• Title/Summary/Keyword: Metaverse marketing

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A study on the perception of 3D virtual fashion before and after COVID-19 using textmining

  • Cho, Hyun-Jin
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.12
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    • pp.111-119
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    • 2022
  • The purpose of this paper is to examine the change in perception of 3D virtual fashion before and after COVID-19 using big data analysis. The data collection period is from January 1, 2017, before the outbreak of COVID-19, to October 30, 2022, after the outbreak. Big data was collected for key words related to 3D virtual fashion extracted from social media such as Naver, Daum, Google, and YouTube using Textom. After the collected words were refined, word cloud, word frequency, connection centrality, network visualization, and CONCOR analysis were performed. As a result of extracting and analyzing 32,461 words with 3D virtual fashion as a keyword, the frequency and centrality of fashion, virtual, and technology appeared the highest, and the frequency of appearance of digital, design, clothing, utilization, and manufacturing was also high. Through this, it was found that 3D virtual fashion is being used throughout the industry along with the development of technology. In particular, the key words that stand out the most after COVID-19 are metaverse and 3D education, which are in high demand in the fashion industry.

Comparison of Characteristics of Meta-Fashion and Real Fashion to Predict the Expansion and Direction of the Meta-Fashion Market -Focused on Gen Z Creators' ZEPETO Studios and Online Shops- (메타패션 시장 확장을 위한 메타패션과 실제패션 특성 비교와 그 방향성 예측 -Z세대 크리에이터의 제페토 스튜디오와 온라인 쇼핑몰을 중심으로-)

  • Yoojeong Park;Yoon Kyung Lee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.48 no.1
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    • pp.50-65
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    • 2024
  • By analyzing the style of creator avatars in the world of Metaverse, which is emerging as a fourth-generation social media platform, this study aims to identify the meta-fashion tastes of Generation Z (Gen Z) creators (born in the late 2010s and early 2020s) and to analyze the extent to which current trends in the fashion market are influencing meta-fashion. The research method uses a case study to compare meta-fashion and current fashion trends. First, five Gen Z fashion creators on ZEPETO were selected to analyze the meta-fashion styles presented by this group. In the end, a total of 100 fashion styles were analyzed by combining 50 items each from the current meta-fashion and real fashion trends. The fashion styles were found to be hip-hop, easy-casual, punk, lovely feminine, and sexy, and the main fashion items were analyzed as jeans, hip-hop style pants, sneakers, tight crop tops, dresses, tattoos, chain accessories, and dyeing. Meta-fashion is the emergence of items similar in shape to those popular in the current fashion market, but are more exaggerated or show off the human body than actual fashion items.

A Study on the Digital robot utilization for implementation Augmented Reality of Interactive Advertisement (양방향 광고의 증강현실 구현을 위한 디지털로봇 활용 연구)

  • Choi, Chi Kwon;Um, Ki Joon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.3
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    • pp.159-168
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    • 2010
  • Developments and changes in digital environment based on computer technologies and internet networks enabled us interactive communication for planning and execution through the freedom of 'connection', 'sharing', and 'conversion'. The subject of this study, interactive commercial, might be the core of success based on creation which stems from communication design, revolution in design and technology, and conversion. Communication in modern economy is not optional, but essential. Furthermore, like evolution process up to Augmented Reality from developments of mobile communication technology, or concept in paradigm change, digital interactive commercial means the core of success, not a part of it. Therefore, in order to achieve success in the global competition structure, mobile communication design, revolution, and creation which produce added value shall be working as a base. In order to reach effective communication process performance of interactive commercial media, this study would like to propose building a media commercial system which is realized by human senses. Using this, standardized methods for interactive commercial which can be used together with augmented reality based on digital technology, and for using digital robot contents are available, along with methodology system of their use. In addition, the ultimate goal of this study aims to discover new factors through reorganization of precedent analysis and adaptation based on academic achievement and practical application. And thus, it wants to contribute to practical use of interactive commercial out of augmented reality-based communication in which technology, marketing, and design are integrated to be used in real sense.

Comparative research on the preferences and choices of distribution channels depending on the consumption characteristics on fashion consumer - Focused on active Korean and Chinese seniors - (패션 소비자의 유통채널 선호 및 소비 특성에 따른 유통채널 선택에 관한 비교연구 - 한·중 액티브 시니어 비교를 중심으로 -)

  • Sang In Lee;Jihun Yu
    • The Research Journal of the Costume Culture
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    • v.31 no.3
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    • pp.361-378
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    • 2023
  • This research not only determined the preference of fashion brand distribution channels of active Korean and Chinese seniors who became major consumers in the fashion industry, but also analyzed the effect on these preferences and choices of distribution channels depending on personal consumption characteristics and differences between the two groups. Data was collected by a professional survey firm. SPSS 24.0 and AMOS 24.0 were used for empirical analysis, and frequency analysis, multiple response analysis, EFA, reliability analysis, CFA, SEM, and multiple-group comparison analysis were performed. As a result of multiple response analysis, the offline channel was revealed as the preferred fashion distribution channel for active Korean and Chinese seniors; the second most popular was the online channel. The results of multiple-group comparison analysis reveal differences between two groups in seeking emotional consumption via the offline channel; the effect was only evident for active Korean seniors. A difference in seeking emotional consumption via preference for online channel also existed, but only for active Chinese seniors. For these reasons, marketers targeting active Korean seniors will be effective to not only offer brand information by fashion display to let seniors understand the fashion brand, but also to have brand events to form positive emotions toward the fashion brand. Moreover, targeting active Chinese seniors will be necessary to transmit brand sensibility by utilizing metaverse marketing comprising various factors, so that consumers can enjoy the fashion brand.