• 제목/요약/키워드: Department Stores

검색결과 1,100건 처리시간 0.025초

성인여성의 옷차림에 나타난 패션감성에 관한 연구 (A Study on Fashion Sensibility of adult Women's Town Wear)

  • 이은령;이경희
    • 한국의류산업학회지
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    • 제9권4호
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    • pp.380-390
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    • 2007
  • The purpose of this study(Part I) was to provide the guidance in more objective and proper clothing design and wearing rule to make good image making by analysis of fashion sensibilities about adult women's town wear in unlimited circumstance. The specific objectives were; 1)to investigate about fashion sensibility of women's town wear at season 2)to investigate about fashion sensibilities of women's town wear of properties which are age, marriage or not, job, average income per month, and schooling. 3)to compare fashion sensibility between Good and Bad women's town wear. The collected photos at shopping mall, department stores, and churches(S/S, F/W:2004.4.28~2005.5.1) were prepared removing face and background that can affect in estimator and attached on gray board. To investigate fashion sensibilities, the stimulus were 80 photos('good':40, 'Bad':40). The questionnaire consisted of bi-polar 25 pairs adjective scale of fashion sensibilities was distributed 60 female(20's~40's) living in Busan. The data were analyzed by t-test, ANOVA, and Scheffe. The results of this study are summarized as follows; For fashion sensibilities at 'Good' and 'Bad' wear, the variances(season, age, marriage or not, job, average income per month, and schooling) are important. Especially, the fashion sensibility at 30's women are very unique and importance age zone to catch both young women's fashion sensibility and old women's fashion sensibility, Through that age zone, we could read women's various fashion sensibility and prospect complicate consumers' fashion mind. This study result will be utilized in the clothing design for target age zone of women's town wear, database of wearing rule and good image making, and planning fashion marketing strategies.

XML형식의 STEP-NC파일로 구동되는 PC 기반의 STEP-NC milling machine (PC Based STEP-NC Milling Machine Operated by STEP-NC in XML Format)

  • 이원석;방영봉
    • 한국정밀공학회지
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    • 제19권12호
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    • pp.185-193
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    • 2002
  • Most of NC machines are operated by Is06983 standard called G-code, which was developed in the early days of machine tools. This G-code limits hardware performance of the currently developed high-performance hardware & machine tools. By describing only movements of tool, almost all of information of previous production departments is lost, and the machining department cannot exchange information with other departments. For adjusting new hardware environment and direct communication of CNC machines with CAD/CAM software, ISO 14649, STEP -NC is researched. This new standard stores CAD/CAM information as well as operation commands of CNC machines. In this research, the new CNC machine operated by STEP-NC was built and tested. Unlike other STEP-NC milling machines, this system uses the STEP-NC file in form of XML as data input. It makes possible for STEP-NC machines to exchange information to other databases using XML. The mentioned system of this paper loads the XML file, analyzes it, makes tool paths of two5D features with information of STEP-NC, and machines automatically without making G-code. All of software is programmed with Visual C++, and the milling machine is made with table milling machine, step motors, and motion control board for PC that can be directly controlled by C++ commands. All modules of software and hardware were independent, it allows convenient for substitution and expansion of the milling machine. The example 1 in ISP14649-11 that had all information about geometry and machining and the example 2 that has only geometry and tool information were used to test automatic machining by the open-architecture milling machine.

가상 현실 인터넷 게임의 부작용 대응 연구 (Countermeasures for Side Effects of Online Virtual Reality Games)

  • 홍성룡
    • 디지털콘텐츠학회 논문지
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    • 제15권3호
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    • pp.405-412
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    • 2014
  • 컴퓨터 게임 중독은 일반적으로 지나치거나 건전하지 못할 정도로 컴퓨터 게임에 시간을 보내는 것을 의미한다. 또한 가상 게임 중독자들은 대부분의 시간을 실제 세계에 집중하기보다는 가상 게임에 몰두하고 있다. 그들은 다른 사람들로부터 자신을 고립화하고 다른 중요한 책임져야 하는 일들을 소홀히 하는 경향이 있다. 오히려 자신이 좋아하는 게임의 성취, 성적, 상태를 더 중요시 한다. 인터넷의 열풍으로 가상 상점, 가상도서관, 가상영화관, 가상전시회, 가상학교, 가상인물 등이 등장하고 있다. 가상이라는 말에 가상현실이라는 IT 단어도 나타났다. 외계인이나 UFO와 같은 신드롬도 생겨나게 되었다. 이런 사회적인 현상이 가상과 현실을 혼돈하게 만들고 있으며 실제로 존재하지 않는 것을 존재하는 것으로 착각하게 만들기도 한다. 본 연구는 가상현실의 게임을 중심으로 가상현실 게임과 그 중독의 부작용을 살펴보고 그 원인을 분석하며 그 대응방안을 제시하고자 한다.

시계열 패치 매핑을 이용한 토지피복도의 도시공간구조 변화 검출 (Urban spatial structure change detection in land cover map using time-series patch mapping)

  • 이영창;이경미;전진형
    • 디지털콘텐츠학회 논문지
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    • 제19권9호
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    • pp.1727-1737
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    • 2018
  • 본 논문에서는 토지피복도에서 공간구조를 검출하고 시계열 공간구조 변화를 검출하는 시스템을 제안한다. 서로 다른 시간의 토지피복도에서 패치를 검출하고 패치의 측정요소를 계산하여 공간구조 패턴을 분석한다. 검출된 시계열 패치에 대해 패치 매핑을 이용하여 유지, 생성, 소멸, 분할, 병합, 혼합적 변환 등의 변화 유형을 결정한다. 또한, 시계열 토지피복도의 패치 기반 공간구조 패턴을 이진으로 저장하여 변화를 추출하였다. 본 논문에서는 제안하는 토지피복도 공간구조 변화검출 시스템을 통해 해당 지역(도시)의 난개발 현상을 진단하고, 향후 도시공간구조의 재구축을 위한 계획수립에 근거 자료로 활용될 수 있음을 보여주고 있다.

감장아찌의 성분특성 및 관련 미생물 (Associated Microorganisms and Chemical Composition of Persimmon Pickles)

  • 정동옥;정희종
    • 한국식생활문화학회지
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    • 제10권3호
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    • pp.133-137
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    • 1995
  • 우리나라의 남부지방의 대부분 농가에서 대량 생산되고 있으나 농가소득에는 기여하지 못하고 있는 떫은 감의 손쉬운 가공에 의한 대량 소비를 촉진시키기 위하여 감장아찌의 화학적 품질 특성을 규명하고 감장아찌 제조 및 유통과정에서의 품질과 관련된 미생물을 순수분리하여 동정함으로써 감장아찌의 품질관리에 기여코자 하였다. 제조된 감장아찌 완제품의 수분함량은 80.04%, 당질함량은 13.72%로 원료감과 큰 차이가 없었으나 조회분함량은 염액에 침지한 감장아찌의 특성때문에 원료감보다 훨씬 높은 4.26%였다. 수용성 탄닌함량은 81.04mg%로 635.45mg%인 원료감보다 크게 감소되었고 총 비타민 C는 23.76mg%로 약간 감소되었으며 유리당은 포도당, 과당, 자당의 순으로 함유되었다. 유리아미노산은 총 17종이 함유된 것으로 분석되었고 그 함량은 glutamic acid(24.97mg%), aspartic acid(24.02mg%), leucine(22.33mg%)의 순으로 높았으며 methionine이 2.42mg로 가장 낮았다. 감장아찌 제조와 관련된 미생물로는 세균 4균주와 효모 3균주가 각각 동정되었는데 동정된 Bacillus subtilis, B. cereus, B. pumilus, B. thuringiensis였고 효모는 Candida glabrata, C. guilliermondi and Hansenula였으며 진공포장하여 상품화한 감장아찌 완제품의 유통과정에서 포장의 부풀림과 감장아찌 맛의 변화를 일으키는 원인균은 효모인 Candida glabrata인 것으로 확인되었다.

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AR 기술을 이용한 오프라인 상점의 지속적인 성장에 관한 연구 (A study on the sustainable growth of off-line stores using AR technology)

  • 진창범;이재열;윤명길;강민수
    • 한국인터넷방송통신학회논문지
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    • 제17권5호
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    • pp.103-109
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    • 2017
  • IT기술의 발달은 단순제품의 다기능화과 소비자의 생활패턴인 라이프 스타일까지 변화시키고 있다. 실제 온라인에서 오프라인으로 변화 패러다임은 오프라인의 생태계를 위협하는 수준이다. 본 연구에서는 오프라인의 다양한 발전방법이 단순 구매 목적으로 소비자를 매장방문 뿐 만 아니라, 엔터테인먼트 체험요소인 3차원 공간감, 현실감 등 증강현실을 적용하여 매출과 수익증대라는 함수관계에 있음을 예측하였다. 함수결과를 기반으로 가상현실 및 증강기술을 실제 현장에 적용하고 매출과 수익을 비교 분석한 결과 오프라인 백화점에 매출이 증대됨을 연구하였다. 따라서 향후 오프라인 매장의 매출 성장을 위한 모델링 및 기획에 활용될 수 있을 것이다.

LBS 응용을 위해 움직임 센서를 이용한 독거노인의 칼로리 소모 예측 모델 (Calorie Expenditure Prediction Model of Elderly Living Alone using Motion Sensors for LBS Applications)

  • 정경권;김용중
    • 전기전자학회논문지
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    • 제14권1호
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    • pp.17-24
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    • 2010
  • 본 논문에서는 LBS(Location Based Service) 응용을 위한 독거노인의 일상 활동의 칼로리 소모 예측 모델을 제안한다. 제안한 방식은 PIR (Passive InfraRed) 움직임 센서를 이용하여 독거노인의 활동 패턴을 측정하고, 물리적 활동과 그에 따른 칼로리 소모의 관계를 검토한다. 제안된 움직임 감지 시스템은 개별 노인 주택에 설치되는 센싱 시스템과 중앙 서버 시스템으로 구성된다. 센싱 시스템은 PIR 센서를 장착한 무선 센싱 노드들로 구성된 무선 센서 네트워크 형태로 구현되었고, 각 센서가 감지한 노인들의 움직임은 홈 게이트웨이를 거쳐 중앙 데이터베이스 서버로 저장된다. 서버 시스템은 데이터베이스 서버와 웹 서버로 구성되어 있으며, 웹 기반 모니터링 시스템을 통해 저장된 움직임 데이터를 가공하여 독거노인들의 수발제공자에게 각 노인들의 효율적인 서비스를 제공한다. 실험을 통해 제안한 칼로리 소모 모델의 성능과 적용 가능성을 확인하였다.

그림책에 대한 생산자와 소비자의 인식 차이 연구 (Recognition of Picture Book Makers(Editors/Writers) and Consumers(Parents of Young Children/Preschool Teachers) about Picture Books)

  • 박혜원;김정원
    • 대한가정학회지
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    • 제45권3호
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    • pp.43-56
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    • 2007
  • The purpose of this study was to investigate the recognition differences between picture book makers(editors/writers) and picture book consumers(parents of young children/preschool teachers) about picture books. The study subjects were 69 children's book-editors(editors, designers), 72 children's book-writers, 78 parents of young children, and 79 preschool teachers. The results of this study were as follows. First, they differently recognized the effects of good picture books on children's development, and the contents and components of picture books. However, both groups preferred creative stories to traditional stories and agreed on the children's preferences of the book genre and characteristics. Second, picture book makers and consumers were differently aware of the quality of Korean picture books published in Korea but they agreed on the quality of foreign picture books. They thought that more picture books with better contents and formality on the imaginary, artistic, and real-life related themes needed to be published in Korea. Third, the book makers and consumers obtained information on the picture books in the book stores and libraries in most cases. The book makers were more interested than the consumer in the picture, writer, cover design, and publishing company of the books, whereas the consumers placed a higher priority in the purchase process. Both groups pointed out the non-professional editing and sales policy as the problems in the Korean publishing company.

남성 동성애자 집단의 의복특성에 관한 연구 (The clothing behavior of male-homosexuals)

  • 전경숙;이기향;최진영
    • 복식
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    • 제50권8호
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    • pp.67-74
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    • 2000
  • The clothing behavior of male homosexuals were examined. Especially their clothing preference, clothing purchase behavior and clothing symbols as a group took were analysed. The subject was 49 male-homosexuals and the survey was done at the tray bars in Yi-Tae-Won in Seoul. The questionnaire and interview method were broth used to collect the data. The findings from the study were as follows : 1. The casual style was mostly preferred and lightly-fitted style was more preferred than loose style. Both straight type blue jeans and tight-fit style were widely worn by the subject. 2 Among design, price, color, fashion trend and sewing quality. design was the most important factor In clothing purchase. Besides design, color and fashion trend were counted more seriously than price or sowing quality. Blue and black were preferred as clothing colors. 3. Department stores were the most popular shopping place. and then traditional markets and shops near Universities were also preferred. Over 60% of the subjects answered that the decision of clothing purchase was made by himself and 20% of the subject used friend as personal information sources. The score stimuli was the most frequently used information for apparel shopping, and fashion magazines were also used as an important information source. 4. The clothing related symbols used to represent group look were lightly-fitted style. right ear-piercing, tight-fit plaid pants, leather look, rainbow flag, bandannas, reversed triangle. etc. And the subjects thought the symbols were not meaningful as group look because they were already adopted by the non-homosexual people. And they thought that their style of fashion has influenced on that of mass.

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소비자가 인지하는 동대문시장의 쇼핑여건에 대한 탐색적 연구 (An Exploratory Study on Shopping Condition of Dongdaemoon Shoppingmall Perceived by Consumers)

  • 최진자;추태귀
    • 한국의류산업학회지
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    • 제7권3호
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    • pp.283-290
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    • 2005
  • The purpose of this study was to investigate the shopping condition of Dongdaemoon Shoppingmall. A depth interview was administered to eight consumers aged 10s through 30s who had shopping experiences at Dongdaemoon Shoppingmall. The contents of interview were about the reasons of preference for Dongdaemoon Shoppingmall, the merchandise categories purchased, assortment, price, shopping environment, and service offered by Dongdaemoon Shoppingmall. The results of this study were as follows: The reasons of consumers' Dongdaemoon Shoppingmall preference were reasonable price, variety of merchandise assortment, easy catch of fashion trend, entertainment place, and opening hour at nighttime. The mainly purchased items were casual and fashionable clothes. Children's wear was mainly bought item by housewives too. The unique design, similar merchandises sold at department stores and new style in early adoption of fashion cycle were perceived as positive aspects, but copied merchandises and large quantity of same merchandise as negative aspects. The fixed price system was not trusted by consumers. Consumers' complaints about shopping condition were crowded pathways and shopping booths, the lacks of facilities such as fitting room, toilet, lounge area, sales persons' service, and difficulty of using credit cards. From these results, some implications for marketing strategies and practices might be suggested. In order to improve the design variety of merchandises, marketers and apparel manufacturers should make efforts by managing merchandise planning, production, selling, and promotion cooperatively. Fixed price system, acceptance of credit cards, and merchandise return/exchange service should be improved. The training the salespersons was the most important and basic step and easy way to get to successful business.