• 제목/요약/키워드: Sensibility image

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Comparative Analysis of Fashion Characteristics on the Cover of Domestic Licensed Fashion Magazines - Focused on ELLE, VOGUE, W - (국내 라이선스 패션잡지 표지에 나타난 패션특성의 비교분석 - ELLE, VOGUE, W를 중심으로 -)

  • Lee, Hyunji;Lee, Kyunghee
    • Fashion & Textile Research Journal
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    • v.21 no.1
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    • pp.1-12
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    • 2019
  • The purpose of this study is to examine the fashion characteristics of fashion magazine cover by comparing and analyzing the formative characteristics of fashion, visual design characteristics and illustration vocabulary on the cover of 3 fashion magazines. The data analysis criteria consisted of the formative elements of fashion (fashion design element, fashion coordination element) and visual design element (color, illustration lexical layout, model photograph type). Data analysis methods were statistical analysis, stepwise lexical analysis, and content analysis. The results of the study are as follows. First, the formative characteristics of fashion on the cover of fashion magazines show that ELLE is a feminine and elegant characteristics, VOGUE is a modern, chic and mannish characteristics, and W is avant-garde and neutral characteristics. Second, visual design characteristics on the cover of fashion magazines, ELLE and VOGUE use modern and simple modern sensibility by using monotonous background color and background color number, and W showed original image characteristic by using various colors. Third, as a result of the illustration lexical analysis on the cover of fashion magazines, 4 core keywords of trend, star, event, and life appeared in 3 magazines in common. Elle differentiates by innovation, Vogue by discrimination, W by reconstruction.

An Analysis of Interior Color of Experience Yachts : Focused on 40ft Yachts (체험형 요트 실내공간의 색채분석 : 40ft급 요트를 중심으로)

  • Cho, Joung-Hyung
    • Journal of the Korea Convergence Society
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    • v.11 no.12
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    • pp.125-130
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    • 2020
  • The Korean maritime industry is growing rapidly as income levels rise. In particular, the domestic yacht market is generating steady market demand, which is a good opportunity for users who want to enjoy leisure. Among them, the experience-type yacht is operated smoothly around Suyeong Bay in Busan. In this study, a survey of experienced yacht users conducted an analysis focusing on color as much as the interior structure. The colors you experience when you stay in a specific space for a short time have a significant impact on the user's satisfaction and sensibility. Often, systematic research into space is often focused on physical distribution. However, color leaves a strong impression on short experiences as much information as it accepts through the optic nerve. A survey of yacht passengers was conducted to derive appropriate adjectives, and the results were obtained after analyzing them by means of I.R.I monochrome and image scale. Afterwards, it is expected that this research will be used as a theoretical basic data that can be used to carry out the production, repair, and repair of hands-on yachts that are developed on their own.

A Study on the Fashion Design and Style of K-Pop Boy Groups - Focusing on the Music Programs and YouTube Videos of BTS and Seventeen - (K-Pop 보이 그룹의 패션디자인 및 스타일 연구 - 방탄소년단, 세븐틴의 음악 방송 프로그램 및 유튜브 영상을 중심으로 -)

  • WANG, LIANKAI;Kim, Yoon Kyoung;Lee, Kyoung Hee
    • Fashion & Textile Research Journal
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    • v.23 no.6
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    • pp.726-743
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    • 2021
  • This study tried to examine the fashion design and style of representative K-Pop boy groups BTS and SEVENTEEN appearing on music shows. The data collection was conducted on 4 music programs(Inkigayo, Music Bank, Show! Music Core, M COUNTDOWN) and YouTube(www.youtube.com) for each boy who worked for 5 years from January 2016 to December 2020. Result analysis utilized the stage scenes and music videos of the title songs of BTS and Seventeen. As for the fashion design and style characteristics of BTS, it was found that overall, the color, pattern, and decoration of the bottom were minimized, and the style was changed mainly by the top of the denim pants. As for Seventeen's fashion design and style characteristics, it was analyzed that plain simple slacks, bright and modest chromatic colors, and geometric and stylistic patterns with street retro sensibility were relatively emphasized, and natural and romantic images appeared a lot. As a result of examining the differences in fashion design and style characteristics between BTS and Seventeen, significant differences were found in color, tone, color scheme, material type, material combination, detail, trimming, pattern, accessories, and fashion image. Overall, it was found that both groups minimized the use of decorative elements such as patterns, details, and trimmings.

Digital Technology and Fashion Features in the Contents of Korean Virtual Idol Groups (한국 가상 아이돌 그룹의 콘텐츠에 나타난 디지털 기술 및 패션의 특징)

  • JIAYI XUE;Seunghee Suh
    • Journal of Fashion Business
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    • v.27 no.1
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    • pp.110-125
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    • 2023
  • Virtual idol groups are a product of changes in cultural content and development of digital technology. The purpose of this study is to derive the characteristics of technical expression and fashion of virtual idol groups of Korean entertainment companies, and the significance of this study is to provide basic data for creating a new content business model for virtual idol groups. The research method of this study consisted of literature research and case analysis. Korean virtual idol groups 'K/DA', 'Aespa', and 'Eternity', which show the evolved business model of the entertainment industry through rapid advances in digital technology, were selected as the subject of case analysis for this study, and newspaper articles were searched by keywords and analyzed. As a result of the study, the technical expressions shown in Korean virtual idol groups were 'implementation of realistic content through interaction technology', 'delicate motion expression through motion capture technology', and 'convergence of information between the real world and virtual world through AR technology', 'provision of experience similar to reality by VR technology' and 'formation of cultural contents by Deep Real technology' were deriven. In addition, the characteristics of the Korean virtual guide idol group's fashion are 'marketing strategy through collaboration with fashion items', 'giving recognition as a digital fashion icon of real existence', 'creating a sensuous image as a fashion brand ambassador' and 'fashion style expression of the Z generation's sensibility'.

Develpoment of Customer Satisfaction Model of Providing Traffic Information through VMS on the Freeway (교통정보 제공에 따른 이용자 만족도 모형 개발 - 고속도로상의 VMS 정보제공을 중심으로 -)

  • Kim, Jang Wook;Kim, Tae Hee;Lee, Soo Beom
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.28 no.5D
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    • pp.597-607
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    • 2008
  • ATIS(Advanced Traffic Information System) provide valuable information as the travel time and traffic congestion, detour, traffic accident information to drivers, so it is being in the spotlight. But so far, the study on the consumer satisfaction with providing traffic information is incomplete. So, this study run a Canonical discriminant analysis and a Canonical correlation analysis by a QuantificationIItheory based on a Traffic Information Satisfaction image data through questionnaires, and found out the factors with influence on the consumer satisfaction. And this study definitely found out the correlation between consumer's recognition and traffic information satisfaction through understanding the change on the recognition about traffic information satisfaction by a QuantificationItheory. Finally, this study found out the change on the sensibility recognition of drivers by running the principal component anlysis, developed the traffic information satisfaction evaluation model considering the change on the recognition by using the structural equation model.

Analysis of the Emotional experience design types of iPhone users - Focused on Q-methodology - (아이폰 사용자의 감성경험디자인 유형 분석 - Q 방법론을 중심으로 -)

  • Lee, Youngju;Lee, Hoeun
    • Journal of Communication Design
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    • v.38
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    • pp.312-320
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    • 2012
  • IPhone users who prefer to study the sensitivity of the subjective aspects of experience design elements, aiming to clarify and subjectivity, Q methodology for the study were able to detect four types through. The first type of usability on the iPhone to pursue the type of individuals who have sufficient understanding of sayongjeok behavior based on the use of features, ease of understanding, the physical sense, usability is important to all who were able to see that consist of: The second types of aesthetics to pursue the type of visual information of the product by the intuitive and subjective aesthetic impression was important to distinguish your type. The third types of discrimination to pursue the type of emotional self-image or self-owned products, to convey a message to anyone seriously here, and the fourth type is the type of active and absolute preference for the iPhone that has been identified as the type of .

A Study on the Value Factors of Culture Consumers for Corporate Culture Marketing through Big Data Techniques (빅데이터 기법을 통한 기업 문화마케팅을 위한 문화소비자의 가치 요소 연구)

  • Oh, Se Jong
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.1
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    • pp.31-36
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    • 2020
  • Corporate Culture Marketing is a marketing tool that enhances a company's cultural image or conveys its image through culture. Culture Consumer value analysis is important predictive data in identifying the value and pursuit of life in individual consumption behavior, explaining the choice behavior of culture consumers, and serves as the basis for decision making. The research method was linked to the text mining and opinion mining techniques of big data, and extracted positive, negative and neutral words. The analysis targets culture consumers participating in concerts at Hyundai Card's 'Super Concert', which is subject to domestic consumers, and CJ ENM's 'KCON', which is subject to foreign consumers. The culture consumer value elements of corporate culture marketing are the basic conditions, and they were derived as 'Consensus Communication (Expression of Sensibility)', 'Participation Sharing(VIP Belonging)', 'Social Change Issue', 'Differentiating Services', 'Price Discount Benefit' and 'Location Quality'. In the future, we will need to foster 'Culture Technology Marketers' and apply them in areas such as arts management planning, cultural investment, cultural distribution, cultural space, Corporate Culture, CSR and K-pop marketing to enhance corporate interests and brand value and enhance brand value.

A Study on the Sensibility Analysis of School Life and the Will to Farming of Students at Korea National College of Agricultural and Fisheries (한국농수산대학 재학생의 학교생활 감성 분석 및 영농의지에 관한 연구)

  • Joo, J.S.;Lee, S.Y.;Kim, J.S.;Shin, Y.K.;Park, N.B.
    • Journal of Practical Agriculture & Fisheries Research
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    • v.21 no.2
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    • pp.103-114
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    • 2019
  • In this study we examined the preferences of college life factors for students at Korea National College of Agriculture and Fisheries(KNCAF). Analytical techniques of unstructured data used opinion mining and text mining techniques, and the results of text mining were visualized as word cloud. And those results were used for statistical analysis of the students' willingness to farm after graduation. The items of the favorable survey consisted of 10 items in 5 areas including university image, self-capacity, dormitory, education system, and future vision. After classifying the emotions of positive and negative in the collected questionnaire, a dictionary of positive and negative was created to evaluate the preference. The items of 'college image' at the time of university support, 'self after 10 years' after graduation, 'self-capacity' and 'present KNCAF' showed high positive emotion. On the other hand, positive emotion was low in the items of 'college dormitory', 'educational course', 'long-term field practice' and 'future of Korean agriculture'. In the cross-analysis of the difference in the will to farming according to gender, farming base, and entrance motivation, the will to farm according to gender and entrance motivation showed statistically significant results, but it was not significant in farming base. Also in binary logistic regression analysis on the will to farming, the statistically significant variable was found to be 'motivation for admission'

The Effect of Manufacturing Method Preferences for Different Product Types on Purchase Intent and Product Quality Perception (제품유형에 따른 제조방식 선호가 구매의도와 품질지각에 미치는 효과)

  • Lee, Guk-Hee;Park, Seong-Yeon
    • Science of Emotion and Sensibility
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    • v.19 no.4
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    • pp.21-32
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    • 2016
  • Studies have observed various phenomena regarding the effect of the interaction between type, price, and brand image of a product on consumers' purchase intent and product quality perception. Yet, few have studied the effect of the interaction between product type and manufacturing method on these factors. However, the advent of three-dimensional (3D) printers added a new manufacturing method, 3D printing, to the traditional methods of handicraft and automated machine-based production, and research is necessary since this new framework might affect consumers' purchase intent and product quality perception. Therefore, this study aimed to verify the effects of the interaction between product type and manufacturing method on purchase intent and product quality perception. To achieve this, in our experiment 1, we selected product types with different characteristics (drone vs. violin vs. cup), and measured whether consumers preferred different manufacturing methods for each product type. The results showed that consumers preferred the 3D printing method for technologically advanced products such as drones, the handmade method for violins, and the automated machine-based manufacturing method, which allows mass production, for cups. Experiment 2 attempted to verify the effects of the differences in manufacturing method preferences for each product type on consumers' purchase intent and product quality perception. Our findings are as follows: for drones, the purchase intent was highest when 3D printing was used; for violins, the purchase intent was highest when the violins were handmade; for cups, the purchase intent was highest when machine-based manufacturing was used. Moreover, whereas the product quality perception for drones did not differ across different manufacturing methods, consumers perceived that handmade violins had the highest quality and that cups manufactured with 3D printing had the lowest quality (the purchase intent for cups was also lowest when 3D printing was used). This study is anticipated to provide a wide range of implications in various areas, including consumer psychology, marketing, and advertising.

A Study on Evaluation of Visual Factor for Measuring Subjective Virtual Realization (주관적인 가상 실감화 측정 방법에 대한 시각적 요소 평가 연구)

  • Won, Myeung-Ju;Park, Sang-In;Kim, Chi-Jung;Lee, Eui-Chul;Whang, Min-Cheol
    • Science of Emotion and Sensibility
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    • v.15 no.3
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    • pp.389-398
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    • 2012
  • Virtual worlds have pursued reality as if they actually exist. In order to evaluate the sense of reality in the computer-simulated worlds, several subjective questionnaires, which include specific independent variables, have been proposed in the literature. However, the questionnaires lack reliability and validity necessary for defining and measuring the virtual realization. Few studies have been conducted to investigate the effect of visual factors on the sense of reality experienced by exposing to a virtual environment. Therefore, this study was aimed at reinvestigating the variables and proposing a more reliable and advisable questionnaire for evaluating the virtual realization, focusing on visual factors. Twenty-one questions were gleaned from the literature and subjective interviews with focused groups. Exploratory factor analysis with oblique rotation was performed on the data obtained from 200 participants(females: 100) after exposing to a virtual character image described in an extreme way. After removing poorly loading items, remained subsets were subjected to confirmatory factor analysis on the data obtained from the same participants. As a result, 3 significant factors were determined to efficiently measure the virtual realization. The determined factors included visual presence(3 subset items), visual immersion(7 subset items), and visual interactivity(4 subset items). The proposed factors were verified by conducting a subjective evaluation in which participants were asked to evaluate a 3D virtual eyeball model based on the visual presence. The results implicated that the measurement method was suitable for evaluating the degree of the virtual realization. The proposed method is expected to reasonably measure the degree of the virtual realization.

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