• Title/Summary/Keyword: 추구 이미지

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A Study on Clothing Preference Images of the Middle-Aged and Elderly Women (중.노년층 여성의 의복추구 이미지 연구)

  • 김유덕;김미영
    • Journal of the Korean Society of Clothing and Textiles
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    • v.28 no.6
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    • pp.746-757
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    • 2004
  • This study was intended to analyze clothing preference images according to the age groups (30's, 40's, 50's and 60's) and to clarify the differences between present clothing preference images and that of the future after 60. The data was collected through a questionnaire and a total of 482 questionnaires on the age groups ranging from 30s through 60s were used in the analysis. As for the present clothing preference images in accordance with age groups, the younger age groups in the range of 30's and 40's presented higher scores in most of these images. But the older age groups in the 50's and 60's had lower scores in most of these images. On the contrary, the older age groups had higher scores than the younger age groups with respect to similar, mature, magnificent, innocent, plump and virtuous images. As for the future clothing preference images after 60 in the elegant, luxurious, graceful, intellectual, chic, urbane, slimy and sociable images, the age groups in the 30's and 40's presented higher scores than the age groups in the 50's and 60's did. However, with respect to the youth-oriented images such as fashionable, innocent, remarkable, cute and vigorous images, the age group in the 60's had a higher score than the age group in the 30's, 40's and 50's did. There were differences between the present clothing preference images and future clothing preference images after 60. The 30's and 40's presented distinctively different clothing preference images in the present and future after 60. Thus, distinct images were pursued in the older age group. The 50s showed closest images to that of the older age group, presenting more conservative inclination in clothing preferences.

A Study on Realization of In-game Animation (인 게임 애니메이션의 실재화에 관한 연구)

  • Lee, Seon-Young
    • Cartoon and Animation Studies
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    • s.42
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    • pp.177-194
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    • 2016
  • This study investigated an evolutionary process of In-game Animation and researched on the action of realization establishing virtual reality. In-game Animation, functioning as contents to visualize games, is responsible for conveying information to achieve goals of games. In-game Animation which is affected by graphic technology was initiated with setting up indicators by dot and line. Followed by the development of technology, In-game Animation has pursued realization, after passing through processes of iconography, materialization, and dimensionalization. The realization of In-game Animation does not simply imitate the real world but creates meaning of reality by establishing space with various factors such as characters and background along with the story, under the premise of virtuality. The realization of In-game Animation is very important to provide the experience of immersion, as it forms a sense of presence through such visual tactility. The process to create meaning of reality provides gamers with experiences, and leads them to expand senses through visual perception and finally absorb the virtuality as reality. Therefore, the image of In-game Animation does not simply imitate the real world but creates meaning of reality by establishing space with various factors such as characters and background along with the story, under the premise of virtuality. The realization of In-game Animation is not limited to blindly portray a realistic image. In addition, the process of realization pursued by In-game Animation is an action to immerse in the game rather than a mere product of technological development.

The Effects of Chinese Consumer The Propensity For Consumption Purchase Intention (중국 소비자 소비성향이 한국화장품의 구매의도에 미치는 영향)

  • Zhang, Haikuo;Yao, JinGe;Bae, Ki-Hyung
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.413-426
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    • 2021
  • This paper's purpose is to analyze the effect of Chinese consumer propensity to Korean cosmetics purchase through empirical analysis. The result, first, the sub-factors of Chinese consumers' consumption propensity, fashion-seeking propensity, brand-seeking propensity, price-seeking propensity, and quality-seeking propensity, were all deduced to have a positive effect on Chinese consumers' trust in Korean cosmetics. It was found that price pursuit orientation did not significantly affect purchase intention, while other factors had a significant positive effect. Second, Chinese consumers' trust in Korean cosmetics has a significant effect on purchase intention. Third, trust had a complete mediating effect between fashion-seeking orientation and purchase intention, and a partial mediating effect between brand-pursuing orientation, quality-seeking orientation, and purchase intention, whereas a mediating effect was not found between price-seeking orientation and purchase intention. Fourth, Korea's national image has no moderating effect on the relationship between trust and purchase intention.

Clothing Pursuit Benefit and Pursued Image of the Middle Aged Men according to their Lifestyle and Body Satisfaction (중년 남성의 라이프스타일과 신체만족도에 따른 의복 추구혜택과 추구이미지)

  • Jung, Ki-Wook;Lee, Youn-Hee;Lee, Ji-Yeon
    • Journal of the Korea Fashion and Costume Design Association
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    • v.19 no.3
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    • pp.1-16
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    • 2017
  • This study examines the clothing pursuit benefit and pursued image of middle aged men according to lifestyle and body satisfaction. A survey was carried out among male consumers between the ages of 40 and 50, and a total of 322 responses were analyzed by factor analysis, a reliability test, cluster analysis, t-test, and ANOVA. The results of this study were as follows. Middle aged men were classified into four different groups in terms of lifestyles, including health managing, trend-seeking, economic consumption, and proactive lifestyle groups. As a result of looking at the differences in clothing pursuit benefits among four lifestyle groups, two lifestyle groups such as trend-seeking and proactive lifestyle groups both considered individuality more importantly than other clothing pursuit benefits. The proactive lifestyle group considered comfort, social recognition and individuality benefits. As a result of looking at differences in the pursued image of clothing among lifestyle groups, the proactive lifestyle group preferred a classic, refined and mild clothing image. There were significant differences in clothing pursuit benefits and pursued images between high- and low-level groups of body satisfaction. Those with high body satisfaction considered individuality, social recognition, and comfort more than those with low body satisfaction. The high body satisfaction group preferred all clothing images such as mild, classic and refined.

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Programming Art : a study of Art Transform of Periodic Dynamic Composion with Unit Images by Programming (프로그래밍아트 : 단위 이미지의 규칙적 동적구성의 예술적 활용에 관한 연구)

  • Kwon, Eun-Kyeong
    • 한국IT서비스학회:학술대회논문집
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    • 2009.11a
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    • pp.351-354
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    • 2009
  • 컴퓨터 프로그래밍에 의해 특정 모티브 이미지를 기반으로 다양한 규칙과 불규칙요인을 포함한 동적구성을 완성한다. 완성된 동적구성에서 타임 슬라이스를 통해 다수의 이미지컷을 생성하고 이를 단독 또는 혼합하여 그래픽디자인의 소스로 사용하는 등 예술적으로 활용하는 것이 본 연구의 목적이다. 이러한 방법을 '프로그래밍아트'라고 칭하고자 한다. 첫번째 시도한 모티브는 색동이다. 조선 복식에서 기쁨과 즐거움의 표현으로 사용된 원색들은 배열의 질서를 갖춰 색동의 형식을 취함으로써 원색 조화의 미를 보여준다. 이제까지 "탈 색동화에 의한 디자인 전개"는 색동의 조형요소를 다양하게 변형시키는 것으로 여러 분야의 디자이너들에 의해 색동의 색이나 색 너비등의 변형으로 시도되고 있다. 색동의 색상과 이미지틀을 유지하면서 변형할 영역을 도출하여 프로그래밍하였고, 몇가지 유형의 그래픽 재료를 생산하고 이를 재가공하였다. 예술의 창의적 과정에서 프로그래밍을 통한 자동화 영역을 찾는 것은 다소 불합리해 보이지만, 창의적인 작업과정을 세부적으로 나누면서 규칙적 영역을 발굴하거나, 그 영역 내에서도 인터랙션을 통해 인간의 의지가 반영될 수 있다. 이는 인간과 컴퓨터가 공조하여 창의성을 추구함으로써 컴퓨터를 또 하나의 생명체로 간주해가는 미래사회 협업의 새로운 유형의 시도라 생각한다.

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A Study on the Digital Image Creating through Emotional Dimension (감성차원을 통한 디지털 이미지 크리에이팅)

  • Park Sang-Jin
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.475-479
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    • 2005
  • Such changes that the digital paradigm brought propels a change of the value system itself in the existing society so that a way of thinking that differentiates oneself from others is getting much stronger. As public interests are higher in the image production on the internet, such authoring environments as development of related technologies, expansibility of information, and systematization of available information continue to change. Therefore, a variety of unique image presentations that fit to the changed environments are necessary and an expression method is indispensable for such image production. It suggests digital image application methods and examples that contain not just simple image distortion or variation but intrinsic significance. It is believed that it will be of good use to produce a variety of unique and innate digital images in the end.

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Data Babe Development for Blue Jeans Marketing Strategy(Part ll) - Focused on Young Adult's Brand Awareness, Brand Image and Consumer's Seeking Image in Fall 1997- (진의류 마케팅 전략을 위한 데이타 베이스 구축에 관한 연구(제2보) -1997년 추계 신세대 진바지 소비자의 상표 인지도, 상표 이미지와 소비자의 추구이미지를 중심으로-)

  • 김칠순;이훈자
    • Journal of the Korean Society of Clothing and Textiles
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    • v.22 no.4
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    • pp.503-514
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    • 1998
  • The purpose of this study was to develop a large representative data base for jeans marketing strategy This study was to survey brand features(launching year, launching company, design concept, sales volume, and price zone) in the current market, and was to examine brand awareness and it's relationship to segmented distribution regions, demo- graphic variables(sex, age, monthly household income, and seasonal clothing expenditure). This study was also to analyze brand image and consumer's seeking image. The 660 questionnaires were distributed and 618 reliable ones were used for statistical analysis. A SAS statistical package including frequency table, Chi-square test, factor analysis, analysis of variance(ANOVA), Duncan's multiple range test and paired-t test was used. The results are as follows: 1. Brand awareness involves "brand recall" based on asking a person to name the brand recalled first, and "brand recognition" based on asking to identify brand name from 30 given brands. The result of recall brand test indicated that Levi's was dominant brand. People recognized about 70.8% of brands on the average. Brand recognition was influenced by segmented distribution region and demographic variables. 2. There was significantly positive relationship between brand recognition and purchasing behavior. 3. National brands were more recognized than Licensed brands. 4. The result showed that "Nix" was best represented for sophisticated brand image, "Strom" for characteristic, "Jambangee" for resonable price, and "Levi's" for classic '||'&'||' comfortable brand image. 5. As a result of factor analysis on consumer's seeking image, six factors(characteristic, young, intelligent/sexy, comfortable, exotic and popular) were found. Several factors had a relationship with preferred design, demographic variables, fashion interest, and brand recognition. variables, fashion interest, and brand recognition.

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Analysis of jeans market under IMF circumstance focused on brand awareness brand image and consumer's seeking image of young adults (IMF이후의 신세대 진바지 소비자의 브랜드 인지도 이미지 및 추구이미지를 중심으로한 진의류 시장분석)

  • 김칠순;이훈자
    • Journal of the Korean Society of Clothing and Textiles
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    • v.23 no.3
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    • pp.447-458
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    • 1999
  • The purpose of this study was to analyze jeans market faced with economic difficulties to provide jean's maker with a large representative data base for jeans marketing strategy. This study surveyed jeans market and analyzed brand awareness. brand image and consumer's seeking image for 700 young adults. The 700 questionnaires were distributed at the five locations(Opkujung Shinchon Munjungdong, Shinrimdong '||'&'||' Suwon) and 656 reliable ones were used for statistical analysis. A. SAS statistical package including frequency table factor analysis. analysis of variance. and Duncan's multiple range test was used. The results are as follows : 1. Brand awareness involves "brand recall" based on asking a person to name recalled first and "brand rcognition" based on asking to identify brand name from 30 given brands. The result indicated that "Levis" was dominant for brand recall and Guess was dominant for brand recognition. 2. Regarding the brand image the result showed that "Vov" was best represented for sophisticated '||'&'||' trendy brand images "Storm" for characteristics brand image "Jambangee" for reasonable price '||'&'||' comfortable brand images and "Levis" for classic '||'&'||' design/color brand images. 3. As a result of factor analysis on consumer's seeking image six factors(characteristic/gay, intelligent/sexy, feminine/sophisticated , active/functional, cute/young, simple/comfortable) were found. Several factors had a relationship with demographic variables and preferred design. 4 Many young adults favored following design details ; low waist relaxed thigh with straight leg and long length up to the end of shoes. Also they preferred basic pocket to cargo pocket and simple logo accessories to metal ones.simple logo accessories to metal ones.

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The Effect of Corporation Cultural Support Activities in Customer Loyalty : Focus on Mediating Role of Corporate Image (기업의 문화지원 활동이 고객충성도에 미치는 영향 : 기업이미지의 매개역할을 중심으로)

  • Hwang, Rak-Gun
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.41-54
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    • 2019
  • Today, companies are supporting filed of culture and art forms as part of its social contribution activities to cultural support. Also, improvement of commercial interests and profit structure for enhancing the image of support taking shape at the same time, such as a strategic approach. Culture of companies in building confidence and enhance its operational activity is the image of the positive effect that charitable point of view social contribution projects and strategic point of view of culture support activity. Therefore, corporate culture in the study formed in supporting a variety of factors recognized the importance, culture support for business activity is the image of the factors which are behavior, social responsibility actions, corporate contributions to analyze the impact. Then the company's corporate image formed by supporting a culture and see if any influence on customer loyalty to carry out an empirical study. The conclusions of this study are as follows: first of all, corporate culture support activity is affecting contributions to corporate social responsibility actions and behavior of the corporate image, and image formed to consumers has shown to have a positive impact on customer loyalty. Second, corporate image formed by supporting a culture wac shown to have a positive impact on customer loyalty.

The study on the Influences of National Image and Corporate Image on Brand Equity -Focused on the Comparison between Chinese brands and Global brands- (브랜드자산에 대한 국가이미지 및 기업이미지의 영향에 연구 -중국시장에 진출한 글로벌 브랜드 및 중국 브랜드에 대한 비교를 중심으로-)

  • Kim, Moon-Tae
    • Management & Information Systems Review
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    • v.30 no.1
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    • pp.187-209
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    • 2011
  • This study investigate the roles of national image and corporate image on perceived quality, brand image, brand loyalty and brand equity of Chinese brands and global brands that are doing marketing in China. Several implications of this study is following like these. First, national image is one of major influence factors that affect enough on perceived quality likewise factors like advertising, price, and distribution. It is important marketing tool to promote national image on the national perspective and need to do those kinds of marketing activities. Second, this study shows the result that corporate image that is measured by the items focused on abilities of corporations is also influence factors that affect on perceived quality. In this perspective, the corporate image focused marketing activities of Korean firms may be the one of effective tools. Consequently, this study explains the mechanism that national image and corporate image variables enhance perceived quality, and perceived quality enhances brand image, brand loyalty and brand equity.

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