• 제목/요약/키워드: Men of digital generation

검색결과 8건 처리시간 0.024초

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

  • 성희원;전양진
    • 한국의류학회지
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    • 제30권11호
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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.

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

  • 조두나
    • Human Ecology Research
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    • 제56권2호
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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.

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

  • 김은경
    • 한국의상디자인학회지
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    • 제26권1호
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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.

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

  • 박정주
    • 한국실내디자인학회논문집
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    • 제19권6호
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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.

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

  • 연명흠
    • 감성과학
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    • 제13권4호
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    • pp.711-720
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    • 2010
  • 이 연구는 인터랙션 선택 문제에서 국가(문화), 세대, 성별, 개인주의-집단주의 등의 변수에 따라 선택에 차이가 발생하는지를 파악하고, 나아가 그 차이의 원인을 고찰하고자 한 연구이다. 본 설문에서 조사한 인터랙션 선택문제는 휴대전화 SMS보관함의 삭제버튼을 눌렀을 때의 화면디자인, 소프트웨어 설치의 위험성을 경고하는 인터넷 경고창에 대한 대응, 수프 메이커 컨트롤패널의 유형 및 정보표현방식 선택으로 구성되었다. 한국인 639명을 조사한 1차조사와 중국, 일본, 네덜란드인 총 784명을 조사한 2차조사 데이터를 토대로, 교차분석 및 카이검정을 실시하였다. 그 결과 휴대전화 SMS보관함 삭제문제에서는 일본인은 '아니오'를 네덜란드인은 '예'를 더 많이 선택해, 불확실성 회피 성향이 인터랙션 선택문제에 영향을 미침을 시사했다. 인터넷 경고창 문제에서는 나이든 세대에 비해 젊은 세대가, 여성에 비해 남성이 적극적으로 설치하는 경향을 보였다. 컨트롤패널의 유형 선택에서 네덜란드인은 디지털형보다 아날로그형을 상대적으로 더 선호했다. 컨트롤패널의 정보표현방식 선택에서는 나이든 세대일수록, 또한 개인주의일수록 문자표현을 상대적으로 더 선호했다. 여러 변인들 중 국가(문화)가 가장 큰 차이를 보여 가장 의미있는 변수임을 확인하였다.

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

  • 박지영;고은주
    • 한국의류산업학회지
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    • 제25권6호
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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.

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

  • 이현지
    • 한국의류산업학회지
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    • 제25권4호
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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 : 인공지능 학습을 위한 온라인 커뮤니티 대화 데이터셋 연구 (KOMUChat: Korean Online Community Dialogue Dataset for AI Learning)

  • 유용상;정민화;이승민;송민
    • 지능정보연구
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    • 제29권2호
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    • pp.219-240
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    • 2023
  • 사용자가 만족감을 느끼며 상호작용할 수 있는 대화형 인공지능을 개발하기 위한 노력이 이어지고 있다. 대화형 인공지능 개발을 위해서는 사람들의 실제 대화를 반영한 학습 데이터를 구축하는 것이 필요하지만, 기존 데이터셋은 질문-답변 형식이 아니거나 존대어를 사용하여 사용자가 친근감을 느끼기 어려운 문체로 구성되어 있다. 이에 본 논문은 온라인 커뮤니티에서 수집한 30,767개의 질문-답변 문장 쌍으로 구성된 대화 데이터셋(KOMUChat)을 구축하여 제안한다. 본 데이터셋은 각각 남성, 여성이 주로 이용하는 연애상담 게시판의 게시물 제목과 첫 번째 댓글을 질문-답변으로 수집하였다. 또한, 자동 및 수동 정제 과정을 통해 혐오 데이터 등을 제거하여 양질의 데이터셋을 구축하였다. KOMUChat의 타당성을 검증하기 위해 언어 모델에 본 데이터셋과 벤치마크 데이터셋을 각각 학습시켜 비교분석하였다. 그 결과 답변의 적절성, 사용자의 만족감, 대화형 인공지능의 목적 달성 여부에서 KOMUChat이 벤치마크 데이터셋의 평가 점수를 상회했다. 본 연구는 지금까지 제시된 오픈소스 싱글턴 대화형 텍스트 데이터셋 중 가장 대규모의 데이터이며 커뮤니티 별 텍스트 특성을 반영하여 보다 친근감있는 한국어 데이터셋을 구축하였다는 의의를 가진다.