• 제목/요약/키워드: 표현전략

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A Study on Types of Strategies of Brand Communication and Analysis of a Case of Fashion Flagship Store applied with VMD Expressional Elements (브랜드 커뮤니케이션 전략유형과 VMD표현요소를 적용한 패션 플래그쉽 스토어 사례 분석 연구)

  • Lee, Jeong-Yoon;Jung, A-Young;Kong, Soon-Ku
    • Korean Institute of Interior Design Journal
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    • v.22 no.2
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    • pp.167-175
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    • 2013
  • This study aims to suggest a direction for interior space design for fashion flagship stores in the future where the brand identity can become correctly recognized by the consumers, and consumers can have various and differentiated experiences. As research method, theoretical concept review and case study on brand communication and VMD were used. Specifically, for review on brand communication, concept, strategies, and space types were explored, and, for review on VMD, concept, purpose, and expressive elements were researched. Also, the study looked at the relevance between and importance of strategy types of brand communication and VMD. Through these reviews, strategy types of brand communication and analysis criteria for VMD application were written based on the research and analysis of 8 cases in Korean and elsewhere. The results of this study is as follows: Based on marketing-oriented thinking with understanding of VMD, the plan must accurately understand the image and identity pursued by the brand, take into account the store layout, atmosphere, product concept, trend, and display, so that the store can communicate with the customers with cognitive consistency, diversity of senses, and differentiation from other companies. Currently, fashion flagship stores in Korea are concentrated on sales in expressing VMD, and, therefore, are difficult to deliver brand identity to consumers and they require diversity in expressive elements in doing so. Therefore, in the interior space design of fashion flagship stores in Korea, brand communication must enhance cognitive, behavioral, relationship, and culture marketing, and, requires confirming VMD expression in details by linking with brand communication and specific expressions based on it.

Application of a Neuro-Fuzzy System Trained by Evolution Strategy to Nonlinear System Identification (진화전략으로 학습되는 뉴로퍼지 시스템의 비선형 시스템 동정에의 응용)

  • Jeong, Seong-Hun
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.39 no.1
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    • pp.23-34
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    • 2002
  • This paper proposes a new neuro-fuzzy system that is fast trained by evolution strategy and describes application results of the proposed system to nonlinear system identification to show its usefulness. As training methods of neuro-fuzzy systems, modified error back-propagation algorithms and genetic algorithms have been used so far. However, the former has some drawbacks such as long training time, falling to local optimum, and experimental selecting of learning rates and the latter has difficulty in precise searching solutions because genetic algorithms represents solutions as genotype individuals. The evolution strategy we used can do precise search because its individuals are represented as phenotype real values, it seldom falls into a local optimum, and its training speed is faster than error back-propagation algorithms. We apply our neuro-fuzzy systems to nonlinear system identification. It was found from experiments that training speed is fast and the training results were considerably good.

A Study on the Storytelling of Web-based MMORTS 'Tribal War' (웹 기반 MMORTS <부족전쟁>의 스토리텔링 연구)

  • Lyou, Chul-Gyun;Lim, Su-Mi
    • Journal of Korea Game Society
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    • v.10 no.3
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    • pp.15-24
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    • 2010
  • Web-based MMORTS has features that distinguish it from traditional client-based games. First, Web-based MMORTS is represented by the combination of graphics and texts. Second, there is parallax agent which has a player and a base town character. This paper written for the purpose of analyzing the storytelling of web-based MMORTS, and from Innogames selected as the subjects of the study. In view of the results so far achieved, the fact, when the player logs in web-based MMORTS, the player takes the experience after some time which had taken by the AI character instead of the player logged out and User Generated Storytelling created from this process, become known. This paper has a meaning for Web-based virtual world which can juxtaposition with routine tasks and can be linked with other platforms.

Relationship among Emotional Labor, Emotional Leadership and Burnout in Emergency Room Nurses - Comparison of employee-focused emotional labor and job-focused emotional labor - (응급실 간호사의 감정노동과 감성리더십, 소진의 관계 -직원중심 감정노동과 직무중심 감정노동 비교-)

  • Eo, Yong-Sook;Kim, Myo-Sung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.9
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    • pp.136-145
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    • 2017
  • This study aimed to identify the relationship among employee-focused and job-focused emotional labor, emotional leadership, and burnout among emergency room nurses. Data were collected from 168 emergency nurses working at general hospitals in one metropolitan city and analyzed by descriptive statistics, t-test, ANOVA, and Pearson's correlation coefficient using the SPSS/WIN program. According to the results, the mean scores of the employee-focused emotional labor scale were 3.51 points for superficial acting and 3.26 for deep acting. The mean score of the job-focused scale was 3.73 for frequency of emotional surface, 3.36 for duration of interpersonal interactions, and 3.46 for variety of emotional expressions. The mean score of the emotional leadership scale was 3.57, and the mean scores of the burnout were 4.59 for emotional exhaustion, 4.13 for depersonalization, and 3.60 for diminished personal accomplishment. Job-focused emotional labor scores were higher than employee-focused scores. Superficial acting and frequency of interactions in emotional labor were the most frequently performed by emergency nurses. Employee-focused and job-focused emotional labor showed a significantly partial correlation with emotional leadership and burnout. Based on the results, future research needs to develop effective strategies for managing emotional labor and burnout of nurses working in emergency rooms.

The Relationship between Parents' Psychological Control and Interpersonal Problems: The Dual Mediating Effect of Dysfunctional Belief and Ambivalence over Emotional Expressiveness (부모의 심리적 통제와 대인관계문제의 관계: 역기능적 신념과 정서표현 양가성의 이중매개효과)

  • Lee, Joo-Hee;Seo, Eun-Suk
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.641-652
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    • 2019
  • The current study was conducted to examine the dual mediating effect of dysfunctional belief and ambivalence over emotional expressiveness in the relationship between the parents' psychological control scale perceived by university students and interpersonal problems. For that purpose, 305 4-year university students in G Metropolitan City and J Province were surveyed to rate the parents' psychological control scale, dysfunctional belief, ambivalence over emotional expressiveness, and interpersonal problems. The data were analyzed using SPSS 22.0 and SPSS Macro. As a result, it was found that dysfunctional belief and ambivalence over emotional expressiveness had a mediating effect in the relationship between the parents' psychological control scale and interpersonal problems. Also, dysfunctional belief and ambivalence over emotional expressiveness had a dual mediating effect on the relationship between psychological control scale and interpersonal problems. As a result of testing the significance of the mediating effect through Bootstrapping, dysfunctional belief and ambivalence over emotional expressiveness had a significant dual mediating effect. The purpose of the current study was to establish a useful theoretical foundation for counseling strategies to efficiently help through counseling the university students who are having difficulties with interpersonal relations due to parental control.

The Impact of the Argument-based Modeling Strategy using Scientific Writing implemented in Middle School Science (중학교 과학수업에 적용한 글쓰기를 활용한 논의-기반 모델링 전략의 효과)

  • Cho, Hey Sook;Nam, Jeonghee
    • Journal of The Korean Association For Science Education
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    • v.34 no.6
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    • pp.583-592
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    • 2014
  • The purpose of this study is to investigate the impact of argument-based modeling strategy using scientific writing on student's modeling ability. For this study, 66 students (three classes) from the 7th grade were selected and of these, 43 students (two classes) were assigned to two experimental groups while the other 23 students (one class) were assigned to comparative group. In the experimental groups, one group (22 students) was Argument-based multimodal Representation and Modeling (AbRM), and the other group (21 students) was Argument-based Modeling (AbM). Modeling ability consisted of identifying the problem, structuring of scientific concepts, adequacy of claim and evidence and index of multimodal representation. As for the modeling ability, AbRM group scored significantly higher than the other groups, AbM group was significantly higher than comparative group. The four sub-elements of modeling ability in the AbRM group was significantly higher than the other groups statistically and AbM group scored significantly higher than comparative group. From these results, the argument-based modeling strategy using scientific writing was effective on students' modeling ability. Students organized or expressed the model and evaluated or modified it through the process of argument-based modeling using scientific writing and the exchange of opinions with others by scientific language as argument and writing.

A Study on the Design for Corporate Design in Creative Design Concept Process on Marketing Strategy Method (기업 디자인 접근방식 과정 중의 크리에티브 디자인 컨셉의 마케팅 전략과정에 관한 연구)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.3 no.4
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    • pp.131-136
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    • 2017
  • This paper examines the role of corporate design as a marketing process through a theoretical review of the development process of corporate design. Corporate design allows us to conceptualize the intangible consumer needs of a target and make possible the strategy of corporate design. This corporate design approach is to be organized like a marketing approach, so that it can produce outcomes of corporate design. The research was conducted in order to see whether the process of commercial design and its visualization help express the identity of the product, and optimize the direct and indirect experience of it. The rationality of corporate design is created by this process, and design essentially attains creativity in this process. In this research, the author tries to present design process in detail, demonstrate the basis of creative design strategy at the final stage, propose an ideal model of corporate design, where design can be performed creatively and harmoniously on the base of relevant data.

Strategic Errors Detection in Gameplay by the Inspection of Payoff Matrices (보수행렬 검사를 통한 게임플레이의 전략적 오류 검출)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.13-18
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    • 2011
  • Sid Meier said, "A game is a series of interesting choices." This means the interesting choices make the game funny. In this paper, we define the no interesting options in the gameplay as strategic errors of the gameplay and suggest a detection method of these errors of the gameplay. The suggested method detects the strategic errors of the gameplay by the inspection of the payoff matrices. This method can detect the options of no strategies of the opponent, dominant options, dominated options, similar options with almost same payoffs in the case of the inspection of the payoff matrices. Additionally it can detect the options of the expected payoff with excessively high, the options of the expected payoff with excessively low, the options of the usage probability with excessively high, and the options of the usage probability with excessively low in the case of the inspection of the payoff matrices with the corresponding frequency rates.

Strategies of Storytelling Based Teaching of English Speaking for Novice High Learners (초급 상 수준을 위한 스토리텔링 중심의 영어 말하기 교수 전략)

  • Ko, Mi-Sook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.5
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    • pp.3172-3179
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    • 2015
  • This study suggests one of English teaching methods to improve English speaking proficiency for adult English learners. Contrary to the traditional English conversation teaching trends such as memorization of specific patterns or grammar-focused practices, the study introduces a storytelling based teaching of English speaking. To theoretically support the storytelling based English speaking teaching, the study investigates the possibility of the teaching method in three ways. First, the 12 speaking strategies focusing on contents of a story are introduced in the way of securing speech amounts as much as possible. Next, the five rhetoric components by Aristotle are introduced to relate to the storytelling teaching for the purpose of achieving the goal of speaking, which is to deliver what a speaker want to say more persuasively. Finally, through the investigation of the learner strategy uses, the possibility of storytelling English speaking teaching can be expected regardless of learners' low level of English proficiency.

Application of object detection algorithm for psychological analysis of children's drawing (아동 그림 심리분석을 위한 인공지능 기반 객체 탐지 알고리즘 응용)

  • Yim, Jiyeon;Lee, Seong-Oak;Kim, Kyoung-Pyo;Yu, Yonggyun
    • Journal of Korea Society of Industrial Information Systems
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    • v.26 no.5
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    • pp.1-9
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    • 2021
  • Children's drawings are widely used in the diagnosis of children's psychology as a means of expressing inner feelings. This paper proposes a children's drawings-based object detection algorithm applicable to children's psychology analysis. First, the sketch area from the picture was extracted and the data labeling process was also performed. Then, we trained and evaluated a Faster R-CNN based object detection model using the labeled datasets. Based on the detection results, information about the drawing's area, position, or color histogram is calculated to analyze primitive information about the drawings quickly and easily. The results of this paper show that Artificial Intelligence-based object detection algorithms were helpful in terms of psychological analysis using children's drawings.