• Title/Summary/Keyword: 키덜트

Search Result 26, Processing Time 0.023 seconds

Analyzing the correlation between 'Collaborative Cosmetic Package-Design' and customer's actual purchase (제품 차별화를 위한 화장품 콜라보레이션 패키지디자인이 소비자 구매에 미치는 영향)

  • Kwak, Gi-Hea;Kim, Seung-In
    • Journal of Digital Convergence
    • /
    • v.14 no.9
    • /
    • pp.453-459
    • /
    • 2016
  • The 'Collaboration Marketing' is at its prime in domestic-cosmetic market. It is one of the most well known strategic marketing methodologies that maximize customers' attention by combining visual images or illustrations with market's current best selling products. The ultimate goal of my study relies on analyzing the correlation between 'Collaboration Package-Design (CPD)' and customer's actual purchase. Literature research was conducted as the primary step for theoretical basis, while the secondary step mainly deals with three different types of existing 'collaboration marketing' in the worldwide cosmetic market. Lastly, an empirical study through hypothesis test, survey and in-depth interview was conducted. As the outcome of study, two among three hypothesis have been proven while 'Character collaboration' which based on the concept of 'Kidult' (combined concept of Kid and adult) is the most popular tool. This study supports the idea that consumers get more influences from 'image and scarcity' of CPD rather than the actual function or performance of cosmetic products.

Design and Implementation of a Web-Based Toy Trading System (웹 기반 장난감 거래 시스템 설계 및 구현)

  • Lim, Jongtae;Lim, Yunsoo;Lee, Dong-Geun;Yoo, Jaesoo
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.10
    • /
    • pp.45-58
    • /
    • 2019
  • As modern people's daily lives are becoming more harsh in Korea, the so-called Kidults generation has appeared since a few years ago as adults have come back to their childhood sensibility and are exposed to various cultures online, and there are many people who have a hobby for collecting toys. However, as there is currently no formalized system for individual toy trade online, it is difficult to acquire expertise and share information with each other through a major portal site's $caf{\acute{e}}$, and is exposed to security or fraud while trading toys. In this paper, we design and implementation of a web-based toy trading system. Analyzing the advantages and disadvantages of the various trading and relay systems currently in use, it will provide opportunities for professional toy knowledge and information exchange to many users who have a hobby of collecting toys, and will greatly help vitalize the toy market through a secure and convenient trading environment between individuals.

Fur trend analysis showed in 2006 Fall Winter collection (2006 F/W Fur fashion trend 분석)

  • Lee, Eun-Young
    • The Journal of Natural Sciences
    • /
    • v.17 no.1
    • /
    • pp.79-87
    • /
    • 2006
  • Now thus season trend, we can see the multi and digital trend. Specially it was very sensational in fur trend. Many designer showed very shocking and mixed design, silhouette is bulky and fusion short. The background are rise up of kidult, naturalism, techno casual sense, new avangarde. Now, fur is not the classic item anymore. It is necessary to change funny and trendy casual item.

  • PDF

Clothing Behavior of Kidult Group (키덜트(Kidult)족의 의복행동)

  • Kim, Ji-Seon;Kim, Yong-Sook
    • Korean Journal of Human Ecology
    • /
    • v.9 no.1
    • /
    • pp.63-70
    • /
    • 2006
  • This study is a review of the clothing behavior of kidult group that is a new minority group in 21st century. Kidult is the compound word of kid and adult and refers the persons who have become adults but with the inclination to focus on childlike culture and consumption. As the background of the appearance of the kidult group these days, the prevalence of throwback fashions, high valuation of appearance, the phenomenon to prefer light things caused by economic depression, the individualism that does not care about others and the ageless phenomenon that the consumptions are mind age oriented, may be pointed out. The most prominent cloth behavioral characters of the kidult group are that they enjoy bounding color combinations such as candy color and. that cute t-shirts, crop pants and volume skirts of girlish look are easily found. Also, they enjoy toy-like ornaments and illustrated clothes or accessories and the school uniform fashion implying nostalgia for girl-hood and lovely make-up indicate the kidult inclination.

  • PDF

Augmented Reality RC Car using Raspberry Pi (라즈베리 파이를 이용한 증강현실 RC카)

  • Kim, Ba-Da;Oh, Ye-Ran;Woo, Suk;Won, Tae-Yeon
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2017.11a
    • /
    • pp.1123-1126
    • /
    • 2017
  • 최근 성인들 중에서도 취미로 가지고 노는 장난감 즉 '키덜트 장난감'의 관심도가 증가하는 추세이다. 그 중에서도 높은 매출 상승세를 보이는 RC카와 VR은 지속적으로 시장규모를 성장시키기 위해서 추가적인 콘텐츠가 필요하다고 판단된다. 그러므로 본 프로젝트는 두 아이템을 융합하여 차별적 콘텐츠가 있는 RC카 개발을 목표로 한다. VR기기 영상을 보면서 컨트롤러로 RC카를 조종하는 구성이며, 특징적인 콘텐츠로는 OpenCV 컴퓨터비전 알고리즘을 활용하여, 트랙내의 차선, 표지판 등을 인식하고 안전주행 점수를 평가하는 Score모드가 있다. 결론적으로 RC카와 VR을 동시 활용하는 것이 특징인 본 프로젝트는 높은 H/W 독립성, 확장성을 가지며, S/W적으로는 혼합현실적 요소를 체험할 수 있다. 나아가 사회적인 의미로 여러 세대가 함께하는 유익한 놀이 콘텐츠의 활성화를 기대할 수 있다.

Design and Implementation of a Web-Based Toy Trading System (웹 기반 장난감 거래 시스템 설계 및 구현)

  • Lim, Yunsoo;Bok, Kyoungsoo;Yoo, Jaesoo
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2019.05a
    • /
    • pp.441-442
    • /
    • 2019
  • 현재 우리나라에서는 성인들이 어릴적 감성으로 돌아가 온라인에서 여러 가지 문화들을 접하게 되면서 몇 년 전부터 일명 키덜트 세대가 등장해 현재 장난감 수집 취미를 가지고 있는 사람들이 많이 존재하고 있다. 하지만 현재 온라인상에서 개인 간의 장난감 거래를 위한 정형화된 시스템이 존재하지 않아 이를 개선하고자 본 연구를 진행하게 되었다. 현재 상용화되고 있는 다양한 거래 및 중계 시스템들의 장단점을 분석하여 장난감 수집을 취미를 가지고 있는 많은 이용자들에게 전문적인 장난감 지식과 정보 교류의 기회를 제공하고 개인 간의 안전하고 편리한 거래 환경을 통하여 장난감 시장 활성화에 큰 도움이 될 것이다.

  • PDF

Augmented Reality-Based First Person View RC Car Racing Game (증강현실 기반의 FPV(First Person View) RC 카 레이싱 게임)

  • Park, Seong-Eun;Kim, Jin-Hyun;Kim, Hak-Kyum
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2022.11a
    • /
    • pp.800-802
    • /
    • 2022
  • 최근 성인들을 위한 '키덜트 장난감'의 관심도가 증가하고 있다. 그중 높은 매출을 보이는 RC 카와 VR 의 콘텐츠 부족 및 대중화 문제를 해결하면 시장규모를 성장시킬 수 있다고 판단한다. 본 논문은 차별화된 RC 카 레이싱 게임 개발을 목표로 한다. 스마트폰용 VR 기기를 착용해 영상을 보며 컨트롤러로 RC 카를 조종한다. 또한 실시간 객체 검출이 가능한 YOLOv5 를 활용해 표지판 인식 및 바운딩 박스, 표지판 라벨, 라벨 음성 출력 기능과 오픈 소스 기반 실시간 컴퓨터 비전인 OpenCV 기반 알고리즘을 활용하여 차선을 인식해 이를 기반으로 영상 처리를 거쳐 가상 차선 및 가상 트랙을 출력한다. 결론적으로 RC 카와 VR 로 구현하여 이를 통해 부족한 VR 컨텐츠를 추가하고 접근성을 강화한다.

Formative Characteristics of Fun Image in Fashion and Pattern (패션과 문양에 나타난 펀 이미지의 조형적 특성)

  • Ryu, Hyun-Jung
    • Journal of the Korea Fashion and Costume Design Association
    • /
    • v.13 no.4
    • /
    • pp.41-50
    • /
    • 2011
  • The purpose of this study is to help understanding of fun image in fashion & pattern to play a guideline's role in the development on fashion designs study. The methods of this study are academic literatures as well as practical study through case studies about actual works. Formative characteristics of fun image in fashion & pattern are summarized amusement, unexpecting, childishness, and incongruity as follows. First, Amusement pursuits pleasure, freedom, vitality of living and getting away from reality, while doing the mind gently. Second, Unexpecting leads to stop a moment by unforeseen circumstances which gives embarrassing. This embarrassing induces new ideas that led to a larger perspective on the will from exhilarating fun of the thrill of driving pleasure on fashion. Third, Childishness shows a pureness and relaxedness by approaching for innocent and naive child's Sights away from the desire required adult social roles. Fourth, Incongruity aim for fresh of fashion through humanism and freedom in mechanized and standardized society Recently fun images have received attention is interpreted that joy, pleasure, enjoyment because fun image gives emotional comfort in uncertainty, dissatisfaction, and rapid changes society.

  • PDF

Playful Expression in Contemporary Fashion Illustration (현대 패션 일러스트레이션의 유희적 표현)

  • Jang, Jung-Im;Lee, Youn-Hee
    • The Research Journal of the Costume Culture
    • /
    • v.16 no.6
    • /
    • pp.1142-1155
    • /
    • 2008
  • The purpose of this study is to analyze the effects of playful aspects through the research into characteristics and playful expressional tendency that are expressed in the contemporary fashion illustration. This study covered from 1995, the beginning point of play trend spreading, to 2006 and the fashion magazines, illustrator's collections, and about 1800 pieces of work which have been revealed on the internet web site were collected. At the next stage, 443 pieces of work were selected by researcher for a questionnaire. As a result of the questionnaire, ultimately frequency was more than n=5, so it examined playful expression characteristics, the methods and the effects of the modern fashion illustration based on 335 pieces of work(75.6% of total sample) which were selected by the majority of expert group. It showed the biggest part of playful expression tendency in the modern fashion illustration was 'simplification', and second one was 'exaggeration'. 'Immature expression' and 'fantastic expression' which are included in kidult expression were next. Hopefully, this study would be helpful for creative expression of the fashion illustration which is fit for spreading play trend in modern society.

  • PDF

An Analysis on Game Character Product Design Preferences among Kidults for Extending Mobile Game Lifespans (모바일 게임의 수명 연장을 위한 키덜트의 게임 캐릭터 상품 디자인 선호도에 대한 분석)

  • Choi, Rebekah Mijung;Paik, Paul Chul-ho;Park, Jin-won
    • Journal of Korea Game Society
    • /
    • v.17 no.2
    • /
    • pp.85-94
    • /
    • 2017
  • Over the recent years, there has been a sudden surge in interest over character-related products among mobile game developers in South Korea as a business strategy to extend mobile game lifespans. However, even with the majority of mobile game players aging around 18~35 and higher, there has been a lack of study regarding design preferences and consumption tendencies of adult players-or kidults-when it comes to character-related products. In this study, three distinctive decision patterns among kidults were identified using an online Q-Sort method: (a) Character Oriented, (b) Item Oriented, and (c) Character-item Oriented. The similarities and differences of these three types are further analyzed to provide insight into important factors that play decisive roles in purchasing decisions made by kidults. The results from this study can aid mobile game developers in establishing reference points for future character business directions.