• Title/Summary/Keyword: Men of digital generation

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Intention to Return to Online Shopping Malls by Men of Digital Generation (디지털세대 남성의 인터넷 쇼핑행동에 관한 연구)

  • Sung, Hee-Won;Jeon, Yang-Jin
    • Journal of the Korean Society of Clothing and Textiles
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    • v.30 no.11 s.158
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    • pp.1618-1625
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    • 2006
  • The purposes of this study were 1) to identify dimensions of fashion lifestyles of men of digital generation and online shopping mall service attributes, and 2) to find factors affecting general satisfaction and intention to purchase at online shopping malls. Data were obtained from 632 men aged between 15 and 39 who were using the internet. Fashion lifestyles produced five factors, fashion leadership, shopping enjoyment, brand pursuit, personality pursuit, and practicality pursuit. Internet service attributes included three factors, check-out service, after delivery service, and product presentation service. Significant determinants of general satisfaction were after delivery service, check-out service, product presentation service, and purchase experience in order. For intention to buy, after delivery service, check-out service, product presentation service, purchase experience, practicality, and household income level in order were significant. Finally, general satisfaction of purchase was a useful determinant of intention to buy. Implications were given for improving internet shopping mall services from the perspective of online fashion mall marketers.

A Study of Digital Hanbok Design: focuse on Online Games (디지털 한복 디자인 연구: 온라인게임을 중심으로)

  • Cho, Du Na
    • Human Ecology Research
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    • v.56 no.2
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    • pp.195-203
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    • 2018
  • Online game digital hanbok has an aesthetic value in a digital culture and is useful for developing a digital hanbok design for online games as well as other industries. This thesis analyzes its attire and design composition elements to design a 3D digital hanbok by utilizing its formative characteristics. The literature review defines them as transmutability, virtuality, fictionality, reality and playfulness based on the characteristics of digital media, late digital generation and online games. We analyzed 471 images from 50 online games. Sonmaep was used for making 3D digital hanboks. Its attire was grouped into jogori pants, jogori chima, po and armor. Its design composition elements were classified as pleat, layering mu or hemline, mu sub gyeopmagi mitbadae, vent, git dongjung and decoration elements. The results feature 8 digital hanbok designs. Reality designs are replicas of jogori daegugo for men and po for women in the period of the Three States. Virtuality designs are slightly changed shapes of yoseoncheolrik for men and white jogori yellow chima for women in the Koryo Dynasty. Fictionality designs are casual fusion armors for men and women as a hyperbolic form. Playfulness designs are doll costumes for men and jogori chima for women as a kitsch and childish style. The concept of online game digital hanbok escapes from conceptual limitations of traditional hanboks. This result can be used for designing digital hanbok contents in various industrial parts.

A Survey on the Athleisure Wear Wearing Condition of Korean Men in Their 20s and 30s (국내 20, 30대 남성의 애슬레저웨어 착용실태조사)

  • Eun-Kyong Kim
    • Journal of the Korea Fashion and Costume Design Association
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    • v.26 no.1
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    • pp.45-60
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    • 2024
  • This study analyzes the athleisure wear purchase status, wearing conditions, and design preferences of men in their 20s and 30s and provides basic data for the development of men's athleisure wear that reflects consumer preferences. An online survey was conducted on 200 men from August 23 to August 27, 2023. The questionnaire consisted of a total of 48 questions, including 8 questions about the respondent's general information, 19 questions about the purchase status of athleisure wear, 6 questions about the status of wearing athleisure wear, and 15 questions about athleisure wear design preferences. The survey results are as follows. The most common motive for exercise participation was 'maintaining health.' 'Nike' was the most preferred and purchased brand among athleisure wear brands, and the main place of purchase of athleisure wear was 'Internet and mobile shopping malls', reflecting the recent purchasing trend of the MZ generation. When purchasing athleisure wear, the most common selection criterion was 'design', followed by 'fitting comfort', 'possibility to use as daily wear', and 'price'. The most common route to obtain purchase information was 'Internet search', and the 'overall satisfaction' with athleisure wear was found to be satisfactory with an average of 3.83. The most common reason for wearing athleisure wear was 'because it is comfortable to do activities', followed by 'because it can be used as everyday wear'. Lastly, 'black', 'short-sleeved t-shirt', 'short length' sleeve, 'round neckline', 'waist length', and 'relaxed loose fit' were preferred for the top design, and 'black', 'shorts', 'full elastic type' waistband, 'regular fit that fits the body well' were preferred for the bottom design.

A Study on Spatial Application of Digital Modulation Patterns - Focusing on generating digital patterns - (디지털 패턴의 생성과 공간적용방법 연구 - 디지털패턴의 생성을 중심으로 -)

  • Park, Jeong-Joo
    • Korean Institute of Interior Design Journal
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    • v.19 no.6
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    • pp.100-111
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    • 2010
  • 'Pattern' is the term that is frequently used in the aspects of history, society, and science. It always appears in the remains or relics of the age of civilization when recording was started, and its evaluation and value differ by time. Patterns in the ancient civilization were symbolic, social, and spatially crucial. However, after the modernization, they were considered to be immoral and unnecessary, so the range of their significance came to reduce. Due to the development of science, ornament patterns lost the limitation of its range of use along with new interpretation of them. Especially with the advent of new scientific theories such as the evolution theory from the biological aspect, quantum mechanics, and super string theory, morphological possibilities more than the human scale perceived by men came to be discovered. Living organisms maintain their lives through patterns, structures, and processes in order to produce a system alive. Among them, patterns are the organization of relations determining the characteristics of the system. The present patterns may correspond to this meaning. The pattern in a space is the matter of how to relate the components after all. In a space, however, there are numerous components mingled with one another. If these tasks are conducted as analogue work, it will take a lot of time and effort. However, if digital media are utilized to perform the tasks like analysis, generation, or fabrication, it will produce a result with higher precision and efficiency. In this sense, parametric modeling is quite useful media. Opening morphological variation, it realizes more possibilities, connects conveniently the relations between complex components composing a space, and helps produce creative patterns.

Cultural Differences of Choice on Interaction Problem (인터랙션 문제에 대한 선택의 문화적 차이)

  • Yeoun, Myeong-Heum
    • Science of Emotion and Sensibility
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    • v.13 no.4
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    • pp.711-720
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    • 2010
  • This study is aimed to compare choices on interaction problems, and to consider the reason of the choices. It was expected that the interaction problems are influenced from national culture, age, gender and so on. The first interaction problem in this study is default answer button when user operates to delete all messages on SMS in-box. Second one is action when pop-p window warning dangerousness of install showed on web browsing. The third one is type(analog/digital) and information expression of control panel on soup maker. 639 Korean data and 784 data from China, Japan and the Netherlands are analyzed through cross-tabulation and chi-square test. In the results, many Japanese choose 'No' answer at SMS delete problem, while many Dutch choose 'Yes'. The result suggests that uncertainty avoidance effect on interaction problems. On warning pop-up, Younger generation and men choose actively 'install' than older one and women. On type of control panel, Dutch subjects preferred analog type than other countries' subjects. On expression of control panel, older generation and individualistic subjects relatively preferred text style than other style.

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How Short-form Videos Influence Customer Intention Toward Fashion Product Purchase and e-WOM - Focusing on Generation Z - (숏폼 비디오 콘텐츠의 특성이 패션 제품 온라인 구전의도 및 구매의도에 미치는 영향 - Z 세대를 중심으로 -)

  • Jiyeong Park;Eunju Ko
    • Fashion & Textile Research Journal
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    • v.25 no.6
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    • pp.690-703
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    • 2023
  • With the emergence of digitalization and environmental changes, such as those caused by COVID-19 and high-speed networks, online video platforms have changed how people communicate and created new marketing opportunities. The unique characteristics of mobile short-form videos are causing more people to consume and produce diverse content in the digital environment. The study focuses on two story types (product essential and relative information) to examine the effectiveness of short-form videos for fashion marketing. This study verified the influence of the common traits of short-form video content (informativeness, expertise, familiarity, and playfulness) on fun, e-WOM, and purchase intention and the mediation effect of fun using video samples categorized by story type. In this study, 300 Gen Z men and women responded to a survey after watching a 30-second short-form video sample. All the traits of short-form video content were found to have a positive effect on fun. Moreover, all the traits excluding playfulness had a positive effect on e-WOM and purchase intention as well. Fun had a positive effect on both e-WOM and purchase intention as well as a partial mediating effect. These findings are expected to provide insight and reference for planning short-form video marketing from the perspective of the fashion industry.

A Study on the Consumption Value and Clothing Pursuit Benefits of Genderless Fashion based on Gender Identity (젠더정체성에 따른 젠더리스패션의 소비가치 및 의복추구혜택에 관한 연구)

  • Hyun Ji Lee
    • Fashion & Textile Research Journal
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    • v.25 no.4
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    • pp.460-471
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    • 2023
  • This study aimed to analyze the consumption value and clothing pursuit benefits of genderless fashion based on gender identity. The study questionnaire was distributed to and collected from men and women in their 20s and 30s living in Seoul City and the Gyeonggi province. The collected data were analyzed by using Cronbachs α, factor analysis, K-means group classification analysis, and ANOVA. The study results were as follows. First, gender identity was categorized into three groups: the genderless group, the traditional gender rejection group, and the traditional gender acceptance group. Therefore, it is necessary to subdivide gender identity rather than acceptance and rejection of traditional gender roles. Second, an analysis of consumption value based on gender identity showed significant differences in terms of fashion value and expressive value. Therefore, it is important to establish a differentiated strategy based on the relevant gender identity group when establishing genderless fashion design or marketing strategy. Finally, the study results showed that clothing pursuit benefits based on gender identity, there was a significant difference in terms of individuality pursuit, deviation from the norm, and fashion pursuit. In particular, since the genderless phenomenon agrees with the characteristics of the MZ generation, it will be necessary to share brand information or product information through digital media or to utilize a sharing culture-that is, 'meaning out' tendency and 'flex culture' (i.e., conspicuous consumption).

KOMUChat: Korean Online Community Dialogue Dataset for AI Learning (KOMUChat : 인공지능 학습을 위한 온라인 커뮤니티 대화 데이터셋 연구)

  • YongSang Yoo;MinHwa Jung;SeungMin Lee;Min Song
    • Journal of Intelligence and Information Systems
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    • v.29 no.2
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    • pp.219-240
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    • 2023
  • Conversational AI which allows users to interact with satisfaction is a long-standing research topic. To develop conversational AI, it is necessary to build training data that reflects real conversations between people, but current Korean datasets are not in question-answer format or use honorifics, making it difficult for users to feel closeness. In this paper, we propose a conversation dataset (KOMUChat) consisting of 30,767 question-answer sentence pairs collected from online communities. The question-answer pairs were collected from post titles and first comments of love and relationship counsel boards used by men and women. In addition, we removed abuse records through automatic and manual cleansing to build high quality dataset. To verify the validity of KOMUChat, we compared and analyzed the result of generative language model learning KOMUChat and benchmark dataset. The results showed that our dataset outperformed the benchmark dataset in terms of answer appropriateness, user satisfaction, and fulfillment of conversational AI goals. The dataset is the largest open-source single turn text data presented so far and it has the significance of building a more friendly Korean dataset by reflecting the text styles of the online community.