• Title/Summary/Keyword: Han brand

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Creating Cultural Consumer Value in Corporate Culture Marketing. -Focused on Cultural Space 'SpigenHall' and Opera , Apple Steve Jobs' 10th Anniversary Memorial Study- (기업 문화마케팅의 문화소비자 가치 창출 -융복합문화공간 '슈피겐홀'과 오페라 <스티브 잡스의 혁명>을 중심으로, 애플 스티브 잡스의 10주년 추모 연구-)

  • Oh, Se Jong
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.3
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    • pp.111-116
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    • 2020
  • This is a case study of corporate culture marketing to commemorate the 10th anniversary of the death of Steve Jobs on October 5, 2021. Corporate culture marketing seeks to derive cultural consumer values through Steve Jobs' fandom, and to increase corporate brand image and achieve profits. According to Big Data, Steve Jobs' brand image was derived from 'Innovation', 'First', 'Creativity', 'Change', and 'Design'. So, the relationship between Spigen convergence culture space 'SpigenHall', which is highly related to Steve Jobs' brand image, and the opera , which is made of the material of former Apple CEO Steve Jobs, is analyzed with big data and culture. We investigated the opinions of content experts. SpigenKorea and the digital opera are designed to provide Steve Jobs' story of joy and sorrow, offer VIP members' premium services, press publicity is 'the first in Korea', GangNam's suitable for famous celebrity performance venues and cultural and artistic venues 'SpigenHall', the revenue of the performance ticket was selected as a donation. This study is suitable for researching the life story of male CEOs and planning a cultural city. The limitations of the study need to analyze various works by genre and attempt to analyze consumer values according to the industry.

The Effect of New Product Preannouncing Convergence Strategy on Attitude and Judgement Using Facebook Brand Fan Page (페이스북 브랜드 팬 페이지를 활용한 신제품 프리어나운싱 융합전략이 태도와 판단에 미치는 효과)

  • Han, Kwang-Seok;Cho, Jae-Hyun
    • Journal of the Korea Convergence Society
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    • v.8 no.3
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    • pp.163-168
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    • 2017
  • This study empirically examines the differences in attitude and memory effect according to the product knowledge (high knowledge / low knowledge) and temporal distance (near future / far future) in the new product preannouncing strategy of companies through Facebook Respectively. Experiments were conducted by inserting the experiment into a virtual web browser using Facebook 's actual brand fan page and then connecting the experiment to the experimental banner site. As a result of research, when preannouncing new products are released in the near future, low knowledge consumers have made judgments of purchasing decisions because GRM judgments are more favorable than property information (ARM) judgments, but preannouncing is a new product At the time of launch, highly-knowledgeable consumers had a positive effect on the property information (ARM) judgment of the product rather than the comprehensive information (GRM) judgment. In addition, when preannouncing was introduced in the near future, the attitudes of the products between the low-knowledge consumers and the high-knowledge consumers were all positive, but when the new products were launched in the distant future, Product attitude was negative.

Analysis on Topokki Franchise Industry and Its Proactive Activities: Focused on Kukdae Toppokki (떡볶이 프랜차이즈 산업의 분석과 그에 따른 선제적 대응 방안: 국대떡볶이를 중심으로)

  • Chi, I hyun;Han, Kyu won;Choi, Yae jin;Son, Jeong Sook;Kim, Ji-Hern
    • The Korean Journal of Franchise Management
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    • v.5 no.1
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    • pp.27-47
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    • 2014
  • This research was conducted on the purpose of seeking the measures of how to cope with the changing industry of Topokki franchises. Despite of the fact the number of Kukdae Topokki's stores is quite smaller than that of its competitors, such as Jaws Topokki and Addal Topokki, Kukdae Topokki is recognized as one of the front-runners in the industry. But the competition in the topokki industry has become fiercer, as the market became saturated. To find a desirable solutions, this study analyzes past-to-current status of the Topokki industry by dividing it into 4 stages and provides few strategies that Kukdae Topokki can apply to the 4th stage where 'brand awareness' is very important. To this end, few drawbacks of Kukdae Topokki are proposed as the following. First, the brand image that Kukdae Topokki pursue does not correspondent with the image in consumer's mind. Second, Kukdae Topokki has selected the wrong targeting group. It aims for the image of 'retro' to target people in their 30-40s. However, most of the consumers are people in their 20-30s. Third, the taste of Kukdae Topokki is not uniform among franchises. Fourth, the awareness and accessability are low. To provide a proactive actions for the next stages, several solutions are proposed as following. First, By managing consistent Kukdae Topokki's Brand Touch point, consumers may have a strong image on the brand by communicating with consumers consistently at all touch points. Second, instead of the existing guide from the head office(franchiser), a standardized criteria for the usage of materials and periodical education for franchisee are needed. Third, to raise the awareness of Kukdae Topokki, open many branches in the area where the main consumers(20-30s women) are mostly spread out.

The study on toothbrush filaments (칫솔 강모 형태에 관한 연구)

  • Han, Seung-Min;Yang, Seung-Min;Lee, Young-Moo;Ku, Young;Rhyu, In-Chul;Chung, Chong-Pyoung;Choi, Sang-Mook;Han, Soo-Boo
    • Journal of Periodontal and Implant Science
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    • v.32 no.4
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    • pp.857-864
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    • 2002
  • The aim of this study is to investigate the end of filaments of the different toothbrushes in the market through the stereomicroscope and to evaluate the % of rounded-end filaments considered to be acceptable. 9 brands, total 11 type toothbrushes were tested. 2 toothbrushes of each type which is marked as rounded-end filaments were tested. The toothbrushes which are not marked as rounded-end filaments were excluded. The domestic as well as foreign toothbrushes which are familiar to consumers were tested. 2 tufts of each toothbrushes were cut and examined by stereomicroscope using $40{\times}$ magnification. The procedure was carried out with blind-technique, and the digital photographs were taken. Besides the % of rounded-end filaments, total tufts number, material of the tuft, stiffness, and other special characteristics were recorded. By the classification of Silverstone and Featherstone, rounded-end filaments were examined and counted. The results shows that there are different range of rounded-end filaments according to the toothbrush types(17.7%-91.2%). Atman toothbrush has the most rounded-end filaments(91.2%) among the observed toothbrushes, and the Advantage Plus(Ora1-B) has the next(86.75%). E-Clean #411 has the least(17.70%) and E-Clean #410 of the same brand has also low % rounded-end filaments(20.60%). While G.U.M #409(Butler) has 67.90% rounded-end filaments, G.U.M #471 of the Same brand has comparative low 41.83% rounded-end filaments. 4 types of total 11 have the rounded-end filaments over 80%, however other 4 types have under even 50%. Considering that the correct brushing habit with a toothbrush which has rounded-end filaments can protect the gingival injury and tooth abrasion, it is thought that we dentists need to give the correct information about toothbrush to the patients

Study on Competitive Fighting Game SSF4 Han Ju-Ri's Fashion (대전격투게임 SSF4의 한주리 (Han Ju-Ri, 韓蛛俐) 의상에 대한 연구)

  • Yoon, Kyoung Hee;Cho, Woo Hyun
    • Journal of the Korean Society of Costume
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    • v.63 no.7
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    • pp.121-133
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    • 2013
  • The globalization of the world, fueled by the Internet, made possible for individuals to access the cultures around the world, other than their own, easier than ever before. But among those rapidly sought out sub-cultures, the video gaming industry, once a niche market mostly for nerds and geeks, now has become one of the biggest entertainment businesses in the world. In a video game, one of the critical elements that could determine its success or failure is the characters featured in the game. And as the countless number of animated characters from many different video games from the past few years have become incredibly popular among the audiences around the world, the expectations from the fans also grow higher every time a new game comes out. Ultimately this has forced the video game developers to come up with more unique and interesting characters for their video games. And at this point, where a video game character is more than just fictional fantasy but a brand to be recognized, it is worth paying proper attention to the video game characters that represent Korea. Hence in this study, we will take a look at Han Ju-Ri, a Korean character featured in Super Street Fighter IV, a competitive fighting game developed by Capcom, one of the world's most recognized video game companies that started its life as an arcade video game, developer but eventually ventured its business into the online world. The study will propose a complete overhaul of the character by incorporating Korea's own traditional looks.

A Study on the Brand Characteristics According to Trends in the Children's Apparel Market

  • Han, Gyung-Hee
    • Journal of Fashion Business
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    • v.9 no.6
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    • pp.160-174
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    • 2005
  • Despite the decrease in the number of children due to low birth rate, the domestic children's apparel market has been achieving steady growth as family income is rising thanks to more opportunities for working women, parents spend more on their children, and they prefer brand products that make their children look special. In addition, the market is suffering from hard competition as large enterprises have joined the race. The present study purposed to survey the children's apparel market in Korea, which is in a transitional period, and to contribute to the development of the market with Korean brands. For this purpose, we analyzed the characteristics of children's apparel brands in the 21st century based on the current state of the domestic children's apparel market and, based on the findings, forecasted the future trend of children's apparel brands, suggested improvements for expected problems, proposed standards for coping with changes such as diversification, high quality and differentiation in the children's apparel market, and provided consumers with information on how to purchase products. According to the result of analyzing the characteristics of children's apparel brands in the 21st century, brands are categorized largely into four types - life cultural brands, functional product brands, character brands and brands advancing to China. Life cultural brands equipped with all necessities for children are expanding, and with the deepening social problems of environmental pollution and the reduction of the child population, functional products made of environment-friendly materials are spreading widely, targeting infants and children. Furthermore, for extending age targets and diversifying products, children's apparel is using characters. The use of characters is expected to have a considerable effect on the growth of brands because children are more subjective as consumers than before and they are more easily persuaded with characters. Domestic children's apparel brands advancing to China have a high expectation of success in overcoming the limitation of the local market that has reached its peak and growing into global brands. Korean apparel makers are struggling to overcome the depressed domestic market, to recover consumers' consumption, to cope with market opening, to pursue high value of sensibility and to expand the seniors' market, etc. In this situation, future trends of children's apparel brands will be the expansion of family brands, brand totalization, quality price, niche market (pre-teen market), etc. In response to these trends, we made the following suggestions for improvement. 1. Children's apparel brands are evolving into family brands as well as into total brands through voluming. Today, however, apparel makers are advancing to the children's apparel market with the concept of adults' apparel and, as a result, children's apparel is merely adults' apparel of reduced size, having problems in design, color and materials. Thus, apparel makers must develop design considering the wide range of size and the characteristics of children's apparel, strengthen sourcing abilities to create revenues, and make thorough survey of customers to find common denominators between adults' apparel and children's apparel considering that characteristic that the target class is different from the buyer class. Furthermore, they must make active investments in human resources, develop outstanding products through advanced planning and design, and support marketing techniques and management systems to stores. 2. As the declining birth rate will continue to have a negative effect on the market, it may be difficult to expand the market size but there is still a margin for growth through high-sensibility and high-quality products. The competitiveness of brands is determined by their market shares. Accordingly, concepts should be specialized according to lifestyle, customers' diverse needs should be satisfied, and cross-coordination should be achieved within a brand. 3. Considering Korean parents who do not spare investment in their children despite shrinking consumption, functional products must be high value-added goods that can enhance efficiency. However, in the current situation of the infants' apparel industry where a textile manufacturer supply its products to multiple brands, it is difficult to develop unique products only based on materials. Thus, it is considered urgent to appeal to consumers not by relying on materials only but by finding methods of applying their own characters to children's dress.

A Study of the Changing Library Environment and its Preparation in Digital Age (디지털 시대의 도서관 환경 변화와 그 대응 연구)

  • Han Sang-Wan
    • Journal of the Korean Society for Library and Information Science
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    • v.32 no.2
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    • pp.97-120
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    • 1998
  • Library takes its way to digitalization to fill its role in modern information society. This study discusses social environment of this trend and investigates library circumstances, and refines the meaning of a library. A digital library is led by current stream of new media, rapid development of digital technology and recording methods, and revolution of information circulation and production such as electronic publishing. However, rich information sources in printed forms are even significant as a ground of a digital library. The digital library is not a brand-new feature of a library but the result of digitalization of information resources to accomplish the purpose of the library.

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The Effect of Biological Equivalence Examination on Prescribing Practice of Doctors (글리메피라이드 제제의 생물학적동등성 시험이 의사의 처방전발행에 미치는 영향)

  • Jang, Mal-Sook;Choi, Byung-Chul;Yong, Chul-Soon;Choi, Han-Gon;Rhee, Jong-Dal;Yoo, Bong-Kyu
    • Korean Journal of Clinical Pharmacy
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    • v.16 no.2
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    • pp.96-100
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    • 2006
  • Korea Food and Drug Administration (KFDA) has been expediting the Biological Equivalence Examination (BEE) project to encourage generic substitution without expense of inappropriate therapeutic outcome. However, little is known about which considerations are most important in making the decision to prescribe a drug among many generic drugs. The purpose of this survey was to identify how strongly the KFDA certification of BEE influenced doctors when they make a choice between brand and generics of glimepiride preparations. Telephone survey was performed towards doctors working at local clinics by using a questionnaire. Most influential factor to doctors' decision was drug cost followed by pharmaceutical representatives, therapeutic efficacy, and review guideline for reimbursement. Advertisement of the drug was the least influential followed by KFDA certification of BEE. The meaning of BEE was best understood by relatively young doctors with specialty in surgical parts. This survey result further indicated that the doctors considered the therapeutic equivalence examination a preferred measure to expedite generic substitution.

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The Suitability of the Size Classification of Dress Shirts on the Market (시판 드레스셔츠의 치수 구분 적합성)

  • Han, Eun Joo;Kweon, Soo Ae;Choi, Jong Myoung;Song, Jae Min;Lim, Bo Youn
    • Journal of the Korean Society of Clothing and Textiles
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    • v.39 no.5
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    • pp.695-702
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    • 2015
  • This study provides basic data that are helpful to prepare a sizing system for dress shirts that improves the wearer's size fitness. The 16 different parts of the dress shirts were measured for 24 pieces of dress shirts with three kinds of size (95, 100 and 105) among the eight different brands on the market. The measurement sizes of the dress shirts analyzed the accuracy of the size information, size classification by size designation, and differences of size by brand. The results of the study were: 1. The size information of dress shirts differed from customer demand. 2. The size increments between size designations differed from each other even though measurement sizes of the dress shirts increased as the size designation increase. 3. Measurement sizes of the dress shirts were different between brands even for dress shirts of the same size designation. It is necessary that manufacturers secure an accurate and standardized sizing system and provide accurate information for the measurement sizes of dress shirts on an online shopping mall.

A Study on the Color Scheme of Workstation Based on the Color Image Types (색채이미지유형에 따른 워크스테이션의 색채배색에 관한 연구)

  • Han, Hye-Sun;Park, Hyo-Chul
    • Korean Institute of Interior Design Journal
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    • v.19 no.5
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    • pp.105-112
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    • 2010
  • The purpose of this study is to suggest the color scheme based on the color image types through the color analysis of workstation furniture which is on the market. This color scheme of the workstation furniture is expected to be give the comfort to office environment when planning office. For this study, It is selected the three furniture firms that have a brand of office furniture and their web site that is showed color sample of furniture. The following researches are drawn based upon the purpose. First, the color image types of interior space is classified and the color image words that are suitable for each types is extracted based on the results of existing literature. Second, the distribution of its hue and tone is analysed after collecting the each firm's color sample of desk top, panel and chair. Third, the color image appearing in each furniture color is analysed by color image scale positioning. Forth, the color scheme of desk top, panel and chair is suggested by its color scheme palette. The result of this study is expected to help comfortable environment by providing the color scheme for selection of furniture color in work space. Not all color of each furniture is sufficient to be combined color scheme, the result is indicated that the color scheme of workstation by color image types is possible for color planning in office environment.