• Title/Summary/Keyword: Product Presentation

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A Study of Photoshop Retouching Technique for Beauty Make-up (뷰티 메이크업을 위한 포토샵 리터칭 기법 연구)

  • Kwon, Hyun-Ah
    • The Research Journal of the Costume Culture
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    • v.14 no.6
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    • pp.932-944
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    • 2006
  • With supplied computers and the development of information and communication thropugh the Internet, the space of personal home pages in potal sites has been filled with photos taken by digital cameras, and 'the introduction of privacy' done in the personal home pages has become a general trend in society. As the use of Photoshop, available to edit and modify digital photos, in this social atmosphere, has grown general, they have shown their interest in the retouching technique of Photoshop. Computer graphics, marked based on the treatment of a variety of information into pictures or a technology to mark it, recently various application methods have been found in make-up. Especially, Adobe Photoshop, used to edit and modify images, is a sofetware program proper to perform beauty make-up in correcting and creating images in an effective way. The purpose of this study is to express each factor in Adobe Photoshop CS2 about the beauty make-up. As a result, I can say, the process that digital image is retouched by Adobe Photoshop CS is similar work to beauty make-up. The process of Photoshop retouching can be used as the materials for educating of make-up and as the materials for presentation of beauty make-up trend. And also we can serve the simulation to the customer before real make-up. Therefore, this study is for the effective performance of diverse beauty makeup integrating retouch technique with Photoshop CS.

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Price Fairness Perception on the AI Algorithm Pricing of Fashion Online Platform (패션 온라인 플랫폼의 AI 알고리즘 가격설정에 대한 가격 공정성 지각)

  • Jeong, Ha-eok;Choo, Ho Jung;Yoon, Namhee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.5
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    • pp.892-906
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    • 2021
  • This study explores the effects of providing information on the price fairness perception and intention of continuous use in an online fashion platform, given a price difference due to AI algorithm pricing. We investigated the moderating roles of price inequality (loss vs. gain) and technology insecurity. The experiments used four stimuli based on price inequality (loss vs. gain) and information provision (provided or not) on price inequality. We developed a mock website and offered a scenario on the product presentation based on an AI algorithm pricing. Participants in their 20s and 30s were randomly allocated to one of the stimuli. To test the hypotheses, a total of 257 responses were analyzed using Process Macro 3.4. According to the results, price fairness perception mediated between information provision and continuous use intention when consumers saw the price inequality as a gain. When the consumers perceived high technology insecurity, information provision affected the intention of continuous use mediated by price fairness perception.

A Case Study on Application of R&D Quality Assurance to Secure High Quality for Military Supplies (군수품의 고품질 확보를 위한 개발 품질보증 적용사례 연구)

  • Choi, Chang-Hyun
    • Journal of Korean Society for Quality Management
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    • v.47 no.1
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    • pp.151-162
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    • 2019
  • Purpose: This study is in order to secure high quality of military supplies, it is important to secure design quality in the development phase. I will review how to establish a quality assurance system in the development phase based on the author's seminar presentation contents and application example of Hanwha Systems Co., Ltd. Methods: To guarantee design quality in the development phase, in 2002, quality assurance system that is adequate for SQA(Software Quality Assurance)'s requirements of CMM(Capability Maturity Model) was conduct. In 2009, based on the CMMI(Capability Maturity Model Integration) Level 5, there has been continuous and reenforced quality assurance activities. Results: By suggesting the construction and a case study on application of R&D quality assurance, it would be helpful for companies aiming to construct or enhance quality assurance system. Conclusion: To secure high quality for military supplies, a development QA system should be established to secure quality in the development phase. In addition, Total life cycle QA system for development, mass production and operation phase should be reestablished.

A Study on Reality Enhancement Method of VR Baseball Game (VR 야구 게임의 현실감 강화 방법 연구)

  • Yoo, Wang-Yun
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.23-32
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    • 2019
  • The popularization of VR content is slow. It's because they have not created a new visual experience, that is, 'utility' beyond 'interest'. The utility of VR content starts from functional reality. And to enhanced it, realistic interaction is required. Specifically, this study presents three methods of network play, character artificial intelligence, and Haptic implementation. In order to confirm the hypothesis, we conducted all phases of VR content production from baseball to contents production, play test, and technical verification. Through the test of the user and the evaluation institution about the final product, it was evaluated that it contributed to the realization of the content realism through the realistic visual effect, the play presentation, and the impact evaluation by the vibration.

Supremacy of Value-Added Tax: A Perspective from South Asian Nations

  • Md Noor Uddin, MILON;Yousuf, KAMAL;Tahmina Akter, POL
    • The Journal of Asian Finance, Economics and Business
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    • v.10 no.2
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    • pp.49-60
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    • 2023
  • The study attempts to examine the relationship among revenue growth factors from different angles and provides a comprehensive overview of tax revenue collection for developing countries. The impact of income tax, customs duty, and value-added tax on the gross domestic product is examined using the ordinary least-square (OLS) multiple regression approach. To confirm the association, a multiple regression model is applied to time-series data. SPSS software, MS Excel, is used to draw the empirical results, trend analysis, and some graphical presentation to reach the study's objective. The findings show that while the value-added tax has a significant impact and the highest coefficient, regardless of country, income tax and customs duty may or may not be significant depending on the circumstances. It triggers effectual and efficacious economic growth. The paper has implications in policy-making areas where governments are seeking how to stimulate revenue growth effectively and efficiently. To promote economic growth, the tax net and tax rate on luxury goods should be increased along with human resources in the tax administration for the short term. But in the long term, decentralization & digitization of tax administration, dismantling the existing tax barriers and good governance are necessary.

A study on the development of fashion cultural products by applying Korean folk painting - Focus on the necktie and scarf - (민화 이미지를 활용한 패션 문화 상품 개발에 관한 연구 - 넥타이와 스카프를 중점으로 -)

  • Bang, Hey Kyong;Kim, Taemi
    • The Research Journal of the Costume Culture
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    • v.30 no.5
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    • pp.689-702
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    • 2022
  • Global fashion houses have recently incorporated traditional Korean motifs within their inspiration. This trend is an opportunity to showcase the colors of traditional Korean culture by investing in the new design content. Products specifically based on traditional Korean culture are lacking in brand awareness despite the success of Korean content. Accordingly, this study designs cultural products based on Korean folk painting that captures Korean people's satirical sense of humor. Korean folk painting theories are analyzed, from which different types of folk paintings are classified based on research of bibliographies and online documents. Following classification, the results are dataized as different types of folk paintings and their meanings. Furthermore, images of folk paintings are categorized and scanned digitally. The digitized images of the folk paintings are processed through Adobe Photoshop CS for overall layout and Adobe Illustrator CS for detailed designs. Traditional categories of Korean folk paintings are used, including flowers and birds, letters, and study stationery. Using the main elements of the flower and birds category, designs with cultural products such as images of flowers, birds, animals, and fish are produced. The final designs are used to create fashion items that can easily be used for embellishment or self-presentation: a scarf and a necktie. The scarf and the necktie are not only merchandise; they also symbolize the story, humor, and hope that Korean folk paintings once symbolized.

The Meaning of Resell Activities Using the Online Second-hand Platform (온라인 중고 거래 플랫폼을 활용한 리셀의 의미)

  • Juha Park;Jaehoon Chun
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.5
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    • pp.822-838
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    • 2023
  • Reselling, an activity of purchasing high-scarcity products and selling them back at high prices, has gained popularity among those in their 20s and 30s in recent years. This study examines the resell activity process of the MZ generation using the online second-hand platform and its inherent meaning. Interviews with 15 participants in their 20s and 30s showed that respondents have four purchase stages: being influenced by social media, collecting and comparing information using various social media, purchasing efforts, and post-purchase behavior. The research derived three inherent meanings of resell activities: (1) means of self-presentation and differentiation, (2) confirmation of investment skills and aptitude to lead fashion trends, and (3) pleasure of consumption. Respondents indicated meeting self-satisfaction through public selfies on social media. In addition, they emphasized the empirical pleasure during the buying journey by collecting product information, comparing prices, and negotiating with buyers. Our findings confirm the spread of resell activities from minority groups to enthusiastic youth. This study is significant for focusing on fashion products that attract attention in the resell market and examining the respondents' consumption experiences from various perspectives.

Design and Implementation of a Comparative Shopping Agent for E-Commerce (비교쇼핑 에이전트의 설계와 구현)

  • Choi, Moo-Jin;Hwang, Jin-Yeol
    • Information Systems Review
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    • v.7 no.1
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    • pp.97-113
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    • 2005
  • This paper designed and implemented(programmed) a comparative shopping agent that helps consumers to shop at on-line shopping malls over Internet. At offline stores, as consumers usually tell a sales clerk about a manufacturer, functions and price range of an item they want to purchase, the sales clerk will show the products or relevant catalogues. Then the consumer will compare functions, design and prices of the product and buy it with the lowest price. PriceMeter, a comparative shopping agent, introduced in this paper, is designed best geared to this consumers' buying behavior. Basically, as consumers enter a manufacturer's name, price, features and etc. at a search window, PriceMeter will search the web and provide a list of product informations such as features and prices that meet the search conditions. Consumers can see the information in either a form of catalogue or a printing format. As consumers click specific items to examine closely, it will show prices and information about shopping malls that sell the requested items. Clicking a 'Buy' icon, the consumers will be transferred to the right web page at the linked shopping mall. The emergence of the comparative shopping agent will expedite a consumer-centered retailing economy in the age of e-commerce. As consumers are provided with a better set of product and shopping mall information, they can make better purchasing decisions and gain more bargaining power shifted from manufacturers(sellers). The presentation of this comparative shopping agent is intended to promote the consumer-centered B2C e-commerce.

A Comparative Study on the Improvement of Curriculum in the Junior College for the Industrial Design Major (2년제 대학 산업디자인전공의 교육과정 개선방안에 관한 비교연구)

  • 강사임
    • Archives of design research
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    • v.13 no.1
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    • pp.209-218
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    • 2000
  • The purpose of this study was to improve the curriculum for industrial design department in the junior colleges. In order to achieve the purpose, two methodologies were carried out. First is job analysis of the industrial designers who have worked in the small & medium manufacturing companies, second is survey for the opinions of professors in the junior colleges. Some results were as follows: 1. The period of junior college for industrial designers is 2 years according to present. But selectively 1 year of advanced course can be established. 2. The practice subjects same as computational formative techniques needed to product development have to be increased. In addition kinds of selection subjects same as foreign language, manufacturing process, new product information and consumer behavior investigation have to be extended. 3. The next subjects need to adjust the title, contents and hours. (1) The need of 3.D related subjects same as computer modeling, computer rendering, 3.D modeling was high. The use of computer is required to design presentation subjects. (2)The need of advertising and sale related subjects same as printing, merchandise, package, typography, photography was low, the need of presentation techniques of new product development was high. (3) The need of field practice, special lecture on practice and reading original texts related subjects was same as at present, but these are not attached importance to form. As the designers feel keenly the necessity of using foreign language, the need of language subject was high.

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The Needs of Students and Practitioners on the Education Curriculum of Innovative Product Development (혁신제품개발 교육과정에 대한 학생과 산업체 실무자의 요구사항 분석)

  • Lee, Won-Sup;Jung, Ki-Hyo;Chang, Joon-Ho;Chang, Jun-Ho;You, Hee-Cheon;Chang, Soo-Y.;Jun, Chih-Yuck;Jung, Moo-Young;Han, Sung-H.
    • Journal of Engineering Education Research
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    • v.11 no.4
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    • pp.11-18
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    • 2008
  • Companies have been making considerable efforts to develop innovative products for better competitiveness in the market, however, the education curriculum for innovative product development (IPD) in domestic universities needs has not been well developed. The present study was intended to identify the needs of students and practitioners regarding teaching subjects, pedagogical methods, and industry-academia collaboration that can be reflected in the development of IPD education curriculum. Through a literature survey 46 IPD teaching subjects of 7 categories (planning, feasibility analysis, concept development, product design, manufacturing process design, production, and ethics & law) were selected. Opinions on the preferences and importances of the teaching subjects, pedagogical methods, and industry-academia collaboration were collected from 53 college students who took courses of product development and 36 practitioners working in product development. While the students preferred the balanced teaching of all the subject categories, the practitioners suggested planning and concept development be taught with high importance; 6 subjects (product development strategy, customer needs identification, market research, concept generation method, design ideation method, and ergonomic design) received high ratings of preference and importance. The students preferred the mix of various pedagogical methods (lecture, discussion, presentation, practice, and case study) and provided needs on each pedagogical method. Lastly, the students wanted an opportunity of learning through industry-academia collaboration and the practitioners provided ideas for mutual benefits between industry and academia. The needs of students and practitioners identified in the study can be effectively applied to develop a better IPD education curriculum.