school than in middle school. Socialcultural attitudes toward appearance could be classified into four categories: 'Accepted type', 'internal type', 'aware type', and 'unaccepted type'. Students who were classified as 'accepted type', and 'internal type' showed lower level of body satisfaction and compared their bodies more often with others. They also actively received appearance management behaviors. Therefore, they showed positive attitude toward cosmetic surgery and functional garments. They also worked hard to reduce their weights just to show off to others. In conclusion, it is necessary for education programs to protect self-esteem of adolescents from the socialcultural distortion to appearance.

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Cybersickness and Experience of Viewing VR Contents in Augmented Reality (증강현실에서의 가상현실 콘텐츠 시청 경험과 사이버 멀미)

  • Jiyoung Oh;Minseong Jin;Zion Park;Seyoon Song;Subin Jeon;Yoojung Lee;Haeji Shin;Chai-Youn Kim
    • Science of Emotion and Sensibility
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    • v.26 no.4
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    • pp.103-114
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    • 2023
  • Augmented reality (AR) and virtual reality (VR) differ fundamentally, with AR overlaying computer-generated information onto the real world in a nonimmersive way. Despite extensive research on cybersickness in VR, its occurrence in AR has received less attention (Vovk et al., 2018). This study examines cybersickness and discomfort associated with AR usage, focusing on the impact of content intensity and exposure time. Participants viewed 30-minute racing simulation game clips through AR equipment, varying in racing speed to alter content intensity. Cybersickness was assessed subjectively using the Simulator sickness questionnaire (SSQ; Kennedy et al., 1993). Findings revealed a progressive increase in cybersickness with longer exposure, persisting even after removing the AR equipment. Contrarily, content intensity did not significantly influence cybersickness levels. Analysis of the SSQ subscales revealed higher oculomotor (O) scores compared to nausea (N) and disorientation (D), suggesting that discomfort primarily stemmed from oculomotor strain. The study highlights distinct differences in user experience between AR and VR, specifically in subjective responses.

A Study on Clothing Purchasing Behavior of the Uzbekistan Students Staying in Korea(1) -The Clothing Wearing Condition and Factors Affecting on the Purchase Intention for Korean Fashion Products- (우즈베키스탄 유학생들의 의복 구매행동에 관한 연구(1) -의복 착용실태와 한국 패션제품 구매의도에 미치는 영향요인 분석-)

  • Lee, Okhee
    • Journal of Fashion Business
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    • v.23 no.1
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    • pp.25-36
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    • 2019
  • The purpose of this study is to offer a base line data to facilitate entrance of a Korean fashion company into the Uzbekistan market by conducting a survey of the Uzbekistan students in Korea. This is done in order to gather data on their clothes wearing condition and factors affecting the purchase intention for Korean fashion products. In this study, a survey was conducted to 260 Uzbekistan students in Korea. The results of the study were as follows: 1) Uzbekistan students bought clothes mainly from road shops and the Internet. They bought a lot of pants, shirts, jackets, jumpers, and preferred to wear black, white, blue, and red color. The dissatisfactory parts were shown in order of the width of trousers, the length of the sleeve, and the shoulder. The most unsatisfying products were the pants and T-shirt. 2) They considered the aesthetics of the fashion products evaluation criteria, the human source and the internet advertisement of the fashion information source, and the customer service of the store selection criteria. These students showed very favorable attitude towards Hallyu and Korea. In addition, their preference and purchase intention for KFP were high. 3) The level of satisfaction on 'quality', 'color', and 'care' of KFP were very high, but lowest on the 'size' and 'price' of the clothes. 4) It was revealed that the attitude toward Hallyu and Korea, the satisfaction and preference of KFP, and demographics have a significant impact on the intention toward purchasing fashion products.

A collaborative Serious Game for fire disaster evacuation drill in Metaverse (재난 탈출 협동 훈련 기능성 게임의 메타버스 플랫폼 구현)

  • Lee, Sangho;Ha, Gyutae;Kim, Hongseok;Kim, Shiho
    • Journal of Platform Technology
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    • v.9 no.3
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    • pp.70-77
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    • 2021
  • The purpose of Serious games in immersive Metaverse platform to provide users both fun and intriguing learning experiences. We proposes a serious game for self-trainable fire evacuation drill with collaboration among avatars synchronized with multiple trainees and optionally with real-time supervising placed at different remote physical locations. The proposed system architecture is composed of wearable motion sensors and a Head Mounted Display to synchronize each user's intended motions to her/his avatar activities in a cyberspace in Metaverse environment. The proposed system provides immersive as well as inexpensive environments for easy-to-use user interface for cyber experience-based fire evacuation training system. The proposed configuration of the user-avatar interface, the collaborative learning environment, and the evaluation system on the VR serious game are expected to be applied to other serious games. The game was implemented only for the predefined fire scenario for buildings, but the platform can extend its configuration for various disaster situations that may happen to the public.