• Title/Summary/Keyword: Famous Brand

검색결과 112건 처리시간 0.026초

광고를 통해 본 여대생의 서구 이미지 선호경향 (Preference Tendency to Western Images through Advertising Pictures)

  • 임진영;나영주
    • 감성과학
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    • 제7권4호
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    • pp.1-6
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    • 2004
  • 본 연구는 동서양 문물 이미지 사진에 대한 여대생의 선호도와 패션잡지에서 의류광고 사진에 등장한 모델의 동서양 국적에 따른 소비자의 긍정적/부정적 인식 정도의 영향을 조사하고자 하였다. 100명의 여학생이 설문에 응답해 주었으며 20개 사진이 자극물로 제시되었다. 자극물은 주택, 실내, 식품, 미인도, 음료수로 하고, 패션 광고사진으로는 남성복 정장, 여성복 정장, 여성복캐주얼, 여성복 속옷, 여성손목시계 등으로 하여 동서양 모델 사진을 각 1점씩 선택하였다. 여대생들은 간식과 미인도에서는 서양이미지보다 동양이미지를 선호하였으나, 패션잡지의 의류광고 사진의 광고에는 모든 경우에서 서양모델이 사용된 경우에 긍정적인 인식정도를 나타냈다. 이러한 사실로서 여대생의 서양이미지에 대한 인식은 긍정적이며 이것은 의류제품 브랜드의 소비자 선호도에 영향을 미칠 것을 추측할 수 있었다.

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"조선왕조실록"을 통해 본 한국의 차문화 (Korean Tea Therapy in "The Annals of the Joseon Dynasty")

  • 이상재;정지훈
    • 대한예방한의학회지
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    • 제17권2호
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    • pp.17-28
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    • 2013
  • According to "The Annals of the Joseon Dynasty", we know that korean ancestors confuse tea prescription with green tea. It makes cultural misunderstanding Tea doesn't mean green tea but tea prescription. It is caused that tea prescription has been called tea habitually in Korea. Korean don't drink green tea much. Instead, they have had a habit of drinking decoction of medicinal herbs and they called it tea. This habit has developed into Korean traditional tea culture. In the palace in the Joseon Dynasty period, Ginseng tea was used in the tea ceremony. When the king had poor health or had a disease or was even on the eve of death, a royal physician tried to cure him by tea. They used about 30 kinds of tea according to "The Annals of the Joseon Dynasty" Such as ginseng tea, astragalus tea, ginger tea. Tea in korea is not a drink but the way to cure a disease. Korean people usually get to drink decoction of other herbs instead of green tea. This became the basis of korean traditional tea culture. We need to change a definition of Korean tea like this way and study about it much more. With this research paper, korean tea culture should be studied on more various ways and established itself as original and unique tea culture. On the basis of this studies, Korean tea brand can be famous in the world like Chinese tea or Japanese tea.

스토리텔링을 활용한 부산 해양관광 콘텐츠 개발 -갈맷길에서의 해양레저 테마 코스 개발을 중심으로- (Development of Busan Marine Tourism Contents using Storytelling -Focusing on the Development of Marine Leisure Theme Course in Galmaetgil-)

  • 이보배;강범규
    • 한국콘텐츠학회논문지
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    • 제17권8호
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    • pp.196-208
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    • 2017
  • 부산은 우리나라의 대표적인 관광도시이자, 해양 도시로써 차별화된 도시브랜드 개발을 위해 다양한 해양관광 스토리발굴과 콘텐츠 개발이 필요하다. 본 연구에서는 부산의 해양관광활성화를 위하여 '부산 해양레저 갈맷길' 관광스토리텔링의 개발을 목적으로 부산 해양레저 및 갈맷길 현황조사를 통해 '관광스토리텔링 5단계 모형'을 활용하여 결과를 도출하였다. 본 연구의 결과는 첫째, '부산의 해양레저 갈맷길' 콘텐츠의 스토리와 갈맷길 코스를 개발 하였고, 둘째, 부산 해양레저 갈맷길 스토리텔링 책 디자인을 위한 갈맷길 코스 맵과 그래픽요소를 디자인개발 하였다. 갈맷길은 해안가를 중심으로 조성된 걷는 길로 부산을 대표하는 관광콘텐츠 중 하나이며, 부산은 대표적인 해양레저의 도시로 자리매김하고 있어 이를 결합하여 새로운 부산만의 관광콘텐츠를 만들 수 있다. 관광객과 시민들의 참여를 유도할 수 있는 감성적 스토리와 정보를 담은 '스토리텔링'을 통해 해양레저를 보다 쉽게 이해하고 체험관광까지 이어 질 수 있을 것이다.

니트웨어 품질 개선을 위한 니트웨어 착용 경험자의 만족.불만족 연구 -질적 연구를 통하여- (A Study on the Wearer s Perception for the Improvement of Knit Wear Quality -A Qualitative Approach-)

  • 류경옥
    • 복식문화연구
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    • 제10권3호
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    • pp.236-247
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    • 2002
  • In spite of the bad conditions of fashion companies: the number of licit wear consumers in Korea are increasing because knit wear gives a body with an comfort action. Domestic knit wear industry, however, doesn't have any standard fur satisfying consumers'needs and for quality estimation on that. So we examined the knit wearers'conception of the quality to broaden the knowledge of knit wear and produce better products. The purpose of this study was to find out the factors of wearer's perception. This study carried out through a qualitative approach. The subject of this study were 17 single women who were 20's and living in Seoul and Kyoungki province. The item of this questionary was as follow: 1) what they know about knit wear and how much they are satisfied with that 2) what the wearers think the problems of knit wear are 3) how knitted wear industry can satisfy consumers's needs and take into account consumer feedback in product development The results of this study were summarized as follows. 1. The wearers had no knowledge about materials, sewing methods, patterns, knitting methods, and gage. 2 The wearers didn't recognize the differences between the products by famous brand and obscure conventional market. For that reason, the high price knit wear wont satisfy wearer. 3. The wearers didn't prefer the revealing their body shapes. 4. Laundering was the big problem which was they chosen the knit wear. They take it for granted that the knit wear needs dry-cleaning or hand-washing. Knit wear industry tries to make it easy laundering by development knit material.

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한.중 소비자들에 대한 복제품 구매요인이 복제품 만족과 후회에 미치는 영향에 관한 비교연구 (A Comparative Study on the Effects of Purchase Factors in Counterfeit Products on Satisfaction and Regret for Counterfeit Products of Korean and Chinese Consumers)

  • 최흥섭;공희숙
    • 통상정보연구
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    • 제9권4호
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    • pp.415-438
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    • 2007
  • There has been a gradual increase in distribution of counterfeit products and resulting damage cases from companies and consumers. It examines which antecedent variables have significant effects on consumer perceived satisfaction or regret. To test the related hypotheses, such antecedent variables as the utilitarian value, the hedonic value, legal regulations, and ethical mentality of consumers were examined and also did whether these factors have differences between Korean and Chinese consumers. Findings from the empirical analysis are as follows. First, Korean and Chinese consumers' perceived utilitarian value and hedonic value in counterfeit products in contrast to original products are found to have a positive influence on consumer perceived satisfaction with counterfeits while they have a negative influence on consumer perceived regret with counterfeits. Second, in the case of Korean consumers, the hypothesis that legal regulations on counterfeit products will influence the degree of regret with counterfeit products has been rejected. And it is found that the more ethical Korean consumers are, the more regretful for their post purchase they feel. Third, in the case of Chinese consumers, the hypothesis that legal regulations and ethical on counterfeit products will influence the degree of regret with counterfeit products has been rejected. Therefore, it can be said that the results in this paper provide significant implications for government policy, legal regulation and enforcement, and some need for a change in consumer consciousness and attitude as well as for marketing strategies of Korean and Chinese famous brand manufacturing companies.

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의류 소비자의 충동구매와 마케팅 자극요인에 관한 연구 (A Study of Impulse Buying and Marketing Stimulus Factors of Clothing Consumer)

  • 강경자;정수진
    • 복식
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    • 제36권
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    • pp.25-41
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    • 1998
  • The purpose of this research was to study four impulse buying dimensions and planned buying, marketing stimulus factors in store, buying im-pulse and impulse buying of female consumer. The female consumers were divided into three groups, i.e., college students, housewives and workingwomen. 408 women living in Kyung Nam were selected as respondents by convenience sampling methods. The results of this research can be summarized as follows. 1. The overall impulses were stronger for college students and workingwomen than house-wives. The impulse buying dimensions were different according to the status of women. 2. Buying impulse and impulse buying of clothing were more likely to be for college students and working women than housewives. 3. The display in the store gave the information to the three groups equally. These infor-mations helped to make the impulse buying. 4. The marketing stimulus factors were different according to the status of respondents. Sensitive and aesthetic factors were important for college students and workingwomen, and the utility of clothing were important for house-wives. The color of clothing, the discount of regular price and the low price had the same meanings to the three groups. 5. Impulse buying dimensions were effected by the marketing stimulus factors. 6. The fashionable products, the use of credit card, famous brand, gracious display of clothing and the kind services of salesman were the common factors that stimulate the consumer to buy the clothings. But the color and design of products had more effect on the college students, and the discount of regular price and the utility of clothing were more important for the workingwomen. The color and the utility of clothing were stimulus factors for the housewives.

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게임콘텐츠의 모바일화 과정에서의 고려사항들 (Consideration Points for Mobile Conversion of Game Contents)

  • 유석호;한종성;경병표;이동열;이완복;이경재
    • 한국콘텐츠학회논문지
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    • 제8권4호
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    • pp.130-136
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    • 2008
  • 최근 유무선 네트워크를 비롯한 IT 기술이 발전하면서 다양한 게임 단말기들이 생겨나게 되었으며, 한번 제작된 게임 콘텐츠는 미디어와 플랫폼을 초월하여 재사용되어지는 원소스멀티유스 현상이 보편화되어지고 있다. 특히 패키지 게임이나 온라인게임에 열정적이고 능숙한 젊은 사용자층은 신형 휴대 단말기에도 관심이 높으며 다양하게 활용할 줄 알기 때문에, 향후 모바일 게임의 주요 고객으로 이동할 가능성이 높다. 본 연구에서는 기존 게임 콘텐츠를 모바일화 할 때 생길 수 있는 제반 문제점과 고려사항들에 대하여 분석하고 제시하고 있다. 본 논문에서 제안하는 요소들을 고려하면 높은 사양의 PC나 전용 게임기에서 동작하는 게임들을 열악한 성능과 제약사항을 가지는 모바일 단말기에 효율적으로 이식할 수 있을 것으로 전망되기 때문에, 적은 비용과 노력으로 모바일 게임 시장 영역에서 수익을 창출하는데 도움이 될 수 있다.

중·고등학생의 교복 착용 실태와 만족도 비교 (Comparison of Actual Status and Satisfaction of School Uniform between Middle and High School Students)

  • 이지민;이정란;구영석
    • 한국의류산업학회지
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    • 제11권5호
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    • pp.753-763
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    • 2009
  • The purpose of this study was to investigate the wearing situation and satisfaction of school uniforms with the middle and high school boys and girls, who have been in uniforms for one or more years. The subjects for the survey were a total of 560 from the 2nd and the 3rd grade of the middle school, and the 1st and the 2nd grade of the high school. The survey was performed with the questionnaire of 60 questions; 36 questions related to the actual status, such as the purchase, size, repair, and design of a school uniform, and 24 questions related to satisfaction. The results were as follows; 1. Regarding the school uniform purchase, middle school students attached importance to famous brand, while high school students valued design above everything else. The students confused with the school uniform sizing systems were 82.1 % and 72.5 % in middle and high school students. 2. 43% of middle school students and 34% of high school students had experiences of repairing their school uniforms. Regarding the reason for repair, the size misfit was the highest. Boys preferred a single breasted boxy jacket with middle hip line length, and straight trousers, and girls preferred a fitted jacket of waist line length, and flare skirt of the knee line length. 3. School uniform satisfaction score showed that students were not satisfied with their school uniforms so much. Middle school students had significantly lower satisfaction about the design and psychological protection than high school students. Even though high school students showed lower satisfaction about the price and the care of school uniforms, there were no significant differences between them.

3D 프린팅 패션에 나타난 콜라보레이션(Collaboration) 사례연구 (A Case Study on Collaborations in 3D Printing Fashion)

  • 박수연;유영선
    • 복식
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    • 제66권7호
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    • pp.124-138
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    • 2016
  • The present study observes collaboration methods in which 3D printing was a part of the fashion manufacturing process, expression methods of such cases, and their ripple effects. As a result, the three types of collaborations between fashion designers and other industry fields, fashion brands and 3D printing companies, and fashion designers and artists. Case analysis results and ripple effects found according to each collaboration method were as follows. First, in collaborations found were between fashion designers and other industry fields, 3D printed fashion works with futuristic images were seen through the fusion of future industries, which claim to support cutting edge digital technology, and creative fashion design. As they were mainly collaborations between automobile industries with cutting edge images or digital related industries and fashion designers, they were expressed as a new form of experimental clothing, and were used as strategies to improve future corporate images of the high tech industry. Second, in collaborations between fashion brands and 3D printing technology businesses, the sporting good brands and the shoe industry attempted to let their products be known through the promotion of functional material or ergonomic technology. While they emphasize practicality by mainly using flexible material, they were mainly proposed as functional sporting goods for famous players or as shoe accessories, so methods are still used for public distribution as brand promoting marketing strategies. Third, with collaborations between fashion designers and artists, creative pieces were shown through the grafting of 3D printing technology, the artistry of artists, and the experimentation of fashion designers. In particular, the innovative value of fashion as art was created through the union of the artistic 3D modeling technology support of artists and the creativity of designers. Like this, 3D printing fashion can graft the cutting edge nature of fashion to other industry fields through collaborations, enhancing pacesetting images, and in the fashion field, it can improve possibilities for innovations in the fashion industry through the support of 3D printing technology businesses and artists, raising expectations towards future human living.

메뉴 상품 마케팅 전략방안에 관한 연구 (A Study of Strategy plan for the Improvement on menu marketing Commoditization.)

  • 김장익;홍철희
    • 한국조리학회지
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    • 제4권
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    • pp.347-367
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    • 1998
  • It is difficult to make which customers want in restaurant industry because of IMF situation. Therefore, utilization of service marketing is needed by best effect through least investment in restaurant industry. The background of restaurant industry is not directly related to the improvement of tourism industry. We should give a hand to tourism and restaurant industry by holding international events. so the way of thinking among people is changing. And importing of famous foreign brand and opening shops are accellerating the improvement of tourism and restaurant industry. In this perspective, improvement factors of restaurant industry are as follows : the increase of pst time, the increase of disposable income, the increase of woman's having jobs and double income, requirement of people about health food, the increase of nuclear family, and the change of viewpoint among people. This restaurant industry is service industry, and it sells invisible service except the aspect of selling menu. In addition, in terms of menu, price reduction strategy should be done by cost reduction and restructuring. The ultimate purpose of marketing is to increase sales and to do this we should increase the number of customers in shops. That means we should create new customers and try to attract customers who used to be regular in the shops. Therefore, the demonstration of management ability and positive reaction is really needed. So the most important things in marketing are as follows: proper strategy for double consumption, increasing the number of customers through new specific menu, menu life cycle according to menu item, menu development by considering customer, making recipe, enhancement of product quality and cost reduction by customer's opinion. We should concentrate on national menu first, and try to develop menu for international market. It is absolutely needed that we set up the menu product strategy through menu marketing with various products and constant study related to menu marketing is to be done.

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