• Title/Summary/Keyword: SNS Channel

Search Result 85, Processing Time 0.019 seconds

A study on Brand Experience of Complex Cultural Space by Life Style -Focusing on Sounds Hannam- (라이프 스타일에 따른 복합문화공간의 브랜드 경험 연구 -사운즈 한남을 중심으로-)

  • Jung, Da-in;Kim, Seung-In
    • Journal of Digital Convergence
    • /
    • v.18 no.3
    • /
    • pp.333-339
    • /
    • 2020
  • The lifestyle of the new consumer class of people with diversified social structures and tastes is affecting society as a whole. As of now, emerging lots of complex cultural space with unique sensibility and individuality, this paper is about proposing the branding of a complex cultural space. I selected Sounds Hannam as a cultural complex and conducted in-depth interviews about brand experience and Ethnography. The study found that Sounds Hannam needs sense of hearing and smell because the sensory factors of the Sounds Hannam are concentrated in the visual field, and also, there is a need to create an appropriate communication channel through SNS. The Sounds Hannam had the characteristic factors of sensibility, relaxation and content based on a diversity different from the existing one. Throughout research, it was derived that planning space as a place to inspire people through spatial composition that triggers behavior and creative thinking is the goal of a complex cultural space and at the same time, an effective way to reflect the lifestyle of those in 20s.

A Survey on the Current Status of Management of Fashion Start-up Companies by the Rising Fashion Designers (신진디자이너의 패션스타트업 기업운영 실태조사 연구)

  • Ji, Hye Kyung;Kim, Bock Hee
    • Journal of the Korean Society of Costume
    • /
    • v.67 no.2
    • /
    • pp.131-146
    • /
    • 2017
  • The aim of this study is to investigate the operating characteristics of fashion start-up companies and the characteristics of their founders. For this purpose, this study surveyed fashion start-up companies via online survey in May 2015, and analyzed the data from one hundred companies. The results are as follows. First, for the characteristics of the founders, female founders constituted 65.0% and male founders 35.0%. At the time of establishment, founders aged 26-35 constituted 77.0%. Founders with less than five years of work experience made up about 80%. 82.1% of the founders participated in domestic and foreign exhibitions/fairs. 41.0% of the founders were awarded fashion contest and competition awards, and 33.3% of the founders were supported by rising designer support projects. Second, for the operating characteristics of the start-up companies, clothing at 78.0% was the most popular entrepreneurial item, and the majority targeted the age 20-30 group. 78.0% of the companies had less than 40 production styles per season, and all the enterprises had less than 5 employees. 59.0% of the companies had export experience. Exports to China, Hong Kong, and Japan accounted for 67.4% of all exports. Major distribution channels were mainly select shops(offline select shops 79.8%, online select shops 62.8%). The main methods of promotion were fashion media articles/interviews, product sponsorship, and SNS. The most preferred distribution channel was becoming a part of online/offline select shops(92.6%). Viral marketing(84.4%), star marketing and costume sponsorship(66.7%) were the most preferred method of promotion. The most preferred way to enter foreign markets was to participate in domestic and foreign exhibitions/fairs/trade shows. This study provides basic data necessary for future founders preparing to launch fashion start-up companies. It also aids fashion start-up companies in developing more advanced business operation strategies.

A Study on the Influential Factors of Impulsive Purchases by Female University Students in their 20's when Purchasing Fashion Products in Social Commerce (소셜 커머스에서 20대 여대생의 패션제품 구매 시 충동구매에 영향을 미치는 요인)

  • Lee, Su-Jin;Shin, Su-Yun
    • Fashion & Textile Research Journal
    • /
    • v.15 no.5
    • /
    • pp.743-752
    • /
    • 2013
  • Consumers can share their diverse opinions about products due to the increased popularity of smartphones and the internet that enables increased access to the websites and encourages the use of 'SNS' (Social Network Services). Social commerce has expanded rapidly as a mainstream online shopping channel over the past year, compelling consumers to spend more money vis-$\grave{a}$-vis social commerce websites. This allows individuals to see different lists of prices for specific products; however, it is also likely to lead to serious compulsive buying. Despite these changing trends, earlier studies have been limited to factors that affect impulse purchases vis-$\grave{a}$-vis Internet shopping malls; therefore, in is salient to conduct research on consumer spending habits related to social commerce websites. This study describes the characteristics of consumers and utilizes social commerce websites as parameters for the impact of impulsive shopping based on a survey of 300 women in their 20's who have experienced impulse buying vis-$\grave{a}$-vis social commerce websites. This study shows that: First, discounts, product scarcity and social commerce site's reputation affect impulse buying when consumers buy products from the social commerce websites. Second, variables on the characteristics of the personal experiences, interests, and self-control also stimulate impulsive purchases.

CORE DESIGN FOR HETEROGENEOUS THORIUM FUEL ASSEMBLIES FOR PWR (II) - THERMAL HYDRAULIC ANALYSIS AND SPENT FUEL CHARACTERISTICS

  • BAE KANG-MOK;HAN KYU-HYUN;KIM MYUNG-HYUN;CHANG SOON-HEUNG
    • Nuclear Engineering and Technology
    • /
    • v.37 no.4
    • /
    • pp.363-374
    • /
    • 2005
  • A heterogeneous thorium-based Kyung Hee Thorium Fuel (KTF) assembly design was assessed for application in the APR-1400 to study the feasibility of using thorium fuel in a conventional pressurized water reactor (PWR). Thermal hydraulic safety was examined for the thorium-based APR-1400 core, focusing on the Departure from Nucleate Boiling Ratio (DNBR) and Large Break Loss of Coolant Accident (LBLOCA) analysis. To satisfy the minimum DNBR (MDNBR) safety limit condition, MDNBR>1.3, a new grid design was adopted, that enabled grids in the seed and blanket assemblies to have different loss coefficients to the coolant flow. The fuel radius of the blanket was enlarged to increase the mass flow rate in the seed channel. Under transient conditions, the MDNBR values for the Beginning of Cycle (BOC), Middle of Cycle (MOC), and End of Cycle (EOC) were 1.367, 1.465, and 1.554, respectively, despite the high power tilt across the seed and blanket. Anticipated transient for the DNBR analysis were simulated at conditions of $112\%$ over-power, $95\%$ flow rate, and $2^{\circ}C$ higher inlet temperature. The maximum peak cladding temperature (PCT) was 1,173K for the severe accident condition of the LBLOCA, while the limit condition was 1,477K. The proliferation resistance potential of the thorium-based core was found to be much higher than that of the conventional $UO_2$ fuel core, $25\%$ larger in Bare Critical Mass (BCM), $60\%$ larger in Spontaneous Neutron Source (SNS), and $155\%$ larger in Thermal Generation (TG) rate; however, the radio-toxicity of the spent fuel was higher than that of $UO_2$ fuel, making it more environmentally unfriendly due to its high burnup rate.

An investigation into the Online Sales Channels of Small Business Fashion Retailers on Portal Shopping and Fashion Shopping Malls (소상공인 패션판매업자의 온라인 판매채널 연구: 포털쇼핑몰과 패션쇼핑몰(종합물/전문몰)을 중심으로)

  • Son, Mi Young
    • Human Ecology Research
    • /
    • v.59 no.4
    • /
    • pp.449-463
    • /
    • 2021
  • The aim of this study was to analyze the perceptions and entering status of small business online fashion retailers on portal shopping and fashion shopping malls. Case studies were conducted on a total of 10 research samples. The results were as follows: first, regarding the strategic factors of online fashion stores, 'price competitiveness' is important, especially in portal shopping and low-cost brands; 'product assortment' is important but not essential in all platforms; and 'differentiation' is important to continuously secure loyal customers in fashion shopping malls. Customer satisfaction leads to customer loyalty, and customer loyalty affects the sales conversion rate and brand growth of online sales channels. Factors that promoted sales activities in online sales channels were exposure, advertisements, SNS, events, special exhibitions, and events. Hindrance factors were low price competition, overheated competition, and the MD of sales channels. Second, the research samples used multiple online sales channels, including portal shopping malls and fashion shopping malls, in addition to their own malls. The selection factors were platform reputation and commission, branding, and customer inflow through exposure. Portal shopping malls were perceived as providing easy access, advertising/customer communication, exposure/search, price competitiveness, scalability, and intense competition, whereas fashion shopping malls were perceived as providing a brand image and concept, brand promotion, high commissions, difficult entry, and low profits. The factors for success in portal shopping malls were exposure/search, price competitiveness, and brand recognition, whereas the factors for success in fashion shopping malls were differentiation, brand, exposure/advertisement, product assortment, and MD.

Moderating Effect on Transportation Between Short Storytelling ad types and Message Sensation Value: Focusing on TikTok & Chinese consumers (짧은 동영상 광고 스토리텔링 유형과 메시지자극가(MSV)가 스토리몰입에 미치는 영향연구 - 틱톡(TikTok) 중국소비자를 대상으로)

  • CHEN, KAKA;Kim, Jung Kyu
    • The Journal of the Convergence on Culture Technology
    • /
    • v.7 no.4
    • /
    • pp.659-665
    • /
    • 2021
  • Short video applications (e.g., TikTok, YouTube shorts) are growing quickly in terms of active users and usage time. Of course, advertising industry is utilizing the app as AD channel. The current study, however, argues that the effectiveness of ADs in short video apps are not articulated well and that precise research for measuring the effect is required. In this context, this study measured the effects of storytelling ad types(reality, parody, creative) and message sensation value(high vs. low level) on story transportation. The notable finding is that when creative storytelling ad type which requires more cognitive resources than other two types meets high level of message sensation value, ad viewers could reach cognitive overload state which induced low effectiveness of ad. As its result, the effectiveness of AD reduced. More specific theoretical discussion and suggestions for advertising producers are described.

A Study on the Types of Virtual Influencers in China Using Q Methodology

  • LILI;Jong-Yoon Lee;ShanShan LIU;Jang Sun Hong
    • International Journal of Advanced Culture Technology
    • /
    • v.11 no.2
    • /
    • pp.152-161
    • /
    • 2023
  • Modern people live a life connected with the real world and the virtual world by relying on the new media of enterprises and social consumption led by innovative technologies. In this environment, virtual influencers actively communicate with consumers and build relationships through social media, which is a new marketing tool that has attracted widespread attention. From a business perspective, it is necessary to have a solid understanding of this phenomenon, and then explore communication strategies to effectively develop virtual influencers. To investigate followers' preference for virtual influencers, this study employs the Q-method, which studies human subjective attributes, an empirical research effort to uncover complex issues in human subjectivity. To determine the factors that trigger people's voluntary and active practice and the preference degree of virtual influencers, the Q method is implemented to examine human subjectivity, thoughts and attitudes. According to the results of this study, virtual influencers are a new group of idols full of vitality. The interviews found that there are still many virtual influencers who do not know about followers, but each type can be clearly understood through the intuitive understanding of the interviewees. Divided out, type 1 one egoideal virtual influencers aim to represent an idealized version of the creator or target audience. Embodies ideal physical characteristics, personality or lifestyle desired by the audience. Type 2 is charismatic and attractive, and has the characteristics of most virtual influencers. It is suggested that it can be developed into a potential type, doing brand cooperation, and content production on social media platforms. Type 3: Game animation, derived from the image of characters in games or comics, with stylized features and energetic personalities, which can be integrated into games or entertainment experiences. Type 4 development potential type is the most successful type among virtual imagers, and it is also the purpose of marketing virtual influencers. It is essential that brand endorsement on social media platforms, integrated marketing, and driving advertising traffic. It is recommended to improve production technology to reduce investment costs.

A Study on Gamification Marketing based on Social Network Service (소셜네트워크 서비스 기반 게이미피케이션 마케팅 연구)

  • Moon, Ha Na;Park, Seung Ho
    • Design Convergence Study
    • /
    • v.15 no.2
    • /
    • pp.17-35
    • /
    • 2016
  • Along with popularization of smart phone and routinization of social network service, enterprises are using several social network services as a marketing channel to raise brand awareness and conduct PR. Enterprises have been utilizing an element of 'Gamification' representing a functional aspect and emotional pleasure of a game in order to attract users' attention and increase their voluntary participation since the early social network service marketing. However, social network service system contains functional roles of Gamification components rather than they function separately. Hence, this research intends to examine Gamification elements of social network service and characteristics occurred when enterprise uses several social network services as a marketing channel. Besides, it aims at suggesting a marketing guideline for Gamification based on social network that may induce users' interest and increase an immersion effect. Firstly, this study examined concepts and characteristics of social network service and Gamification centered on literature research. Secondly, it summarized a game mechanics, dynamics and a fun type of Gamification components. Thirdly, based on theoretical research, it collected Gamification marketing cases of 5 enterprises including 'Coca Cola Korea', 'Lotte Mart', 'Canon Korea', "Kolon Sports' and 'Uniqlo Korea' that utilize more than 3 of 4 social network services including 'Kakao Story', 'Band', 'Facebook' and 'Instagram' used the most in our nation, analyzing characteristics of Gamification marketing and deriving a suggestion. Finally, it suggested a guideline for Gamification and social network service to build a foundation for a Gamification marketing plan through social network service.

Intelligent VOC Analyzing System Using Opinion Mining (오피니언 마이닝을 이용한 지능형 VOC 분석시스템)

  • Kim, Yoosin;Jeong, Seung Ryul
    • Journal of Intelligence and Information Systems
    • /
    • v.19 no.3
    • /
    • pp.113-125
    • /
    • 2013
  • Every company wants to know customer's requirement and makes an effort to meet them. Cause that, communication between customer and company became core competition of business and that important is increasing continuously. There are several strategies to find customer's needs, but VOC (Voice of customer) is one of most powerful communication tools and VOC gathering by several channels as telephone, post, e-mail, website and so on is so meaningful. So, almost company is gathering VOC and operating VOC system. VOC is important not only to business organization but also public organization such as government, education institute, and medical center that should drive up public service quality and customer satisfaction. Accordingly, they make a VOC gathering and analyzing System and then use for making a new product and service, and upgrade. In recent years, innovations in internet and ICT have made diverse channels such as SNS, mobile, website and call-center to collect VOC data. Although a lot of VOC data is collected through diverse channel, the proper utilization is still difficult. It is because the VOC data is made of very emotional contents by voice or text of informal style and the volume of the VOC data are so big. These unstructured big data make a difficult to store and analyze for use by human. So that, the organization need to automatic collecting, storing, classifying and analyzing system for unstructured big VOC data. This study propose an intelligent VOC analyzing system based on opinion mining to classify the unstructured VOC data automatically and determine the polarity as well as the type of VOC. And then, the basis of the VOC opinion analyzing system, called domain-oriented sentiment dictionary is created and corresponding stages are presented in detail. The experiment is conducted with 4,300 VOC data collected from a medical website to measure the effectiveness of the proposed system and utilized them to develop the sensitive data dictionary by determining the special sentiment vocabulary and their polarity value in a medical domain. Through the experiment, it comes out that positive terms such as "칭찬, 친절함, 감사, 무사히, 잘해, 감동, 미소" have high positive opinion value, and negative terms such as "퉁명, 뭡니까, 말하더군요, 무시하는" have strong negative opinion. These terms are in general use and the experiment result seems to be a high probability of opinion polarity. Furthermore, the accuracy of proposed VOC classification model has been compared and the highest classification accuracy of 77.8% is conformed at threshold with -0.50 of opinion classification of VOC. Through the proposed intelligent VOC analyzing system, the real time opinion classification and response priority of VOC can be predicted. Ultimately the positive effectiveness is expected to catch the customer complains at early stage and deal with it quickly with the lower number of staff to operate the VOC system. It can be made available human resource and time of customer service part. Above all, this study is new try to automatic analyzing the unstructured VOC data using opinion mining, and shows that the system could be used as variable to classify the positive or negative polarity of VOC opinion. It is expected to suggest practical framework of the VOC analysis to diverse use and the model can be used as real VOC analyzing system if it is implemented as system. Despite experiment results and expectation, this study has several limits. First of all, the sample data is only collected from a hospital web-site. It means that the sentimental dictionary made by sample data can be lean too much towards on that hospital and web-site. Therefore, next research has to take several channels such as call-center and SNS, and other domain like government, financial company, and education institute.

Does Online Social Network Contribute to WOM Effect on Product Sales? (온라인 소셜네트워크의 제품판매 관련 구전효과에 대한 기여도 분석)

  • Lee, Ju-Yoon;Son, In-Soo;Lee, Dong-Won
    • Journal of Intelligence and Information Systems
    • /
    • v.18 no.2
    • /
    • pp.85-105
    • /
    • 2012
  • In recent years, IT advancement has brought out the new Internet communication environment such as online social network services, where people are connected in global network without temporal and spatial limitation. The popular use of online social network helps people share their experience and preference for specific products and services, thus holding large potential to significantly affect firms' business performance through Word-of-Mouth (WOM). This study examines the role of online social network in raising WOM effect on the movie industry by comparing with the similar role of Internet portal, another major online communication channel. Analyzing 109 movies and data from both Twitter and Naver movie, we found that significant WOM effect exists simultaneously in both Twitter and Naver movie. However, we also found that different figures of online viral effects exist depending on the popularity of movies. In the hit movie group, before the movie release, the WOM effect occurs only in Twitter while the WOM effect arises in both Twitter and Naver movie at the same time after the movie release. In the less-popular (or niche) movie group, the WOM effect occurs in both Twitter and Naver movie only before the movie release. Our findings not only deepen theoretical insights into different roles of the two online communication channels in provoking the WOM effect on entertainment products but also provide practitioners with incentive to utilize SNS as strategic marketing platform to enhance their brand reputations.