• 제목/요약/키워드: Item Creation

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ICT 발전과 패션산업에서의 고객 참여 (ICT Development and Customer Participation in Fashion Industry)

  • 김윤정;나종연;이유리
    • 한국의류산업학회지
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    • 제17권6호
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    • pp.907-918
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    • 2015
  • With the pervasiveness of digital environment and expansion of new media, ICT (Information and Communication Technology) leads the role of consumer to change from a passive customer into an active co-producer. As customer participation in the fashion industry increases, this study attempts to explore the cases of customer participation as a co-producer in fashion industry through analyzing business models of companies, including Threadless, Blank label, Cut on Your Bias, Acustom Apparel, Thinkgivers. The results show that customer participation is mainly facilitated through design participation in fashion industry, with different level of participation and IT as well as different contribution target. Compared to the past, consumer’s preference is reflected through participation before the stage of production. Results indicate three main characteristics of customer participation in fashion industry. First, value co-creations using customer experiences and understanding customer needs are important. Second, active online communication among customers are critical. Third, it is important to ensure customer’s own item. From a customer perspective, participation enables them to purchase their own distinctive product and offers exciting experience and satisfaction over the production processes, and compensation can be used to increase customer participation. On the other hand, companies using customer participation can take advantage of cost reduction in product development, inventory, and marketing. Customer participation, as a win-win strategy for business and consumer, is expected to expand further in the future with the development of ICT.

패션문화상품 개발을 위한 전통 여성 수식의 디자인 선호도 연구 (A Study on Design Preference about Traditional Feminine Head Ornament for Development of Fashion Cultural Products)

  • 권진;김선영
    • 복식
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    • 제62권4호
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    • pp.69-80
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    • 2012
  • This research aims at the contribution to globalize and modernize the traditional Korean image by comprehending the taste of design that domestic college students have for traditional feminine head ornaments and subsequently elaborate the development of cultural products that are related to these decorative objects. In regards to this research method, the examination on the traditional feminine ornaments was followed through a review of literature and precedent studies and a survey was conducted on the preference about them. After the adoption of final valid responses, an analytical method, PASW 18.0, was used for frequency analysis, technical analysis, reliability, and regression analysis. The results were as follows. First, in the category of tendency analysis for the application of traditional feminine headpiece in fashion cultural products, it was revealed that a taste for the design that meet the satisfaction for both trend and practicability was prominently prevalent. Also, the design that express the individual characteristic was taken as a preferred option. Second, in the preference for the design of traditional feminine headpieces in fashion cultural products, the result indicated that the modern type was preferred in the form of re-creation as long as those products deform the tradition. As for the selective taste for patterns, their preference came in the order of plant, animal, and geometry-abstract types. Especially, for the case of plant and animal patterns, the reinterpreted design of modernized shapes were opted rather than a simply recopied format of the conventional type of the feminist head ornament. Third, for the category of item selection to apply the feminine head ornament in order to design the fashion cultural products, it turned out that people preferred the application to accessory rather than clothing. Lastly, it was found that rarity, harmony with other fashion goods, pattern, and design should be considered when the traditional motif was used for cultural products.

FRBR에 의한 국제표준번호들의 저작개념 분석 (Comparative Analysis between Concepts of 'work' in ERBR and in International Standard Numbers)

  • 김정현
    • 한국도서관정보학회지
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    • 제35권1호
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    • pp.215-235
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    • 2004
  • 본 연구는 FRBR과 국제표준번호들의 특성을 분석한 후 저작, 표현형, 구현형, 개별자료의 4개 개체로 구조화되어 있는 FRBR의 저작개념을 토대로 국제표준번호들의 식별대상을 비교 분석하였으며, 분석결과를 요약하면 아래와 같다. 첫째 ISBN, ISSN, ISMN은 물리적 존재가 전제되어 있는 구현형을 대상으로 식별하고 있으며, IARN ISRC ISAN은 물리적 매체 대신에 기록내용을 전제로 하고 있는 표현형을 대상으로 식별하고 있다. 그리고 ISWC와 ISTC는 어떤 형식이나 수단으로 표현하기 이전의 작품을 전재로 하고 있는 저작을 대상으로 식별하고 있다. 둘째, FRBR의 포괄적인 '저작' 개념에 가장 부합하고 있는 것은 ISWC와 ISTC라고 할 수 있지만, 이들의 구체적인 저작개념의 규정을 분석해 보면 국제표준번호들의 저작개념이 기본적으로 작품의 창작성을 식별하기 위한 기능을 수행하는 반면, FRBR은 의미내용에 중점을 두고 있는 것과 같은 미묘한 차이점이 있다.

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데이타마이닝을 이용(利用)한 CRM 사례연구(事例硏究) - A 패션기업(企業)을 중심(中心)으로 - (A CRM Study on the Using of Data Mining - Focusing on the "A" Fashion Company -)

  • 이유순
    • 패션비즈니스
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    • 제6권5호
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    • pp.136-150
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    • 2002
  • In this study, we proposed a method to be standing customers as the supporting system for the improvement of fashion garment industry which was the marginal growth getting into full maturity of market. As for the customer creation method of Fashion garment company is developing a marketing program to be standing customer as customer scoring to estimate a existing customer‘s buying power, and figure out minimum fixed sales of company to use a future purchasing predict. This study was a result of data from total sixty thousands data to be created for the 11 months from september. 2000 to July. 2001. The data is part of which the company leading the Korean fashion garment industry has a lot of a customer purchasing history data. But this study used only 48,845 refined purchased data to discriminate from sixty thousands data and 21,496 customer case with the exception of overlapping purchased data among of those. The software used to handle sixty thousands data was SAS e-miner. As the analysis process is put in to operation the analysis of the purchasing customer’s profile firstly, and the second come into basket analysis to consider the buying associations for Association goods, the third estimate the customer grade of Customer loyalty by 3 ways of logit regression analysis, decision tree, Artificial Neural Network. The result suggested a method to be estimate the customer loyalty as 3 independent variables, 2 coefficients. The 3 independent variables are total purchasing amount, purchasing items per one purchase, payment amount by one purchasing item. The 2 coefficients are royal and normal for customer segmentation. The result was that this model use a logit regression analysis was valid as the method to be estimate the customer loyalty.

농촌지역 마을의 개발수요에 관한 연구 -농촌마을종합개발사업 예비계획서 분석을 통해- (A Study on the Demand of Development in the Villages of Rural Areas - Focused on the Analysis of Preliminary Plans about Rural Community Development Project -)

  • 조원석;유영모
    • 한국농촌건축학회논문집
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    • 제13권3호
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    • pp.21-28
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    • 2011
  • This paper was able to indicate to the results the following thing that attempted a required potential development demand, through the contents and cost analysis in Rural Community Development Project. Nowadays, Rural Areas comparatively have a lot of development demands related to improvements environmental of residence life and construction of Urban-Rural Exchange Facility, on the other and, there is comparatively a few facilities demands regarding agriculture production. Demand is cold storage facilities and agricultural products direct sale facilities expansion to be able to raise value added of agricultural products as facilities related comparatively a little agriculture production, and an improvement of residence life comparatively has a lot of repair environmental uninhabited house repair, river-front and the roadside, rest shelter creation demands. However, that should be forecasted so that aging of rural, population decrease and development demand is caused by a lot of issues such as maintenances operation of many Urban-Rural Exchange Facilities and a similar program and content has a lot of them in bilateral adjacent zones. Therefore, in the future plan shall attempt efficiency operating facilities and a program through characterization and network of zone so that facilities and program can have complementary relation in the adjacent zones. And item development and an investor are necessary regarding new labor force supply for continuous value maintenance of space and returning to the farm that there were the reverse agriculture production and Amenity which are an rural village. Furthermore, developmental plan of rural village is necessary through the demand analyses that a citizen wishing for things.

대장금(大長今)' 관련 기록의 현대적 수용 - 문화콘텐츠로의 생성과 전개 양상 분석 - (The related record about 'Daejanggeum' and its modern acceptance)

  • 남은경
    • 동양고전연구
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    • 제43호
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    • pp.33-64
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    • 2011
  • 2003년 텔레비전 사극(史劇)으로 방영된 드라마 <대장금(大長今)>은 원래 조선조 "중종실록(中宗實錄)"에 등장하는 궁중 여의(女醫)에 관한 단편적 역사기록을 토대로 만들어낸 이야기이다. 허구와 역사적 사실을 결합해 만들어낸 사극 <대장금>은 엄청난 인기를 끌면서 방송 드라마로만 끝나지 않고, 소설과 뮤지컬, 그리고 어린이용 애니메이션으로 재탄생하였다. 또한 드라마 촬영 장소는 테마파크로 만들어져 관광객을 유치하였고, '대장금'이란 이름은 각종 상품명으로 쓰이며 엄청난 부가가치를 창출해내었다. 무엇보다 이 드라마는 해외에도 수출되어 한류(韓流) 드라마의 대표작이 되었다. 이렇듯 <대장금>은 과거의 고전 자료가 다양한 현대적 문화콘텐츠로 활용되어 성공할 수 있음을 증명한 대표적인 작품이라 할 수 있다. <대장금>의 성공 원인을 분석해보면 현대적인 새로운 여성인물을 창조해내었고, 웰빙을 추구하는 시대 흐름에 맞는 소재의 선택, 기존 사극과는 스토리 전개로 드라마 시나리오가 매우 탄탄했다는 점을 들 수 있다. 또한 드라마 방영 전부터 '원소스멀티뉴즈(one source multi use)'의 방식을 활용하여 다양한 문화콘텐츠들을 제작해낼 준비를 함께 했다는 점이 주목된다. 이러한 대장금의 성공은 우리 고전 연구자에게 '고전의 현대적 수용'이라는 측면에서 시사하는 바 크다.

작업치료 전공 대학생의 성격과 감각처리가 대학생활 적응에 미치는 영향 (Effects of Personality and Sensory Processing on College Life Adaptation in Students Majoring in Occupational Therapy)

  • 이춘엽;정남해
    • 대한통합의학회지
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    • 제11권4호
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    • pp.237-246
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    • 2023
  • Purpose : This study investigated the effects of personality and sensory processing on college life adaptation in students majoring in occupational therapy. Methods : We conducted a survey study on 251 college students from March to May 2023. Personality, sensory processing, and college life adaptation were measured through the international personality item pool, adolescent/adult sensory profile, and student adaptation to college questionnaire, respectively. The general characteristics of students were analyzed using frequency analysis, and differences in college life adaptation and sensory processing characteristics were analyzed using independent t-tests and one-way ANOVA. The relationship between personality, sensory processing, and college life adaptation scores was analyzed using Pearson correlation analysis. The impact of personality and sensory processing on college life adaptation was analyzed using multivariate regression analysis using SPSS 25.0. Results : Correlations of all five personality factors, except openness to experience, were observed with students' college life adaptation. According to sensory processing characteristics, differences in college life adaption showed significant differences in sensory avoidance, poor registration, and sensory sensitivity. The variance of college life adaptation explained by each factor (based on R2) were 46% by personality and 26% by sensory processing. Among personality traits, neuroticism had a negative effect on college life adaptation, agreeableness and extroversion had positive effects, and low registration during sensory processing had a negative effect. Conclusion : This study suggests the provision of various activities and creation of an environment for college students with low sensory registration and neurotic traits to encourage positive changes. The results can be used to design a program that helps college students adapt to occupational therapy majors.

Web3 Business Model Innovation Approach and Cases of Korean Game Giants

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권1호
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    • pp.241-252
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    • 2024
  • We analyze the types of Web3 business model innovation (BMI) of the six major Korean game companies by market size. As a result of the analysis, Nexon is watched as the adapter. It introduces blockchain (BC) layer 2, 'Polygon' to the extended ecosystem such as the creator's secondary creation, item utility, and compensation experience using the existing core intellectual property (IP). KakaoGames and Neowiz are watched as the adventurers. KakaoGames introduces BC layer 2, 'Polygon' and 'Near Protocol' to various experiments using tokenomics models in casual games and massively multiplayer online role-playing games (MMORPGs) using several existing popular IPs. Neowiz also introduces BC layer 2, 'Polygon' and 'Avalanche' to the IntellaX platform using existing game IPs. As the reinventor, Netmable positions as a game publisher that releases third-party games based on multi-chain infrastructure such as Klaytn, BNB Chain, Near Protocol, Aptos Foundation, and introduces BC to new core IPs. Finally, there are Wemade and Com2us as the mavericks. They aim to be the Web3 platform operators that create a BC layer 1 ecosystem and provide services that encompass BC games, GameFi, and non-fungible tokens (NFTs). Here are the implications of the four types of BMI. In terms of infrastructure, Nexon, KakaoGames, and Neowiz try to introduce a part of cross-chain, whereas Netmable tries to move toward a complete multi-chain strategy, and Wemade and Com2us also try to consider multi-chain, even if they have the full BC introduction. In terms of defending against market decline, Nexon and Netmable have a different position. Nexon which has a greater market dominance, only tries to continuously experiment, but Netmable is aggressively focusing on monetizing new products. Attacks on growth aspirations also show two different positions. KakaoGames and Neowiz only try to aggressively explore, while WeMade and Com2us try to set new standards for industrial innovation.

디지털 아카이브 구축을 위한 공개 소프트웨어 사용성 평가 (Usability Testing of Open Source Software for Digital Archiving)

  • 전경선;장윤금
    • 한국문헌정보학회지
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    • 제52권3호
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    • pp.247-271
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    • 2018
  • 본 연구는 도서관, 기록관, 박물관 등 전문적인 기관에서 기록물을 보존하고 관리하는 중앙 집중식 디지털 아카이브 구축방식과는 달리, 예산과 전문 인력이 부족한 민간 아카이브 또는 일반 개인의 디지털 아카이브 구축을 위한 공개 소프트웨어의 활용 가능성을 조사하고자 하였다. 이를 위해 공개 소프트웨어 세 가지 AtoM, ArchivesSpace, Omeka를 제안하고, 공개 소프트웨어에 대한 경험이 없는 구축자와 이용자를 대상으로 사용성 평가를 실시하였다. 평가결과, AtoM은 기록관리시스템과 서비스를 제공하기 위해 개발된 시스템으로 구축자와 이용자 모두 만족도가 높게 나타났으나, ArchivesSpace는 기록물 입력 필수 항목이 많고, 이미지 객체가 검색 화면에 제공되지 않는 등 구축자와 이용자 모두 불편하다고 응답하였다. Omeka는 아이템 레벨만 간단히 입력하여도 아카이브 구축이 가능하여 구축자 만족도는 높게 나타났으나, 검색 서비스를 고려하지 않은 전시 기능 중심 시스템으로 이용자 만족도는 낮게 나타났다. 이러한 평가 결과를 기반으로 소규모 기관이나 일반 개인이 공개 소프트웨어를 선정하고자 할 때 고려해야 하는 선정 기준을 목적, 라이선스, 구축 환경, 기능, 메타데이터, 상호운용성 등의 항목으로 제안하였다.

현대 서양복식에 나타난 이국취향 (Exoticism)에 관한 연구 -1980년대 중반~1991년의 서양복식을 중심으로- (The Study of Exoticism in Western Costume)

  • 송명진;양숙희
    • 복식
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    • 제18권
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    • pp.291-306
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    • 1992
  • From the mid-1980s '91s, remarkable Ethnicism and Primitivism in the Europe fashion trend could be represented as an exotic taste longing for secenery and emotion of non-europe area in the West. These phenomenon could be found out in connection with Acculturation, which means when two different cultures or more were contacted they were identified or merged in process of diffusion and change of them. This point of view was the culture anthropologic one that make a comparison and analysis of sameness and difference between cultures. The purpose of this study was to illuminate exotic taste represented in costume in the cluture-anthroplogic aspect, to compare with beauty of costume that each culture of costume and the meaning of the times due to those differences. an aspect of the exotic taste and character in the western costume that was inspected by dividing into 'Primitivism', 'Oriental element' and 'the element of a national costume in the East European bloc ' were as follows; First, Primitivism had something in common with what was pursued in the trend of Modern Art, through the late 19th century to the early 20th century. In fashion fettered by technique, the creation expressed in a free was and showed simple beauty of costume. At the same time, pure emotion expression, creative power and witty strong expression give the cognition of transcendency breaking the routine and the cognition of complexity of an included conception. Those are garments showing not only the primitive thought and mysticism but a fancy, an abstraction, and a life. Colors and accessaries which described nature and matched simple costume composition to the expression of various material or patterns transmitted the image of the primitive strongly. Second, "Drental element" which had an effect on western custome historically in a long time had outstanding luxurios adornmental beauty of custome. Extending from the Arab stated India, China, Korea, Japan, each national costume with a gay national culture became one of motif. Various ornamental factors expressed on Trapez Line, Sime Line and Drape, or Raied style, which did not restrict the body. Those were not only functional Easy Look, but were also satisfying human's ornamental desire. Third, national factors in the East European bloc are theme that begins to be embossed in the late 80's. In view of a political change and cultural situation with a double character of Europe and Orient, it was estimated that national factors have great importance in fashion. Item concerned with new concern appeared at Autumn & Winter collection. It shows elegant and graceful beauty of costume by adding a fur or jewel to simple form. These national factors in the East European bloc are simple form, but shows the difference in more cubic formation than form expressed in Primitivism or Oriental factors Exotic taste appeared form 80's to 91's, is thought to create an forgotten romantic emotion and traditional fashion

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