There have been increasing consumption of luxury fashion and recent marketing researches on luxury syndrome, trading up, etc. in mass fashion today. Historically the consumption of luxury had been concentrated on only upper class in the past. But since 20th century, the mass consumers of modern consumptive society show their interests in luxuries which had been preoccupation of few elite class. Accordingly, it can be thought that the historical review on the changes in the meaning of luxury should be necessary for a better understanding of modern luxury consumption in sociocultural context. The purpose of this study is to grasp the sociocultural meaning of luxury in modern fashion with a holistic viewpoint by examining the changes of luxury consumption in mass fashion. It will be helpful as a conceptual approach of modern luxury consumption. For this, the documentary study has been executed. It focused on since 20th century, which can be the root of mass productive and consumptive society in fashion history. The results are as follows. The luxury in court elite system before 20th century had been concentrated on few elite class exclusively but gradually began to be represented as inferior cheaper version by mass production according to their increasing interests since industrial revolution. The luxuries in elite designer system in the first half of 20th century were represented as illegal design piracy and legal genuine reproduction in spite of problems brought about between originality and copy. The concept of mass as consumer was virtually alienated in both systems. But in fashion system since the second half of 20th century, various types of consumer luxuries has appeared on account of the trading up phenomenon in drastic growth of mass culture.
The knowledge based economy requires more and more people to learn new knowledge and skills in a timely and effective manner. These needs and new technology such as computer and Internet are fueling a transition in e-learning. According to specialist's opinion, imagination experience studying is generalized, and learning environment that language barrier by studying, multi-language studying Machine that experience past things that disappear through simulation, and travel area, and experience future changed state disappears is forecasting to come. This is previewing finally that it may become future education that education and IT, element of entertainment is combined. Already, became story that argument for party satellite of e-Learning existence passes one season already. e-Learning is utilized already in all educations that we touch by effectiveness by corporation's competitive power improvement and implement of lifelong education in educational institutions through present e-Learning. It is obvious that when see from our viewpoint which is defining e-Learning by one industry and rear by application to education as well as one new growth power about these, e-Learning industry becomes very important means that can solve dilemma of growth real form. Only, special quality of digital industry that e-Learning is being same with other digital industry and repeat putting out a fire rapidly, and is repeating sudden change that these evolution is not gradual growth of accumulation and improvement of technology that is appearing consider need to. In the meantime, we need to observe about evolution of Information Technology. Because there is some scholars who e-Learning's concept foresees to evolve by u-Learning.(although, a person who see that these concept is not more in marketing terminology by some scholars' opinion is). This u-Learning's concept means e-Learning that take advantage of ubiquitous technology as Ubiquitous-Learning's curtailment speech. Ubiquitous, user means Information-Communication surrounding that can connect to network freely regardless of place without feeling network or computer. There is controversy about introduction time regarding these direction, but e-Learning is judged to evolve by u-Learning necessarily. Because keep in step and age that study all contents that learner wants under environment of 3A (any time, any whrer, any device) by individual order thoroughly is foreseen to come in ubiquitous learning environment that approach more festinately.
Purpose - This study's purpose is to investigate the market structure of the Korean duty free shop industry that has received recent attention from researchers and practitioners. By raising the question of whether or not the Korean duty free shop industry is unequivocally monopolistic, a wider viewpoint is provided. The study seeks to offer insights and managerial implications for marketers and policy makers who are in charge of regulating major Korean duty free shops. Research design, data, and methodology - The authors use secondary data from various sources, including Korea Customs Service and the Moodie Report, to investigate the structure of the duty free shop industry of Korea. Based on several theories, they present various criteria and statistical evidence such as K-firm concentration ratio, HHI, consumer substitutability, excess profit, and marketing costs. Results - In terms of consumer substitutability, it is difficult to confirm whether or not the Korean duty free shop industry is monopolistic. Notwithstanding monopoly characteristics in terms of market share, neither the company Lotte nor Shilla appear to have market dominating power. It is not easy for either of them to control prices or to achieve a much lower operational profit ratio due to a dominant bargaining power. Moreover, the license is not an economic rent. In this situation, it is not easy for these companies to obtain an excessive profit. Conclusions - Considering that most global duty free shops are trying to go upscale to improve bargaining power, it does not seem likely that rigid regulations are needed in the industry. Even though the Korean duty free industry ostensibly has a monopolistic structure, government and policy-makers should look beyond the surface. They should take global and other reasonable criteria into consideration when they establish or change regulation policies. Thorough understanding and appropriate support are needed for the Korean duty free shop industry. Additionally, duty free shops should position themselves as global companies struggling against unlimited international competition, rather than Korean domestic companies. At the same time, they need to give customers appropriate information about the benefits they provide.
On-line clothes sale are on the increase, and the returns(for replacements or refunds) of the clothes are also increasing. Many studies on off-line consumers' complaints were made before, but few studies on the returns of clothes sold on-line have been made. From this viewpoint, this study was conducted to know what effect returns of clothes sold on-line have on their brands. Therefore, this study was first focused on the factors affecting complaint acts(return intention or return acts) such as lack of information and recognition of product, delivery errors and product defects concerning on-line sales, and second investigated the changes of buyers' attitude toward the brand following the their acts of returning the buyers, and third looked into the changes of on-line buyers' attitude toward the brand. The study is carried out by subdividing the objects of the study into return action(replacement, refundment) and purchasers who experienced return intention. Such experience is demonstratively analyzed to find how it has affected the attitude toward the brand. The study comes up with the following outcomes. First, the effect factor causing complaint action(return action, return intention) on-line is shown as the lack of the information and recognition of the product. Second, it is revealed that the effect factor causing complaint(return action, return intention) does not lie in an error in delivery or a defect of a product. Third, the positive response of a brand to a return action does not raise the repurchasing intention and positive attitude of purchasers who experienced returning a product, but lowers their private complaint action intention. Fourth, the repurchase intention of purchasers who experienced return intention for the brand is lowered, but their negative attitude and private complaint action intention is not raised.
Today, the development of innovative technologies is accompanied by changes in the industrial structure and the Big Blur phenomenon, where the boundaries in various fields are blurred. The purpose of this study was to view the Big Blur phenomenon as a big paradigm shift in the 21st century and derive environmental changes and characteristics of the Korean fashion market. The research method included an analysis of the fashion brands after 2015. Through this study, we intended to establish a framework for understanding the changes in the fashion market from the perspective of Big Blur and discuss the direction of brand marketing. The research results showed the hyperlinks, connectivity, openness, homeostasis, synchronicity, mobility, interactivity, and brand experience of online and offline spaces beyond the boundaries of virtual space and offline physical spaces such as online physical and spatial viewpoints. It also showed the characteristics. The characteristics from the socio-cultural point of view were characteristic of diversity, mixture, coexistence, composability, and pluralism beyond the traditional socio-cultural and regulatory scopes. Hip hop fashion, street fashion, unisex, genderless, androgynous fashion, and kid fashion are the backbone of the Big Blur and are becoming important factors in fashion. The characteristics of the market and economic viewpoint are prosumers that play roles both as producers and consumers. It shows the extensibility of consumers as producers, the cohesiveness of producers and consumers, the cooperation, and the interconnectivity.
The cognitive ability of humans depends much on the vision. 'Vision' refers to the sense that receives stimulus of light through eyes. 'Gaze' refers to a function of a straight line that connects the central point of the pupil and a viewpoint in the external world, and, in general, it means a straight line that connects an object that is viewed and the eyes. There are active studies on the gaze in various academic circles including 'psychology' and 'cognitive linguistics.' As a method to objectively analyze the gaze, studies on 'eye tracking' are revitalized. A device for studies on eye tracking is an 'eye tracker.' As the fields of the study expand from development and analysis of Web pages to analysis of stores, methods of traffic signal processing, transport equipment, analysis of user experiences on image contents, and marketing analysis, there occurs a greater demand for a glasses eye-tracking than that for a fixed eye tracker. This study identifies the overview and characteristics of eye tracking and presents a way for spreading studies on eye tracking.
Recently social commerce has become an issue in E-commerce. It was made in purpose to seek the satisfaction of consumers plan to shop attempts to boost use of social commerce. Social commerce motives and benefits and loss factors are examined the impact of purchase satisfaction. Statistical analysis was performed using the multiple regression analysis. The results were as follows. First, economic incentives and hedonic motivations and opportunistic motivation factor had a significant effect on purchase satisfaction. Second, the benefits are psychological factors and price benefits had a significant effect on purchase satisfaction. Third, the more it feels less sense when using social commerce and economic losses, as used to feel less discomfort were higher purchase satisfaction. Finally, it was confirmed that the greater the relative benefit factors influence than the loss factor. This study is significant in that it provided meaningful data from the viewpoint of a consumer who uses social commerce sites.
Journal of Korea Society of Industrial Information Systems
/
v.8
no.4
/
pp.55-63
/
2003
The game & multimedia industry is a high-valued industry comparing to any industry. Also, it has been shown the possibility as considerably bright future industry due to a development of the Internet, an explosive growth of on-line game market, and a union with virtual reality technology Since an on-line game having a clear profit model is expanding to PC and other platform, it brings to us a large change throughout the whole game industry. In order to develop a game, we need a number of elements. A game character among them delivers to a user the overall characteristics of a game as a visual representation and makes us access to a game directly and sensuously. A game character of on-line game is considerable in an operation in the volume of initial sales from a viewpoint of marketing. In addition, it affects to secure users and be immersed in a game. In this paper, we propose a production skill of an efficient 3D game character for 3D on-line game.
Recently, 'Emotion' has attracted public attention socially and continuously in the fields such as construction, environment, design and products. Also, phenomenological concept of space through the physique in the viewpoint of the human-oriented aspect, namely, body, has been managed as a planned measure suitable for a new era and space. In this study, the author examined and analyzed the verbs and emotional vocabulary about the human body's behavior. The phenomenological space conception through body, i.e, flesh in this human centered point of view is being treated as the suitable planning measure on the new era and space. Though the epochal issue for Emotion is being attempted in many ways in various field such as product and marketing, the approach through the relationship between human and space. Therefore, we would like to see how the Emotion related to the movement that occurs in the space by analyzing the human body movement which is the subject of experiencing the space experimentally and research the characteristic of Emotion and space movement. SPSS 12.0 was used for the analysis to perform the analysis of basic statistics and Factor Analysis, and then to analyze the characteristic and emotional attribute for the experimental analysis. Comparing the activity for the 2 groups' behavior through the analyzed result with the test, active behavior was found to be higher than inactive behavior in the emotional value, and their bodies' motion showed averagely positive value in the emotional aspect; their bodies' motion was presented differently according to the attributes and amount of the people who would experience a specific space. However, the author found that affirmative and active behavior showed emotional aspect more than inactive behavior.
Local freight forwarder's circle is suffering worsening profitability and insecure employment from over-competition which caused by a saturated local logistics market. It is emerging UN procurement market for local freight forwarders. However it is needed to study on successful entry, market status and supporting measures from government and research institute. Currently there are no national research data of UN procurement market in logistics sectors but as per the writer's experience and viewpoint to UN bidding, it would seem that appropriate measures should be made such as government's enhanced support for overseas advancement, price competitiveness, building global network and development of education program for trainees associated with current overseas internship program by government.
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