This research was to identify the relationships between sex role attitude and the preference of fashion advertising formatted by sex role expression, and to examine the relationships among sex role attitude and sociographic variables. This research has been done for 618 university students and working group who are living in Cheongju and Seoul. For data analysis, descriptive analysis, ANOVA, and t-test were used. The results are the following: 1. In the view of the preference of fashion advertising, the stereotypical fashion advertising has more point than the androgynous fashion advertising. 2. The advertising formation preference showed a little difference significantly by sex role attitude. The group with conservative sex role preferred the stereotypical fashion advertising. The group with open-minded sex role preferred the androgynous fashion advertising. 3. Women preferred the androgynous advertising. As the aged, they preferred the stereotypical fashion advertising and have the conservative sex role. University students have more intention to buy with an androgynous fashion commercial than working group have and they have the open-minded about sex. The group subscribed the fashion magazine has more preference for androgynous fashion advertising, as they have more open-minded sex role than other group not subscribed the fashion magazine. This results imply that the androgynous formatted advertizing is still hard to get the influence of a general market promotion because most consumers have a low androgynous fashion advertizing preference. The preference of the fashion advertizing which expressed a sex role showed significant differences as social demographics, and a sex-role attitude. Therefore, the market segment and advertising strategies which are based on sex role and consumer characteristics would be very effective.
Journal of the Korean Society of Fashion and Beauty
/
v.2
no.2
s.2
/
pp.34-47
/
2004
The objective of this study is to investigate the perception of males about make-up and the make-up process, analyze principal factors affecting their decision when purchasing cosmetics and, ultimately, to provide basic data for further survey and research into features of cosmetics and their satisfaction. The subjects of the study a.e male adults living in Jeonju, Iksan and Gunsan cities of Jeonbuk province. Surveyors made direct interviews with the subjects from October 21 to 30, 2003 and collected 174 questionnaires from them, which were subsequently put to the final analysis. The demographic characters of the surveyed showed that 60.9% of them were in the age ranging 30 to 39, 75.3% married, 69.5% undergraduates or graduates, 39.1% self-employed, 25.9% earning more than 3.01 million Won monthly and 43.7% spending less than 10,000 Won a month for cosmetics. Their make-up and purchasing pattern of cosmetics featured that 54.0% of the surveyed use cosmetics for skin care, 54.0% for cleanness and health, 84.5% for foundation(lotion or skin lotion) only, and 60.9% once a day. Out of the surveyed males, 79.3% haven't experienced any adverse side effects after make-up. Of those who experienced, 80.5% named disagreement of cosmetics with skin for the reason. As for kind or symptom of the side effects, 38.8% set forth itching. Among those who had aftermath or intoxication from make-up, 52.8% said they could recover naturally. According to the survey, 57.5% felt somewhat awkward after make-up, but not quite bad though. Thirty-seven point nine percent of the males surveyed replied they cared little about the purpose of male-oriented cosmetics. Quality was raised by 31.0% as the foremost issue to improve. Television turned out to be the main source for 56.9% of the surveyed to get information about cosmetics. For 56.35%, general discount shops are preferred to buy cosmetics and 24.7% of them take ones recommended by salespeople. When buying cosmetics, 47.1% considered color and fragrance most seriously.
Journal of the Korean Society of Clothing and Textiles
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v.29
no.9_10
s.146
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pp.1340-1348
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2005
Consumers are prone to engage in browsing because they are, for a variety of reasons, open to spending opportunities that grab their attentions. In-store browsing is the in-store examination of a retailer's merchandise for recreational or/and informational purposes without an immediate intent to buy. Browsers made more unplanned purchases than non-browsers in a regional mall setting. As a form of on-going search, in-store browsing is a central component in the impulse buying process. The purposes of this study were 1) to examine the causal relationships among fashion involvement, hedonic consumption, browsing and impulse buying behavior, and 2) to investigate the mediating effects of browsing on impulse buying behavior for fashion products. A questionnaire was developed from a literature review and measured on a 7-point rating scale. Data were obtained from 413 students attending universities in Busan. The self-administered questionnaire was given during a scheduled class. Using structural equation modeling, the results indicate that the proposed model of this study is appropriate to explain the mediating effects of browsing on impulse buying behavior for fashion products. The model shows that fashion involvement and hedonic consumption are important as antecedents of browsing in fashion stores, and consumers browsing longer in fashion stores would tend to increase the likelihood of experiencing impulse buying behavior. That is, browsing in store plays an important mediating role in triggering impulse buying behavior for fashion products. The results from this study provide some insights into retail marketing theory supporting the trait and behavioral aspects of impulse buying. Future research and managerial implications are addressed.
BCI (Brain-Computer Interface) is a way to control computer by using the human brain waves. As the hardware using brain wave technologies has developed, former expensive and big sized brain wave measuring devices have recently become much smaller and cheaper in their prices, making it possible for the individuals to buy them. This predicts them to be applied in various fields of multimedia industry. This thesis is to give an insight into whether the BCI device can be used as a new gaming device approaching it in a game designing point of view. At first, we proposed game play elements that can effectively utilizing the BCI devices, systematize, and produced a game prototype adopting the BCI device based on such game play elements. Next, we verified it with statistical data analysis to show that the prototype adopting the BCI device gives more clear and efficient controls in its game play than a game of only adopting keyboard & mouse devices and analysis verified that BCI-based game play elements provide users with a more intuitive and interesting experience than traditional non-BcI-based game play elements. The results will give a guideline for effective game design methodology for making BCI based games.
This paper analyzes retailers' purchasing patterns of fruits and vegetables and the problems with purchasing from agricultural product wholesale markets. While large-scale retailers purchase fruits and vegetables from various sources, medium and small-scale retailers and food service companies buy them mostly from agricultural product wholesale markets. The retailers point out the problems with purchasing from agricultural product wholesale markets as a lack of quality uniformity, not sufficient cooling storage facilities, not sufficient space for shipping area, high distribution cost, unnecessary price fluctuation, and etc. In order to enhance the linkage with retailers, agricultural product wholesale markets, first of all, have to adopt more flexible trading methods such as private treaty besides auctions which are exclusively legitimate trading methods in the market. Necessary are enlargement of jobbers' operating scale, securing shipping space for retailers, adoption of inspection service, introduction of methods to stabilize auction prices, saving of loading and unloading costs, implementation of marketing strategies.
Sleeping is important for human being in that it has a great effect on their daily activities. Considering that an average adult sleeps seven to eight hours a third of our life is spent in bed. The present study intends to make consumers aware of the important of the bedding science and help the manufactures develop efficient, up-to-date beds. For these two purposes, consumers' recognitions and opinions on the features of the bedding were surveyed. In the study, a questionnaire consisting of various items on the features of the bedding was designed and distributed to consumers in 8 regions & Taegu in Korea to survey the patterns in which they buy, use, and maintain their bedding. The result of the study are as follows; Air conditioner is widely used popular because of hot weather in Taegu. People in Taegu mostly purchase their bedding from market, in every 5~6 years. The important point to be considered for bedding purchases were humidity absorption, air permeability, light weight in summer comforters, thermal insulation, flexibility, color figure design in winter comforters, humidity absorption, flexibility, color figure design in mats. As summer bedding, a sheet of single-layer quilt and rush mat were most popular which indicates climate of hot and humid weather in Taegu. Bedding uses in winter were in order a sheet of cotton, silk, wool quilt, and silk quilt showed high level in contrast to other areas. Dissatisfactions with summer quilts were humidity absorption, air permeability, heaviness and in winter quilts they were dissatisfied with thermal insulation, heaviness, flattening. In details about bedding managements, people in Taegu most frequently disinfected their bedding by sunlight in one month, and refinished every 5 years.
This study was to investigate the housewives' purchase behaviors on the environment-friendly agricultural products (EFAP) by survey in Daejeon area housewives. 390 questionnaires were used and analysed. Most of the subjects were female (92.6%) distributed evenly in their 40's (55.4%), and graduated from high school (43.6%) or college (36.4%). Subjects' occupation was most housewives (64.1%) and 77.4% of the subjects had monthly family income of 2 million won or more. 76.9% of the subjects had purchased EFAP already. The reason of purchasing EFAP was mainly "good for health" (80.3%), and reason for non-purchasing was "high prices" (28%) or "not so trustworthy" (25.6%). The most purchasing frequency was "once a week" (29%). 46.7% of the subjects spent 20% of their agricultural product cost for EFAP and 38.7% of them spent less than 30,000 won per month for EFAP. On checking of EFAP labeling, the housewives scored 3.59 for the validate date, 3.25 for the place of origin, 2.8 for the quality certification mark by 4-point Likert scale. 65.1% of the subject had intention to increase purchasing of EFAP in future. To promote the consumption of EFAP, the improvement factors were price-cutting (47.9%), trust on producers (18.2%) and quality betterment (17.7%). Accordingly, the consumers prefer EFAP for wellbeing health of families; however, they hesitate to buy due to their high price and the low reliability on producers of EFAP. Thus the producers and the related organization of EFAP should contrive proper countermeasures to increase consumer's satisfaction level on their credibility and price of EFAP.
Markets of e-book and app book in Korea see novel as genre literature and webtoon account for 80 percents in sales so that market share is too based towards some specific fields. In readiblily and easy-to-buy convenience, different from paper books mostly sold off-line, app books are more advantageous but it works as a weak point to take long to publicly spread them before they are generally accepted. Meanwhile, the sales of the e-book market in Korea has been steeply risen. Further, the market is not only restricted to genre literature but also has come into the stage that various experimental challenges are issued in the field of publication contents. This study is aimed at developing the sightseeing app book as a future web-mobile platform with planning and develping the first app book dealing with localized contents based on Busan tour contents, making up for its defect that it offers only current simple information and then suggesting a strategy that the travelers' app book should be available for constant utilization connected to purchase by charged download.
Journal of Korean Home Economics Education Association
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v.9
no.2
/
pp.69-85
/
1997
The purpose of this study was to identify the important contents from teachers’, parents’and students’view points based on the sixth Home Economics textbook contents, to apply these results at school settings and to provide the materials as a basis for the next curriculum revision. Subjects were 59 teachers, 253 parents, and 389 students from 3 cities and 5 counties in CholaBukDo. A questionnaire which was made by the researcher was used as an instrument for this study. The results are as follows: Of 32 contents on Family life subarea, all the teachers, the parents and the students put the emphasis on sex such as pregnancy, purity, sex-ethics, etc. This result means that middle-school students emphasized the sexual identity formation and this was also a common concern about adolescents in our society. Of 37 contents of Managing home resource and Consumer life subarea, teachers though the environment pollution is an important subject and parents and students thought finding a method to conserve good environment were more important. This result reflects their concern on the environment. Of 49 contents on Dietary life, teachers and parents emphasized “the importance of nutritive elements”which is basic on their dietary life and students were more interested in “adolescence and growth and development among adolescents’nutritional characteristics and problems”which is more related to their current life. Of 40 contents on Clothing life subarea, while teachers put the emphasis on the method how they can buy ready-made clothes, parents and students wanted them to teach what kind of clothes are suitable for themselves. Of 18 contents on Residing life subarea, teachers emphasized the importance of ventilation for adjusting the room environment and students were more interested in the effective use of the residing space. By finding out what kinds of Home-economics contents are important from the view point of teachers, parents and students, this study can be a useful resource for the next curriculum revision and for selecting contents of a new-coming text book. However, restricted sampling must be considered and further studies which cover the whole area might be needed.
Proceedings of the Korea Contents Association Conference
/
2008.05a
/
pp.431-435
/
2008
Thanks to the development of internet, on-line market expands exponentially and corresponding solid business models are drawn attentions. Most of on-line trading items are limited with selling game related items however, Linden Lab made its turning point by introducing cyber reality game to shape the cyber life with creating his own Avatar in 2003. After 2003, Second life has grown sharply that over 12 million users around the world. While former games are progressed within fixed scenario, the concept of avatars who live his or her own lives at the cyber space that successfully differentiate from former online game. Further, cyber money, Linden Dollar can be used to buy real estate, cloth, shoes just like at real economy system. Not only for using corporate marketing, various areas of activities; promotion of public sector, politics, education are also functioned at the cyber life. In Korea, Korean version of Second life was introduced at the end of 2007 that draws attentions from the users. In this study, I examine various business models of cyber through Second life and suggest feasible culture-contents applying models.
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