• Title/Summary/Keyword: Real Product Image

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A Study on the Marketing System Construction and Merchandising of Tongyoung Marine Ranching (통영바다목장의 유통체제 구축과 상품화계획에 관한 연구)

  • 강종호;류정곤
    • The Journal of Fisheries Business Administration
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    • v.34 no.2
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    • pp.91-107
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    • 2003
  • Distribution of fish products from Tongyoung Marine ranching can be classified by three routes such as street-stall, live fish transportation vehicles, and wholesale markets neighboring unloading ports. These methods of distribution, however, have been restricted by limited distribution right, difficulties to differentiate fish prices from other surfaces, simple marketing channels. The ratio of cultured live fish circulated in market is increasing while naturally caught live fish is decreasing and the fresh fish shows a little of increasing rate. Consumers purchasing routes mainly depend on the live fish transportation merchants. For fresh fish traditional market plays an important role in trade. Convenience for consumers and quality of products are main factors in making decision of purchases. Bargaining power, however, belongs to the live fish transportation merchants. The demand of special markets for live fish was very strong, and the convenience and quality are relatively important required factors. Catch from Tongyoung Marine ranching has very good reputation as the possibility of being a good brand. Expecting possibility of quality differentiation was higher than price differentiation specially. The possible conclusion of a contract of a supply was suspicious however. Preliminary quality evaluation revealed that the catch is better than the cultured but worse than naturally grown fish. A merchandising is to be in a better position in the formation of prices by giving $\ulcorner$brand image$\lrcorner$ to potential consumers. The target markets are retail stores such as restaurants for raw fish and final consumers. The staple markets are retail stores. Possible items of products are live fish, fresh fish for cook, and fresh fish for raw fish. It is necessary for the catch to be informed as new functional products that have been improved in safety and quality, since the product positioning is similar but not well known to consumers. To secure a brand it is required to register a trademark, eco-label product design or packing, use real name in tranction, introduce recall system, and put label. Price higher than naturally grown live fish should be targeted. Establishing broad distribution channel, wholesale market, franchise are required. To secure enough catch and control shipment of products facilities of containing live fish are necessary. Instead of dealing with live fish only, it would be better to. sell fresh fish and live fish simultaneous. Strategically promotion focuses on advertisement of Marin ranching at first and then focuses on the catch from the marine ranching.

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A Study on the Development of Design Support Program based upon Academic-Industrial Collaboration -Concentrated on furniture industry in Kimpo area- (산학협동 디자인 지원 프로그램 개발 연구 -김포지역 가구 산업체를 중심으로-)

  • 김국선
    • Archives of design research
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    • v.15 no.1
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    • pp.59-67
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    • 2002
  • In accordance with the fast changing circumstance, universities are now reaching, beyond the education place of simple delivery of knowledge and exchange of information, to a place of developing a specialty program related with the region and industry to achieve a competitive edge in education. Through these academic-industrial collaboration program, special knowledge and human resources in the university are utilized in the society and it may contribute to the development of industry and breed of career people based upon the real job site can be achieved. In addition, through the practical operation of such developed program, university may contribute to the enhancement of the competitiveness of the corporation to the activation and acceleration of the regional economy and finally to the enhancement of competitiveness of national industry in international level. This study tries to develop 3 technical instruction and support program related with the legion and industry which may conform to the ideals of university and its goal of education and can provide a platform for the education that is closely related with the regional industry and real job site iud may cope actively with the upcoming knowledge society and fast changing regional circumstances. This study will make research and analyze needs of design support from the industry in order to develop a academic-industrial cooperative design support program for the furniture industry which conforms to the regional characteristic and feature and develop and present contents of program in three area of development of furniture design technology, build-up of furniture design information system and establishment of order based education system. The proposed program is supposed to be operated practically and effectively and contribute to the development of new product, to enhancement of company image and finally to the maximization of corporate profit. Also this study is epected to be used as an important material for establishment of order-based education system which confirms to the job site needs that may be analysed from feedback of product results and for practical learning.

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A Study on Realization of In-game Animation (인 게임 애니메이션의 실재화에 관한 연구)

  • Lee, Seon-Young
    • Cartoon and Animation Studies
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    • s.42
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    • pp.177-194
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    • 2016
  • This study investigated an evolutionary process of In-game Animation and researched on the action of realization establishing virtual reality. In-game Animation, functioning as contents to visualize games, is responsible for conveying information to achieve goals of games. In-game Animation which is affected by graphic technology was initiated with setting up indicators by dot and line. Followed by the development of technology, In-game Animation has pursued realization, after passing through processes of iconography, materialization, and dimensionalization. The realization of In-game Animation does not simply imitate the real world but creates meaning of reality by establishing space with various factors such as characters and background along with the story, under the premise of virtuality. The realization of In-game Animation is very important to provide the experience of immersion, as it forms a sense of presence through such visual tactility. The process to create meaning of reality provides gamers with experiences, and leads them to expand senses through visual perception and finally absorb the virtuality as reality. Therefore, the image of In-game Animation does not simply imitate the real world but creates meaning of reality by establishing space with various factors such as characters and background along with the story, under the premise of virtuality. The realization of In-game Animation is not limited to blindly portray a realistic image. In addition, the process of realization pursued by In-game Animation is an action to immerse in the game rather than a mere product of technological development.

The Effect of Attributes of Innovation and Perceived Risk on Product Attitudes and Intention to Adopt Smart Wear (스마트 의류의 혁신속성과 지각된 위험이 제품 태도 및 수용의도에 미치는 영향)

  • Ko, Eun-Ju;Sung, Hee-Won;Yoon, Hye-Rim
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.89-111
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    • 2008
  • Due to the development of digital technology, studies regarding smart wear integrating daily life have rapidly increased. However, consumer research about perception and attitude toward smart clothing hardly could find. The purpose of this study was to identify innovative characteristics and perceived risk of smart clothing and to analyze the influences of theses factors on product attitudes and intention to adopt. Specifically, five hypotheses were established. H1: Perceived attributes of smart clothing except for complexity would have positive relations to product attitude or purchase intention, while complexity would be opposite. H2: Product attitude would have positive relation to purchase intention. H3: Product attitude would have a mediating effect between perceived attributes and purchase intention. H4: Perceived risks of smart clothing would have negative relations to perceived attributes except for complexity, and positive relations to complexity. H5: Product attitude would have a mediating effect between perceived risks and purchase intention. A self-administered questionnaire was developed based on previous studies. After pretest, the data were collected during September, 2006, from university students in Korea who were relatively sensitive to innovative products. A total of 300 final useful questionnaire were analyzed by SPSS 13.0 program. About 60.3% were male with the mean age of 21.3 years old. About 59.3% reported that they were aware of smart clothing, but only 9 respondents purchased it. The mean of attitudes toward smart clothing and purchase intention was 2.96 (SD=.56) and 2.63 (SD=.65) respectively. Factor analysis using principal components with varimax rotation was conducted to identify perceived attribute and perceived risk dimensions. Perceived attributes of smart wear were categorized into relative advantage (including compatibility), observability (including triability), and complexity. Perceived risks were identified into physical/performance risk, social psychological risk, time loss risk, and economic risk. Regression analysis was conducted to test five hypotheses. Relative advantage and observability were significant predictors of product attitude (adj $R^2$=.223) and purchase intention (adj $R^2$=.221). Complexity showed negative influence on product attitude. Product attitude presented significant relation to purchase intention (adj $R^2$=.692) and partial mediating effect between perceived attributes and purchase intention (adj $R^2$=.698). Therefore hypothesis one to three were accepted. In order to test hypothesis four, four dimensions of perceived risk and demographic variables (age, gender, monthly household income, awareness of smart clothing, and purchase experience) were entered as independent variables in the regression models. Social psychological risk, economic risk, and gender (female) were significant to predict relative advantage (adj $R^2$=.276). When perceived observability was a dependent variable, social psychological risk, time loss risk, physical/performance risk, and age (younger) were significant in order (adj $R^2$=.144). However, physical/performance risk was positively related to observability. The more Koreans seemed to be observable of smart clothing, the more increased the probability of physical harm or performance problems received. Complexity was predicted by product awareness, social psychological risk, economic risk, and purchase experience in order (adj $R^2$=.114). Product awareness was negatively related to complexity, meaning high level of product awareness would reduce complexity of smart clothing. However, purchase experience presented positive relation with complexity. It appears that consumers can perceive high level of complexity when they are actually consuming smart clothing in real life. Risk variables were positively related with complexity. That is, in order to decrease complexity, it is also necessary to consider minimizing anxiety factors about social psychological wound or loss of money. Thus, hypothesis 4 was partially accepted. Finally, in testing hypothesis 5, social psychological risk and economic risk were significant predictors for product attitude (adj $R^2$=.122) and purchase intention (adj $R^2$=.099) respectively. When attitude variable was included with risk variables as independent variables in the regression model to predict purchase intention, only attitude variable was significant (adj $R^2$=.691). Thus attitude variable presented full mediating effect between perceived risks and purchase intention, and hypothesis 5 was accepted. Findings would provide guidelines for fashion and electronic businesses who aim to create and strengthen positive attitude toward smart clothing. Marketers need to consider not only functional feature of smart clothing, but also practical and aesthetic attributes, since appropriateness for social norm or self image would reduce uncertainty of psychological or social risk, which increase relative advantage of smart clothing. Actually social psychological risk was significantly associated to relative advantage. Economic risk is negatively associated with product attitudes as well as purchase intention, suggesting that smart-wear developers have to reflect on price ranges of potential adopters. It will be effective to utilize the findings associated with complexity when marketers in US plan communication strategy.

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A Research on the Characteristics of Virtual Reality Stores -Focused on Hyundai VR Store and eBay VR Department Store- (가상현실 점포의 특성에 관한 연구 -현대백화점 VR 스토어와 eBay VR 백화점 사례를 중심으로-)

  • Jang, Ju Yeun;Chun, Jaehoon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.42 no.4
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    • pp.671-688
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    • 2018
  • This study investigates the characteristics of VR stores that emerged as new fashion communication media. Two case studies on Hyundai and eBay VR Department stores were conducted along with a discussion of the function and meaning of the fashion VR store. The results showed that both stores provide novel shopping experiences; however, the two were differentiated in terms of production method and technology implementation level. Functional aspects such as providing shopping efficiency and purchasing service was insufficient in both stores. Instead, they were complementing by means of product rotation, recommendation system, voice guidance, or linkage with an online shopping mall. In experiential aspects, both stores provided a strong sense of immersion. Hyundai VR store enhanced immersion with a high resolution image of a real offline store; however, it lacked in the ability to provide multisensory stimulation such as kinetic sense or auditory stimulation. The eBay VR Department store intensified the immersion experience by providing auditory stimulation as well as visual stimulation that enhanced the speed and distance sense through the utilization of animation. However, the extent of experience was limited in terms of agency and transformation because of the low interactivity found in both store systems.

Customer participatory design for mass customization(Focused on development of interactive design toolkit) (매스커스터마이제이션을 위한 소비자 참여 디자인 방법(인터랙티브 디자인 툴킷의 개발을 중심으로))

  • 변재형
    • Archives of design research
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    • v.16 no.4
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    • pp.5-14
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    • 2003
  • This study suggest the development and application of the Interactive Design Toolkit as a participatory design method for general customer who are non-expert on design activity to participate in design process of mass customization. In order to let general customers to express their design needs, we have to make a familiar and direct communication method for them. And, customer's design needs should be transformed into digital media. This study define the Interactive Design Toolkit as a design tool for customer participation by direct manipulation of computer system for simulation of design needs by customer themselves. The Interactive Design Toolkit is based on a PC-based image perception system and its application. User can make virtual models in virtual space by manipulating physical objects in real world. And, The toolkit can be used in the field of participatory design for deliverer side customization, especially in system kitchen which is manufactured and distributed in modular system. More improved design toolkit for manipulating 3 dimensional shape is needed for consumer product design and car styling.

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Characteristics of Magnetic Resonance(M.R.) and Comprehension of its Imaging Mechanism (자기공명(M.R.)진단법의 특징 및 그 영상기전의 이해)

  • Chang, Jae-Chun;Hwang, Mi-Soo;Kim, Sun-Yong
    • Journal of Yeungnam Medical Science
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    • v.4 no.1
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    • pp.1-15
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    • 1987
  • Magnetic Resonance (M.R.) is rapidly emerging technique that provides high quality images and potentially provides much more diagnostic information than do conventional imaging modalities. M.R.I. is conceptually quite different from currently used imaging methods. The complex nature of M.R.I. allows a great deal of flexibility in image product ion and available information, and key points are as follows. 1. M.R.I. offers a non-invasive technique with which to gene rate in vivo human images without ionizing radiation and with no known adverse biological effects. 2. Imaging mechanism of M.R.I. is quite different from conventional imaging modality and for more accurate diagnostic application, It is necessary for physician to understand imaging mechanism of M.R.I. 3. M.R. makes available basic chemical parameters that may provide to be useful for diagnostic medical imaging and more specific pathophysiologic information which are not available by alternate techniques. 4. M.R. can be produced by number of different methods. This flexibility allows the imaging technique to be applicated for particular clinical purpose. Multiplanar and three dimensional imaging may extend the imaging process beyond the single section available with current CT. 5. Future directions include efforts to; a. Further development of hard ware b. More fasternning scan time c. Respiratory and cardiac gated imaging d. Imaging of additional nuclei except hydrogen e. Further development of contrast media f. M.R. in vivo spectroscopy g. Real time M.R. imaging.

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A Smart Brix Measurement System Using Mobile Devices (모바일 장치를 이용한 스마트 과당측정시스템)

  • Jeong, Jin-Kuk;Kim, Jong-Min;Ryu, Gab-Sang
    • Journal of Digital Convergence
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    • v.15 no.1
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    • pp.217-225
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    • 2017
  • A study proposes possibility of new IoT measuring system blended with a smart device. The research serves the best cultivation information for domestic fruit's enhancement of competitive power and also develops a glucose measuring system by which people manage fructose with the mobile device. The mobile glucose tester is designed with a form of accessory which has high portability and utility because the product connects an existing analogy refractometer to the smart phone. You can check the glucose rates data by commodity, region, and season then save measurement results with server in real time for an exclusive application. It's possible to serve the glucose map, graph, and data list through the web service. This is very useful to do collect, analyze, and process the glucose data.

The Convergence Application Example of Non-destructive Inspection System (비파괴 검사 시스템의 융합 적용 사례)

  • Lee, Jeong-Ick
    • Journal of the Korea Convergence Society
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    • v.8 no.3
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    • pp.191-197
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    • 2017
  • This development is for non-destructive machine using X-Ray source about detecting outline faults of below middle size products. The differentiation is product of research and development unspecialized small and medium-sized products using X-Ray light sources can check real time if the surface of an external fault of radiation dose reference, within the leakage. The speed control is possible by software solution. In addition, we're working on possibly block doors for worker safety and equipment at the same time that inner drive can be identified in the image. These principles, as a key enabler of the current inspection system such as the container is small to medium-sized parts - a long way from utilization level is possible. This research will give rise to major effects for other various non-destructive market industries except car-industry. The most important fact is that this developed non-destructive machine is controlled below $0.2micro-S{\mu}v$.

Purchase Intention depending on Appraisal of Outward Visual Elements in Superhero Action Figures (슈퍼 히어로 피규어의 외형적 시각요소 평가에 따른 구매의도)

  • Kim, Jun-Su
    • Journal of Digital Contents Society
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    • v.18 no.3
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    • pp.543-550
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    • 2017
  • Superhero films have formed a new genre convention encompassing all the generations. Figures derived from image contents are solid figures produced by means of professional figuration skills. Possession of figures has a symbolic meaning as a medium connecting the imaginary world and real one. From this perspective, figures hold an important position as a character product derived due to market expansion of the content industry. In this context, the study, which analyzed how appraisal of outward visual elements in superhero action figures might affect consumer's purchase intention, aimed to identify their purchase patterns. For this, the study established colors, types of physical body, facial figures and motions as independent variables for appraisal of outward visual elements, and purchase intention as a dependent variable and then conducted a multiple regression analysis. As a result of the analysis, the study found that colors, types of physical body and facial figures had a positive influence on purchase intention, while motions had no significant influence.