• Title/Summary/Keyword: Fashion advertisement

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Analyzing the market of corporate e-learning (기업 이러닝 시장 분석 연구)

  • Byun, Sook-Young;Lee, Soo-Kyoung
    • Journal of Digital Contents Society
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    • v.10 no.4
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    • pp.543-550
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    • 2009
  • In these days mobile handsets have come to be used at almost every user. The performance improvement of mobile devices and networks have made this trend possible. As a great variety of mobile applications are published, the necessity of running large-scale mobile applications becomes greater than before. To accomplish this, the existing researchers have developed mobile cluster computing libraries like Mobile-JPVM. In this paper, we implement a compute-intensive Animated GIF generating application and its cell phone viewer software using Mobile-JPVM library. We find out by the real execution of our softwares on the KTF handsets that they can sufficiently run on cellular phones. Our Animated GIF generator and its viewer are going to be commercially used for the mobile fashion advertisement systems.

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Korean and U.S. Female College Students Attitudes toward Apparel Advertisement in Magazines According to Physical Self-concept (한.미 여대생의 신체적 자아개념에 따른 의류잡지 광고태도)

  • ;Nancy J Rabolt
    • Journal of the Korean Society of Costume
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    • v.51 no.8
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    • pp.93-110
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    • 2001
  • The present study attempted to compare the behavioral patterns and attitudes of American and Korean female students toward apparel ads in magazines in relation to their physical self-concept. The study used a self-administered questionnaire. The sample consisted of 730 female students majoring in the fields related to clothing and textiles : 310 American students at six colleges and universities located in the west, northeast and southwest parts of the U.S., and 412 Korean students at four Seoul-based universities. Likert scales were used for most measures with 1=never or very unimportant and 5 =always or very important. Physical self-concept was measured on the basis of W. S. Jung's Standardized Self-concept Test and Tennessee Self-concept Scale. Surreys were back translated for validity. Percentage, t-test, Contingency Tables and Chi-square were used for the analysis of the data. Results are as follows : (1) Korean students read more magazines than U.S. students, however, Vogue was the most popular for both groups. (2) Those with a high sense of Physical self-concept read more magazines. for both countries. (3) American students'attitudes toward apparel ads in magazines were similar, regardless of whether their sense of physical self-concept was high or low. For Koreans, those with higher sense of physical self-concept showed greater interest in magazine ads, consulted magazines for fashion trends, found ads more useful, and more often expressed satisfaction with the ads, than the lower self-concept group. (4) Korean students cited a lack of information in ads while American students felt body types of models were unrealistic. Both Koreans and Americans in the higher self-concept group expressed a greater level of dissatisfaction with apparel ads in magazines. (5) Advertisers should attempt to again a deeper understanding of the socio-psychological characteristics of their readership as self-concept appears to be related to several magazine readership attitudes and behaviors. Magazines targeting Americans might consider the importance of coordination and merchandising. Apparel ads targeting Korean should consider the importance of company ads.

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Images of models in womenswear advertisements targeting middle-aged women (중년 여성을 타겟으로 하는 여성복 광고에 나타난 모델 이미지)

  • Kwon, Sang-Hee
    • The Research Journal of the Costume Culture
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    • v.25 no.3
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    • pp.285-300
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    • 2017
  • This study analyzes the images of models in womenswear advertisements targeting women in their fifties. The goals of this study are: 1) to investigate beauty ideals for middle-aged women by analyzing models' look age, chronological age, wrinkles, gray hair, hair length, body type, and race; and 2) to explore how ageing is dealt with in advertisements by analyzing the range of bodies shown in advertisements, the color mode of photographs, and the clarity of models' figures in relation to models' look ages. A total of 155 printed advertisements from January 2012 to January 2017 from the brands Daks Ladies, Lebeige, Luciano Choi, PAT, and Zishen were selected for analysis. Womenswear brands targeting middle-aged women reinforce cultural ideals of female beauty that emphasize youth and slenderness. They do this by using thin and slender models, who most often appear to be in their twenties and thirties, and have hair longer than their shoulders. Brands with higher price ranges show a preference for Caucasian models, which reveals that a Caucasian identity is associated with sophistication. In addition, the bodies of models who appear to be in their forties and fifties were concealed by framing photographs mostly above the knees. Older models' features were also obscured via the use of black and white photography, strong lighting and contrast, and digital editing that blurred the boundaries between figures and their backgrounds. These decisions for how to represent models could result in negative self-esteem and a denial of the symptoms of ageing among middle-aged women.

Gender Preferences for Men and Women Advertising Models in Saudi Arabia

  • Siddiqui, Kamran;Alahmadi, Marwah Adnan
    • Asian Journal for Public Opinion Research
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    • v.9 no.4
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    • pp.352-367
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    • 2021
  • Purpose: This research aims to examine gender preferences for men and women advertising models in Saudi advertisements. Saudi Arabia is known as one of the most gender-segregated society in the world, and it has gender-specific roles, characteristics, and behaviors that are undesirable for the other gender. Methodology: The questionnaire was developed with the help of earlier studies on perceptions towards advertising models and validated by a jury of experts and focus groups. The gender preferences for ten product categories (including automobiles, baby care products, cigarettes, cosmetics for women, fashion, food & beverages, motorcycles, personal care for men, personal care for women, sporting goods) were examined for men and women models. Similarly, three personal preferences characteristics for both genders (face beauty, voice quality, and Islamic dress), two characteristics for women models (body shape, femininity), and two characteristics for men models (height-weight balance, masculinity) were examined for men and women models separately. Finally, a survey was conducted to solicit responses from respondents (N=412). Findings: Results indicated significant gender preferences for gender-specific product categories and typical gender stereotypes in advertising models. Men models were preferred in men-specific products, and women models were required in women-specific products. Some product categories (including personal care for men and sporting goods) were ranked higher for men advertising models, while for women advertising models, other product categories (including personal care for women and cosmetics for women) were ranked higher. Masculinity was ranked highest as the preferred personal characteristic for men advertising models, while voice quality was highest for women advertising models. Finally, there is a significant difference between the preferred personal characteristic for men and women advertising models for three characteristics, including face beauty, Islamic dress, and masculinity and femininity. Implications: Saudi Arabia is a unique society with predominantly unique cultural dominance. Consequently, local culture greatly influences advertisements. It has stereotyped gender roles even in advertisements. This study will establish a baseline for further research on the subject area.

A study on deriving success factors and activating methods through metaverse marketing cases (메타버스(Metaverse) 마케팅 사례를 통한 성공요인 및 활성화 방안 연구)

  • Jo, Jae-Wook
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.791-797
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    • 2022
  • Through recent metaverse marketing case studies, success factors and activation methods were analyzed from the perspective of content, platform, network, and device of the metaverse ecosystem in each industry. The importance of contents and platform of metaverse could be found in entertainment, fashion, office space and real estate, education, advertisement and commerce industries. In order to vitalize the metaverse, firstly, it is necessary to strengthen active participation and retention by providing a stable revenue model for market participants. Secondly, the importance of attractive content to expand subscribers is a key trigger for metaverse activation. Thirdly, it is necessary to increase the convenience of using metaverse service by using a light and simple device for the user. Fourthly, a win-win cooperation strategy should be supported in the value chain of the industry through ecosystem scalability. In addition, business opportunities for market participants and additional revenue models should be continuously provided.

Brand Equity and Purchase Intention in Fashion Products: A Cross-Cultural Study in Asia and Europe (상표자산과 구매의도와의 관계에 관한 국제비교연구 - 아시아와 유럽의 의류시장을 중심으로 -)

  • Kim, Kyung-Hoon;Ko, Eun-Ju;Graham, Hooley;Lee, Nick;Lee, Dong-Hae;Jung, Hong-Seob;Jeon, Byung-Joo;Moon, Hak-Il
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.4
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    • pp.245-276
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    • 2008
  • Brand equity is one of the most important concepts in business practice as well as in academic research. Successful brands can allow marketers to gain competitive advantage (Lassar et al.,1995), including the opportunity for successful extensions, resilience against competitors' promotional pressures, and the ability to create barriers to competitive entry (Farquhar, 1989). Branding plays a special role in service firms because strong brands increase trust in intangible products (Berry, 2000), enabling customers to better visualize and understand them. They reduce customers' perceived monetary, social, and safety risks in buying services, which are obstacles to evaluating a service correctly before purchase. Also, a high level of brand equity increases consumer satisfaction, repurchasing intent, and degree of loyalty. Brand equity can be considered as a mixture that includes both financial assets and relationships. Actually, brand equity can be viewed as the value added to the product (Keller, 1993), or the perceived value of the product in consumers' minds. Mahajan et al. (1990) claim that customer-based brand equity can be measured by the level of consumers' perceptions. Several researchers discuss brand equity based on two dimensions: consumer perception and consumer behavior. Aaker (1991) suggests measuring brand equity through price premium, loyalty, perceived quality, and brand associations. Viewing brand equity as the consumer's behavior toward a brand, Keller (1993) proposes similar dimensions: brand awareness and brand knowledge. Thus, past studies tend to identify brand equity as a multidimensional construct consisted of brand loyalty, brand awareness, brand knowledge, customer satisfaction, perceived equity, brand associations, and other proprietary assets (Aaker, 1991, 1996; Blackston, 1995; Cobb-Walgren et al., 1995; Na, 1995). Other studies tend to regard brand equity and other brand assets, such as brand knowledge, brand awareness, brand image, brand loyalty, perceived quality, and so on, as independent but related constructs (Keller, 1993; Kirmani and Zeithaml, 1993). Walters(1978) defined information search as, "A psychological or physical action a consumer takes in order to acquire information about a product or store." But, each consumer has different methods for informationsearch. There are two methods of information search, internal and external search. Internal search is, "Search of information already saved in the memory of the individual consumer"(Engel, Blackwell, 1982) which is, "memory of a previous purchase experience or information from a previous search."(Beales, Mazis, Salop, and Staelin, 1981). External search is "A completely voluntary decision made in order to obtain new information"(Engel & Blackwell, 1982) which is, "Actions of a consumer to acquire necessary information by such methods as intentionally exposing oneself to advertisements, taking to friends or family or visiting a store."(Beales, Mazis, Salop, and Staelin, 1981). There are many sources for consumers' information search including advertisement sources such as the internet, radio, television, newspapers and magazines, information supplied by businesses such as sales people, packaging and in-store information, consumer sources such as family, friends and colleagues, and mass media sources such as consumer protection agencies, government agencies and mass media sources. Understanding consumers' purchasing behavior is a key factor of a firm to attract and retain customers and improving the firm's prospects for survival and growth, and enhancing shareholder's value. Therefore, marketers should understand consumer as individual and market segment. One theory of consumer behavior supports the belief that individuals are rational. Individuals think and move through stages when making a purchase decision. This means that rational thinkers have led to the identification of a consumer buying decision process. This decision process with its different levels of involvement and influencing factors has been widely accepted and is fundamental to the understanding purchase intention represent to what consumers think they will buy. Brand equity is not only companies but also very important asset more than product itself. This paper studies brand equity model and influencing factors including information process such as information searching and information resources in the fashion market in Asia and Europe. Information searching and information resources are influencing brand knowledge that influences consumers purchase decision. Nine research hypotheses are drawn to test the relationships among antecedents of brand equity and purchase intention and relationships among brand knowledge, brand value, brand attitude, and brand loyalty. H1. Information searching influences brand knowledge positively. H2. Information sources influence brand knowledge positively. H3. Brand knowledge influences brand attitude. H4. Brand knowledge influences brand value. H5. Brand attitude influences brand loyalty. H6. Brand attitude influences brand value. H7. Brand loyalty influences purchase intention. H8. Brand value influence purchase intention. H9. There will be the same research model in Asia and Europe. We performed structural equation model analysis in order to test hypotheses suggested in this study. The model fitting index of the research model in Asia was $X^2$=195.19(p=0.0), NFI=0.90, NNFI=0.87, CFI=0.90, GFI=0.90, RMR=0.083, AGFI=0.85, which means the model fitting of the model is good enough. In Europe, it was $X^2$=133.25(p=0.0), NFI=0.81, NNFI=0.85, CFI=0.89, GFI=0.90, RMR=0.073, AGFI=0.85, which means the model fitting of the model is good enough. From the test results, hypotheses were accepted. All of these hypotheses except one are supported. In Europe, information search is not an antecedent of brand knowledge. This means that sales of global fashion brands like jeans in Europe are not expanding as rapidly as in Asian markets such as China, Japan, and South Korea. Young consumers in European countries are not more brand and fashion conscious than their counter partners in Asia. The results have theoretical, practical meaning and contributions. In the fashion jeans industry, relatively few studies examining the viability of cross-national brand equity has been studied. This study provides insight on building global brand equity and suggests information process elements like information search and information resources are working differently in Asia and Europe for fashion jean market.

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Tracing the Changes of Cultural Journalism in Korea Content Analyses of Major Newspapers (기사 구성과 특징으로 본 '문화 저널리즘'의 변화상과 함의 주요 일간지 문화면의 내용분석을 중심으로)

  • Kim, Kyung-Hee;Lee, Keehyeung;Kim, Sae-Eun
    • Korean journal of communication and information
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    • v.74
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    • pp.136-176
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    • 2015
  • Despite the great significance we attach on culture, only a handful of researches focus on the characteristics and practices of cultural journalism. This study has aimed to unravel the changes in the trajectory of cultural journalism of Korean major newspapers, through content analysis and qualitative interpretation of the cultural contents they report. The results show that the number of cultual items have decreased compared to that of 10 years ago, although the entire number of pages has meanwhile increased. News items focused on 'products(advertisement)' and 'life(style)' have increased, whereas those on 'knowledge refined' and 'leisure entertainment' have decreased. 'Critique review commentary', 'academics' and 'performance exhibition art music' items turn out to have decreased significantly; soft contents such as mass culture, tourism, fashion and beauty, on the other hand, have increased considerably. Moreover, the demographic characteristics of news contributors remain almost the same, except that the proportion of ordinary readers/audience has slightly increased. Similarly, although there were no difference regarding the sources of direct quotation, the frequency of quotes from ordinary readers has increased. Consequently, these results imply how the cultural journalism of Korean newspapers are limited in encompassing diverse types of content, differentiating constitution, and presenting critical viewpoints.

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Visual Media Education in Visual Arts Education (미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구)

  • Park Ji-Sook
    • Journal of Science of Art and Design
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    • v.7
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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