• Title/Summary/Keyword: New Product Strategy

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A Study on Space Practice Based on the Discussion about Social Space (사회적 공간 담론에 기초한 공간실천 연구)

  • Song, Young-Min
    • Korean Institute of Interior Design Journal
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    • v.22 no.4
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    • pp.62-69
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    • 2013
  • The purpose of this study is to research the viewpoint of space practice method through the discussion about social space. The study researched how social practice strategy is unfolded through the understanding about daily life, space manufacture and interaction. As a social practice, space design should adopt the interaction approach method on the basis of social relationship latent in the base of space. As a result of study, the viewpoint of space practice can be summarized into 3 viewpoints as below. First, it is the viewpoint of recognition through the experience meeting daily life. Rural space is the one of experience where daily life and social relationship interact each other. As a delicate sensible experience, it is the recognition of special space detected in the space where daily life occurs. Second, it is the viewpoint of form creation as a media product of society and space. Space is a whole creature of the relationship that has been formed socially as a historical process. Depending on the goal of community, new form is created by sharing the characteristic of space and having sense of kinship. Third, it is the viewpoint of tuning as a practice for subject participation. Rural space is the daily space to practice structured society subjectively through interaction. In the place of subjective life, there should a space practice with the tuning and cooperation method between subject and society. The main vein of space practice, which is analyzed with the discussion about social space, shows that out lives are maintained by space practice and directly connected to social relationship and structure. After all, the space, which is searched for through space design, has a clear subjectivity, ensures abundant subject life and is led to realization of community value.

Design and Implementation of Channel Server Model for Large-scale Channel Integration (대용량 채널 통합을 위한 채널 서버 모델 설계 및 구현)

  • Koo, Yong-Wan;Han, Yun-Ki
    • Journal of Internet Computing and Services
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    • v.10 no.1
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    • pp.123-134
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    • 2009
  • The CRM(Customer Relationship Management) is a business strategy model which can reap higher profits and can provide a competitive edge to an enterprise in today's new business environments. Early next year (2009), the Capital Market Consolidation Act will be in effect in South Korea. This is required for a qualitative growth to provide QoS (Quality of Service) and ensure growth in finance, IT industry & service. Accordingly, the securities and insurance companies, banks and other financial institutions make efforts to improve their derivative financial product and also enhance their services. In this paper we design and implement a Channel Server model for a Scalable Service Channel Server to efficiently manage the high volumes of inbound customer interactions based on the requirements of a CRM center. The proposed Scalable Service Channel Server supports integration with other third party service and standardization of multiple inbound service channels. The proposed model can be efficiently used in an inbound CRM center of any banking, finance, securities and insurance establishments.

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Analysis of Outdoor Wear Consumer Characteristics and Leading Outdoor Wear Brands Using SNS Social Big Data (SNS 소셜 빅데이터를 통한 아웃도어 의류 소비자 특성과 주요 아웃도어 의류 브랜드 현황 분석)

  • Jung, Hye Jung;Oh, Kyung Wha
    • Fashion & Textile Research Journal
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    • v.18 no.1
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    • pp.48-62
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    • 2016
  • Consumers have come to demand high quality, affordable prices, and innovative product designs of the outdoor wear market due to their well-being and leisure oriented lifestyle. A new system of business in outdoor wear has emerged in the process through which corporations have endeavored to satisfy such consumer needs. Outdoor wear brands have utilized social network services (SNS) such as Facebook and Twitter as means of marketing and have built close relations with consumers based on communication through these media. Recently, explosively escalating SNS data are referred to as social big data, and now that every consumer online is a commentator, reviewer, and publisher, the outdoor wear market and all of its brands have to stop talking and start listening to how they are perceived. Therefore, this study employs Social $Metrics^{TM}$, a social big data analysis solution by Daumsoft, Inc., to verify changes in the allusions related to outdoor wear market found on SNS. This study aims to identify changes in consumer perceptions of outdoor wear based on changes in outdoor wear search words and trends in positive and negative public opinion found in SNS social big data. In addition, products of interest, the major brands mentioned, the attributes taken into consideration during purchases of products, and consumers' psychology were categorized and analyzed by means of keywords related to outdoor wear brands found on SNS. The results of this study will provide fundamental resources for outdoor wear brands' market entry and brand strategy implementation in the future.

Study on the Local Refinement in Spline Finite Element Method by Using Hierarchical B-spline (계층적 B-스플라인을 이용한 스플라인 유한요소법의 국부 세분화에 관한 연구)

  • Hah, Zoo-Hwan;Kim, Hyun-Jung;Youn, Sung-Kie
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.34 no.8
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    • pp.1007-1013
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    • 2010
  • A new local refinement scheme for spline finite element method has been proposed; this scheme involves the use of hierarchical B-spline. NURBS has been widely used in CAD; however, the local refinement of NURBS is difficult due to its tensor-product property. In this study, we attempted to use hierarchical B-splines as local refinement strategy in spline FEM. The regions of high gradients are overlapped by hierarchically-created local meshes. Knot vectors and control points in local meshes are extracted from global meshes, and they are refined using specific schemes. Proper compatibility conditions are imposed between global and local meshes. The effectiveness of the proposed method is verified on the basis of numerical results. Further, it is shown that by using a proposed local refinement scheme, the accuracy of the solution can be improved and it could be higher than that of the solution of a conventional spline FEM with relatively lower degrees of freedom.

The Study on Service Model and Case Study of Internet Bank (인터넷 뱅킹의 사례분석을 통한 서비스모델 구현에 관한 연구)

  • Lee, Je-Hong
    • The Journal of Information Technology
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    • v.5 no.3
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    • pp.97-119
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    • 2002
  • It is Study Service Model for Case Study of Internet Bank. With most major full service banks having launched transactional Internet banking, attention is shifting to the realities of managing the Internet channel as a profitable component of an overall delivery strategy. In addition to examining Case Study and Internet Bank Model. Services of Internet Banking available through the Internet are as follows. 1. credit card loans, personal loans. 2. high-yield financial products. 3. insurance products. 4. securities products. 5. Case study of Foreign Internet Banking(ING, BNP, HSNC, City Bank). The study reviewed fields, including financial services, customer service, Website formation and design, convenience of use and system safety, Internet Banking Model, and many related areas. Internet Banking earned high marks in most fields. This Study review focuses on the following: Understanding and meeting consumer expectations for us ability, site performance and functionality. Integrating the Internet channel into overall marketing, product delivery and customer service strategies. Strategies to increase customer satisfaction with Internet Banking and to attract new Internet bankers. therefore this study review activity model concretion of Internet Banking Model and Case Study.

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A Study on the Specific Character of the High Income Woman-brackets Manner in Purchasing the Clothes (고소득층 여성의 의복구매행동특성에 관한 연구)

  • 장성옥;이은경
    • Journal of the Korean Society of Costume
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    • v.51 no.1
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    • pp.119-128
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    • 2001
  • This study gives information for the enterprise to map out a positive marketing strategy and facilitate a new product development by researching and analyzing the specific character of the high income woman-brackets. In order to do that, based upon the materials of the National Statistical office, I made a selection of the high income brackets, subdividing their scholastic ability into four serfs. The subject of the study was the women from twenties to sixties among customers of a high class dress shop in Taejeon. I made up 600 questionnaires for them. using 441 of these for the statistical analysis and making available the correlation analysis, the primary factor analysis, and $X^2$-test. This study is classified into the type of women customers purchasing clothes who are the high-income brackets. Intended to study a special quality of purchasing according to income. 1. The purchasing manner of the high-income brackets customers is exposed the luxurious vain purchasing manner, the rational reasonable manner, and idiosyncrasy individual manner in order 1) The consumer of the high-income brackets in general prefer to a high class clothes. In the contrast, low-income brackets prefer to rational reasonable consumption in spending money on clothes. 2) The favorite consumption manner of the high income brackets is the luxurious vain purchasing manner. This consumption values the more symbolic means the things show than owing the goods. 2. The higher standard of education and younger tends to be high in the luxurious, vain purchasing. 3. The unreasonable purchasing show an high irrelation at the impulse buying arid self-satisfaction. 4. Self-satisfaction shows the highest interrelation than any other variations in the concern of clothes. 5. The symbolic images which exerts an influence upon purchasing manner are the notable elements of constituting as growing older. 6. The high standard of education prefers to the rational resonable purchasing, but on the other hand shows a high rate at the unreasonable individual purchasing manner.

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A New Strategy to Improve the Efficiency and Sustainability of Candida parapsilosis Catalyzing Deracemization of (R,S)-1-Phenyl-1,2-Ethanediol Under Non-Growing Conditions: Increase of NADPH Availability

  • Nie, Yao;Xu, Yan;Hu, Qing Sen;Xiao, Rong
    • Journal of Microbiology and Biotechnology
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    • v.19 no.1
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    • pp.65-71
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    • 2009
  • Microbial oxidoreductive systems have been widely used in asymmetric syntheses of optically active alcohols. However, when reused in multi-batch reaction, the catalytic efficiency and sustainability of non-growing cells usually decreased because of continuous consumption of required cofactors during the reaction process. A novel method for NADPH regeneration in cells was proposed by using pentose metabolism in microorganisms. Addition of D-xylose, L-arabinose, or D-ribose to the reaction significantly improved the conversion efficiency of deracemization of racemic 1-phenyl-1,2-ethanediol to (S)-isomer by Candida parapsilosis cells already used once, which afforded the product with high optical purity over 97%e.e. in high yield over 85% under an increased substrate concentration of 15 g/l. Compared with reactions without xylose, xylose added to multi-batch reactions had no influence on the activity of the enzyme catalyzing the key step in deracemization, but performed a promoting effect on the recovery of the metabolic activity of the non-growing cells with its consumption in each batch. The detection of activities of xylose reductase and xylitol dehydrogenase from cell-free extract of C. parapsilosis made xylose metabolism feasible in cells, and the depression of the pentose phosphate pathway inhibitor to this reaction further indicated that xylose facilitated the NADPH-required deracemization through the pentose phosphate pathway in C. parapsilosis. moreover, by investigating the cofactor pool, the xylose addition in reaction batches giving more NADPH, compared with those without xylose, suggested that the higher catalytic efficiency and sustainability of C. parapsilosis non-growing cells had resulted from xylose metabolism recycling NADPH for the deracemization.

A study of characteristics and historical backgroud of modem furniture design in Italy (이탈리아 현대 가구디자인의 특성 및 그 배경 -1945년부터 현재를 중심으로-)

  • 정은미
    • Archives of design research
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    • v.14 no.1
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    • pp.119-134
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    • 2001
  • It can be said that Italian designs are unrestrained, aesthetic and art for arts sake, and they come to stylize their character based on geographical features, racial traits and culture. The Italian architects work for the reconstruction of their devastated country and spare no pains to produce competitive goods on international markets since the second wend war. In spite of a inherent scarcity of resources, Italian furniture is the product of mixture of aesthetic material and new material with creative gifts. A lot of companies succeed in finding and training capable designers and devote themselves to modem furniture industry. As a result, Italy becomes one of the worlds most eminent furniture industrial countries now. And the fame is owed to Italy's national awareness of the importance of the matter and endeavor without sparing systematic support. This research is to find out which factors have an influence on the progress of furniture design in Italy and to analyze how these factors build up formative arts combining with historical background in Italy. Moreover, this research suggests how to make contributions to the cause of furniture design growth when considering our geographical features, racial characteristics, culture and industrial circumstances, by analyzing the process of development and strategy in Italian design industry.

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Present Situation and Student Satisfaction of Engineering Capstone Design Course in Engineering Colleges of Korea (공학대학 캡스톤 디자인(창의적 공학 설계) 교육과정 운영실태 및 학습 만족도 조사)

  • Lee, Tai-Sik;Jun, Young-Joon;Lee, Dong-Wook;Chang, Byung-Chul
    • Journal of Engineering Education Research
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    • v.12 no.2
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    • pp.36-50
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    • 2009
  • The Capstone Design courses in the final academic year of undergraduate engineering education provide students with a realistic design experience in which they can integrate and capitalize on the basic disciplinary material they have learned during their engineering program to synthesize a new product, device or process. The objective of this study is to assess the student satisfaction of Capstone Design courses. This paper briefly describes the history, administration and implementation of the Capstone Design courses in engineering colleges of Korea. It highlights the weaknesses of the Capstone Design courses and suggests improvements. To investigate the student satisfaction questionnaire was surveyed.

A Study on User-Centered Design for Cut-scene in Action-Adventure Games (액션어드벤쳐게임 컷신을 위한 UCD 디자인 연구)

  • Ruan, Xiaoyin;Cho, Dong-Min
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.137-146
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    • 2014
  • Recently, the games on the market are getting rich and excellent in the category of design and productions. The style and production quality of cut-scenes also have achieved a continuous development, so how to stand out from multiple designs and gain popularity always acts as a challenge to designers. However, such design strategy up to developers will be failed to judge whether or not design achievements are loved by players and thus cannot meet rapidly changing market demands on both in a quantity and quality. Therefore, this study holds that cut-scene design for video games must set out from user-centered design(UCD). According to literatures with respect to product market, we know that Market Pull imposes far more impacts on success in bringing new products to the market than the technology Push, hence players actually determines the success of a game in competitive game market. This study will help to enhance the immersion of playing game, including the interest and standing out the designer's message without distorting the original impression in the game publishing environment.