• Title/Summary/Keyword: Consumer culture

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Design of Web Retrieval Component for Marine Leisure Information Database (해양레저정보 데이터베이스 구축을 위한 웹 탐색 컴포넌트 설계)

  • Choi, Hong-Seok;Jung, Sung-Hun;Ahn, Seong-Hwan;Yim, Jae-Hong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.2
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    • pp.142-145
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    • 2005
  • According as marine leisure industry has developed and the demand of leisure culture has increased rapidly, a desire about service which supply marine safety and connect marine information is enlarging. We wish to develop contents of download form that supply geographic information of Electronic Navigational Chart(ENC) in the marine that is digitalized to carrying along terminal of WIPI base and various informations for marine leisure. For this, DB that offer ENC and additional information should be constructed. Also, we need server(CPS; Contents provider Server) that offer required contents. In this paper, we design web retrieval component which store request information to database. When consumer required necessary information through personal mobile device, CPS can inform that. So, we wish to develop web retrieval agent component that parse informations in various World Wide Webs, and store to database.

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Component Design of Marine Leisure Information Retrieval Agent (해양레저정보 탐색 에이전트의 컴포넌트 설계)

  • Choi Hong-Seok;Jung Sung-Hun;Yim Jae-Hong
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2005.10a
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    • pp.221-224
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    • 2005
  • According as marine leisure industry has developed and the demand of leisure culture has increased rapidly, a desire about service which supply marine safety and connect marine information is enlarging. We wish tc develop contents of download form that supply geographic information of Electronic Navigational Chart(ENC) in the marine that is digitalized to carrying along terminal of WIPI base and various informations for marine leisure. For this, DB that offer ENC and additional information should be constructed. Also, we need server (CPS; Contents provider Server) that offer required contents. In this paper, we design web retrieval component which store request information to database. When consumer required necessary information through personal mobile device, CPS can inform that. So, we wish to develop web retrieval agent component that parse informations in various World Wide Webs, and store to database.

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Socio-cultural Meanings in Advertisement of Fashion Luxury Products -Focused on Women`s Images- (패션명품 광고에 나타난 사회문화적 의미 -여성 이미지를 중심으로-)

  • Yang, Sook-Hi;Hahn, Soo-Yeon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.29 no.2
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    • pp.267-278
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    • 2005
  • Fashion luxury products, which used to mean high-quality, handcrafted not-so-trendy items, are nowadays regarded as expensive fashion merchandise produced under the name of imported well-known brands. People cunsuming fashion luxury products distinguish themselves from other people according to the luxury fashion brands they are using, and as a result, advertisements of fashion luxury products are taken as a kind of international language. The purpose of this study is to point out the socio-cultural meanings of consuming fashion luxury products, by analyzing images shown in advertisements of fashion luxury products focusing on women's images. To do so, this study is based on general theoretical background on fashion, consumer culture advertising and analysis advertisements of fashion luxury products shown in fashion magazines in recent three years. The result of this study is as follows; The images of the advertisements of fashion luxury products could be categorized as (1) elegance, (2) kitsch and (3) fetish. Elegance is a taste of high society, aesthetically chic and feminine. Fashion luxury products, which are merchandise of extravagance, dignity, refinement, feminity and harmony, exhibit high-quality grace through their advertisements. Kitsch represents the vulgar and popular images of trivial commodities of industrial society. In the advertisement of fashion luxury product, it is shown as inappropriateness, excessiveness, stereotyped pleasantness, exaggeration an playful satisfaction. Finally, fetish images represent erotic or perverted sexuality, based on psychoanalytic fetishism which objects are regarded s substitute of sexual orgasm. The advertisements of fashion luxury product are characterized as (1) popularization of luxury, (2) objectification of sex and body, and (3) re-aestetification of anti-aesthetics. The asvertisements of fashion luxury products are actually targeted to the middle class with successful career women's images. They objectify female bodies through fetishistic images. Also, the deviant subcultural style, represented a new kind of cultural capital, is now reproduced as a new commodity aesthetics.

A Study of Fair Use of Parody and Copyright Judgement in TV Advertising (영상광고에 나타난 패러디의 공정이용과 저작권에 관한 연구)

  • 이은종
    • Archives of design research
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    • v.17 no.3
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    • pp.363-372
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    • 2004
  • Lannon(1994) asserted, 'Today consumer market has reached its maturity, and products gets more and more similar. So brands should be distinguished from competitors by emotional values.' Parody ads, one of advertisements appealing to emotion, would distort some original work well known to the public with its blemish or seriousness on target by imitating or exaggerating it regardless of expression styles, and announce the results to criticize the work itself or social situations or excite laughter. Such parody ads are stimulating consumers' emotion in particular and diverse methods. But This study on parody and especially parody in advertising, deals with the basic concepts of parody in advertising, as well as copyright infringement issues highlighting the different legal interpretations in American and Korean law when dealing with indiscreet cases of parody in advertising. some suggestions are made on desirable and forword-looking solutions. Different to the acceptance of parody in the American culture, Korean law was limiting in allowing parody to be used and applied.

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A Study on the Costume of Ball Jointed Dolls as Cultural Product with Application of Ladies' Costume Culture from Late Goryeo to Early Joseon (고려말 조선초의 상류층 여성 복식문화를 응용한 구체관절인형의상 문화상품 연구)

  • Choi, Jeong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.9
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    • pp.3815-3826
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    • 2011
  • TThis study was undertaken to make trial costumes of ball jointed dolls for promoting the beauty of Korean cultural product with historical research of upper class ladie's costume from late Goryeo to early Joseon, the very unknown period in the Korean costume history. The ladies' costume from late Goryeo to early Joseon are characterized by their full silhouette, fusion with clothings of Yuan and Ming, revival of early Goryeo styles, well-developed weaving skill of ramie, a showy costume from Buddhist civilization. After investigation of researcher with literature, painting, and relics in 13-14C, 8 clothing items were outsourced totally. Items were formed as a set concept, but consumer can choose each costume as an single item and can make varied mix also. Dart, small ties, and thick fabrics were used in doll costumes partly because ball jointed doll's body has different characteristics from that of human beings. Developing research of manufacturing company's system for ready-made product remains to be considered in the future.

A Meta-Analysis of the Effect of Face (Chemyon) on Leisure Consumers' Consumption Behavior

  • KIM, Young-Doo
    • The Journal of Industrial Distribution & Business
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    • v.12 no.11
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    • pp.17-31
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    • 2021
  • Purpose: Despite the fact that face (i.e. Chemyon) is deeply-rooted in Korean culture and significantly affects the behavior of Korean people, the effect of face on leisure consumers' consumption behavior has only reported mixed findings, that is, significant and/or insignificant face effects have been reported. It is necessary to integrate prior research findings, and comprehensively examine the effect of face on leisure consumers' consumption behavior. The purpose of this study was to investigate the effect (i.e. effect size, and moderating variables) of face on leisure consumers' consumption behavior through meta-analysis. Research design, data and methodology: Among 1,019 face-related academic studies, retrieved from the academic research information services (RISS), 34 studies and 300 cases examining the effect of face on leisure consumers' consumption behavior were finally included for meta-analysis. Face measured as face sensitivity and/or a face sensitivity sub-component (shame-consciousness, formality-consciousness, and other-consciousness) were integrated in the meta-analysis. Leisure consumers' consumption behavior was classified as antecedents of purchase (overall conspicuous consumption tendency, overall symbolic consumption tendency, personality, high price, high quality, brand seeking, fashion seeking, enjoyment, other person (interpersonal) consideration, position, reference group, and attitude), purchase (purchase intention, unplanned purchase, purchase, and expenditure), and post-purchase (satisfaction, repurchase, and post-purchase). The data used in the meta-analysis was comprised of correlation coefficients, and the meta-analysis was performed using the R-program. Results: The overall mean effect size of face on leisure consumers' consumption behavior was .248. It was found that the effect size was the largest in the order of shame-consciousness face, formality-consciousness face, and other-consciousness face. Among the types of leisure consumers' consumption behavior categorized as dependent variables, the effect size was found to be largest in the order of position, attitude, reference group, post-purchase behavior, brand seeking, personality, trend seeking, etc. In addition, it was found that the leisure types moderated the effect size of face on leisure consumers' consumption behavior. The effect size was found to be largest in the order of skin diving, baseball, various leisure participation, dance, gambling, golf, etc. Conclusions: Face moderately or significantly influence leisure consumers' consumption behavior.

Development of Outdoor Jacket Design using Energy Harvesting System by Arm Swing Motion during Walking (보행 시 팔의 교차 운동을 이용한 에너지 하베스팅 재킷 디자인 개발)

  • Lee, Hyewon;Lee, Minsun;Suh, Sung Eun;Roh, Jung-Sim
    • Fashion & Textile Research Journal
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    • v.21 no.3
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    • pp.300-307
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    • 2019
  • This study develops a user centered outdoor jacket capable of energy harvesting based on consumer needs. Jackets are designed for typical outdoor activities such as hiking, trekking, and climbing, integrated with an energy harvesting module that can generate electric power from arm swing in outdoor and daily life walking. Textile based energy generators developed by the previous research of Lee & Roh (2018) were used. A prototype was created based on the arm swing motion experiment for location options and energy harvesting system functions, the simulation by the design sketch, and evaluation of the wearing test by experts. In-depth interviews were later conducted for the prototype with 10 outdoor experts to derive the optimal location of an energy harvesting system in three ways, and the prototype was revised to 5 styles that reflected reviews by experts on function and appearance. Research indicated that the energy harvesting jacket design signifies a user-centered design based on expert interviews and usability evaluation as well as previous research on energy generation and storage device. The jacket is convenient because it combines an energy generator in an optimal position to maximize energy generation with a storage and charging device that can be inserted into various position options for accessibility.

Hybrid Web Content Management System Implementation (하이브리드 웹 콘텐츠 관리 시스템 구현)

  • Park, Seon-Gyeong;Mun, Hyung-Jin
    • Journal of Industrial Convergence
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    • v.17 no.2
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    • pp.15-20
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    • 2019
  • The purpose of this study is to provide customized experience learning service platform that enables consumers to easily search for various content information about on - site experiential learning, exhibitions, events, and culture, and to provide services. To provide customized experiential learning information that meets the requirements of the consumer. Beacon technology implemented through this study is a BLE technology that broadcasts a URL in Eddystone format developed by Google. This means that even if a user does not install a separate application, Making it easier and faster to access. Based on this, when the database of local cultural contents is completed, it will be expanded to the whole country, and it is expected that more diverse and high quality self - directed cultural contents experiential learning activity education programs will be provided to consumers by diversifying contents and expanding the market.

The effect of trust on supervisor on job engagement and prosocial behavior -Focused on the moderating effects of supervisor's gratitude expressions- (관리자에 대한 신뢰가 직무열정 및 친사회적 행동에 미치는 영향 -감사표현의 조절효과를 중심으로-)

  • Cho, Sang-Lee
    • Management & Information Systems Review
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    • v.38 no.3
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    • pp.21-34
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    • 2019
  • It is a very important task for managers to motivate employees who work at service encounters where interaction with customers is important. The purpose of this study is to propose the trust of supervisor and supervisor's expressions as factors that can enhance or strengthen employees' prosocial behavior. Hierarchical regression analysis was used for this purpose. The results and implications are as follows. First, trust toward supervisors appeared to be a factor to improve employees'engagement. Second, job engagement has a positive effect on prosocial behavior of employees, that is, customer oriented behavior and organizational citizenship behavior. Finally, this work confirmed the moderating effect of the supervisor's gratitude expressions in the relationship between trust toward supervisor and job engagement. Research on gratitude in the marketing field is still in its infancy, and previous researches are focused on business and consumer relations. Expressing gratitude can be a natural tendency. This study suggests that gratitude expression should be introduced as part of organizational culture.

A Study on the Analysis and Design Development of Licensed Fashion Products of Professional Baseball (프로야구 라이센싱 패션제품 현황 분석 및 디자인 개발)

  • Lee, Misuk;Chung, Kyunghee
    • Journal of Fashion Business
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    • v.23 no.2
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    • pp.89-109
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    • 2019
  • The purpose of this study was to develop licensed fashion products based on the analysis of Korean professional baseball licensing. This study reviewed the introduction of sports marketing, licensing programs, and analyzed the current status of licensing brands and products in Korean baseball clubs. Based on this analysis, high value added licensed products were developed for Korean professional baseball clubs. The results of this study were as follows. First, all Korean baseball clubs operated offline shopping malls in their home stadiums and posted online shopping mall links on their websites. Moreover, licensed products were developed through agreements with sports and licensing companies, and sales were being done through official shopping malls, open markets, and shopping malls. Various marketing for specific events or targets were not done well. Second, licensed products were mostly fashion products such as clothing and hats. Most of them were unisex wear, but the proportion of fashion products for women was not large. Also, while the licensed products used elements that made the baseball team feel symbolic throughout, they sometimes sold products that did not reveal the identity of the professional baseball team, with an emphasis on motifs that were unrelated to the team. Third, this study selected KIA Tigers and developed 27 kinds of women's licensed fashion products including textile designs. Through this research, it was derived that there is the need for integrated marketing of Korean professional baseball, diversification of consumer-based licensing products, and enhanced entertainment products for the Korean baseball cheering culture.