• Title/Summary/Keyword: Shopping malls

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Study of Fashion Application Usage Pattern and Styling Considerations of Middle-aged Women in thier 40s and 50s (40~50대 중년 여성의 패션 애플리케이션 활용 실태 및 스타일링 고려사항 연구)

  • Lee, Jung Eun;Kim, Dong-Eun
    • Fashion & Textile Research Journal
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    • v.24 no.3
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    • pp.279-288
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    • 2022
  • This study aims to derive the need for middle-aged women to consider using fashion product applications, styling, and personalized styling services. To analyze the fashion styling considerations of middle-aged women, 200 women in their 40s and 50s were surveyed. Middle-aged women usually tend to shop through home shopping, department stores, fashion soho (Small office home office) malls, and open market-type applications, and purchase fashion products more than two or three times a month, spending an average of less than 50,000 won per month. Middle-aged women consider choosing appropriate clothing based on the occasion and place, complementing the flaws of the changed body type as well as taking into account the weather in the styling process, and seek to showcase a sophisticated, luxurious, and youthful image through styling. However, they are confused and face difficulties in fashion styling, with regard to not only overall body shape but also partial body changes, such as increasing waistline, flabby thighs and arms, and decreasing hip volume. In addition, middle-aged women were looking for expert advice on styling to help them look the best. They also wanted to solve the difficulties of making a right choice amid the overflowing information related to fashion. The results of the study contribute to identifying products that meet the needs of middle-aged women and help develop detailed consumer-tailored marketing strategies, thereby improving sales of fashion products.

Design of visitor counting system using edge computing method

  • Kim, Jung-Jun;Kim, Min-Gyu;Kim, Ju-Hyun;Lee, Man-Gi;Kim, Da-Young
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.7
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    • pp.75-82
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    • 2022
  • There are various exhibition halls, shopping malls, theme parks around us and analysis of interest in exhibits or contents is mainly done through questionnaires. These questionnaires are mainly depend on the subjective memory of the person being investigated, resulting in incorrect statistical results. Therefore, it is possible to identify an exhibition space with low interest by tracking the movement and counting the number of visitors. Based on this, it can be used as quantitative data for exhibits that need replacement. In this paper, we use deep learning-based artificial intelligence algorithms to recognize visitors, assign IDs to the recognized visitors, and continuously track them to identify the movement path. When visitors pass the counting line, the system is designed to count the number and transmit data to the server for integrated management.

A Study on the Design Development of S.I.(Space Identity) for Culturre and Tourism Market Development: Based on Jecheon Central Market (문화관광형시장 육성을 위한 S.I.(Space identity)개발연구: 제천중앙시장을 중심으로)

  • Jin-Soo, Park
    • Journal of Industrial Convergence
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    • v.20 no.11
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    • pp.197-203
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    • 2022
  • The purpose of this study is to establish an S.I. (Space Identity) considering the spatial location and cultural specificity of Jecheon Jungang Market, the oldest and largest market in Jecheon with historical characteristics. To this end, we identify the flow of the cultural tourism market, investigate and analyze the current state of Jecheon Central Market, and present a direction based on storytelling for each space. The concept of space design was divided into space, time, people, and culture as coexistence, and merchants, products, and shopping malls share temporality and coexist in one space. Therefore, the facilities for each floor consisted of a gate, information board, lighting, rest area, design bench facility, information center, business compliance line, floor sign, and gate floor sign for each floor. Through this, it is necessary to establish a mid- to long-term development strategy by establishing a step-by-step promotion strategy to predict the economic effect of creating new demand and increasing sales in Jecheon Central Market.

Evaluation of the Characteristics of Food-related Factors and Interior Space Factors in Vietnamese Restaurants in Hong Kong (홍콩 소재 베트남 레스토랑의 음식관련요소 및 공간요소의 특성에 관한 연구)

  • Oh, Hye-Kyung;Lee, Ji-Hyun
    • Journal of the Korean Society of Food Culture
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    • v.24 no.5
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    • pp.467-477
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    • 2009
  • This study was conducted to investigate and analyze food related and space related elements of popular Vietnamese restaurants in Hong Kong to identify restaurant images related to food, to examine how Vietnamese traditions are applied to such restaurants, and ultimately, to get their implications for us. Luxury Vietnamese restaurants in Hong Kong tended to be located in major office buildings and famous shopping malls in the downtown area; therefore, they were highly accessible to foreigners. In addition, most Vietnamese restaurants were quite formal in size or atmosphere. The food-related elements of the luxury restaurants reproduced traditional menus, but the table setting and service generally adopted a formal Western style setting. The presentation of foods was also creative and contemporary, to suit international customers' tastes. Regarding the spatial elements, restaurants serving traditional menus had interiors influenced by the French colonial period, while those serving contemporarily adapted menus had interiors with simple contemporary images emphasized by Vietnamese traditional decorations. These characteristics allowed foreigners from diverse countries to access the restaurants without a sense of rejection. Casual restaurants were primarily exposed to many people on busy roadsides, but they tended to be inferior in terms of size and quality. Apart from size and price level, food-related elements failed to reflect Vietnamese unique traditional characteristics. The outward appearance consisted of basic construction materials (glass, chassis, and bamboo) instead of those representing Vietnamese architecture. Additionally, the interior of the casual restaurants contained traditional elements or objects more frequently than luxury restaurants, but they looked rather disorderly and lacked harmony. Overall, the image of casual restaurants was degraded by the use of cheap and low quality finishing materials and furniture. The results of this study may be useful for organizations promoting the Branding of Korea or businesspeople and designers promoting the globalization of Korean foods.

Review of brand variations in Jiu-Jitsu uniforms (주짓수 도복의 브랜드 바리에이션)

  • Hyejeong Bak;Myung Hee Lee
    • The Research Journal of the Costume Culture
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    • v.31 no.3
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    • pp.296-309
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    • 2023
  • This study gathered basic information on the development of Jiu-Jitsu uniforms suitable for players in Korea. Detailed data were collected between December 20th and December 30th, 2022 on 21 selected brands sold in online shopping malls. For each, information was recorded on the production country, product type, price, colors, material, and sizing system. A total of 612 datasets were analyzed using frequency analysis, cross-tabulation, and Chi-square tests. Jiu-Jitsu uniforms were classified as either standard or limited edition. Limited edition uniforms were more expensive than regular uniforms. International brands had a higher price range than domestic brands. The most commonly used colors for Jiu-Jitsu uniforms were the regulation colors associated with the sport: white, black, and blue. Domestic brands were more likely to use non-regulation colors than international brands. The material used for the top half of the uniform was predominantly pearl weave, while the bottom half was usually ripstop. International brands used a more diverse range of materials than domestic brands. The Jiu-Jitsu uniform sizing system incorporated a range of sizes between A00 and A6. While sizing designations differed according to the established sizing systems of different countries, the sizes remained the same, as did the range of sizes available. Where size guides were provided, height and weight were used to help the customer determine the appropriate size. The dimensions of each size varied between brands. Overall, we found that international brands offer a more diverse range of Jiu-Jitsu uniform designs than domestic brands.

A Study on Bag Purchasing Behaviors and Design Preferences - Focusing on Comparative analysis by Sex and Age group - (가방 구매행동과 디자인 선호도 연구 - 성별과 연령집단에 따른 비교분석을 중심으로 -)

  • Mi-sook Lee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.25 no.3
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    • pp.1-16
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    • 2023
  • The purposes of this study were to investigate bag purchasing behaviors and design preferences of male and female adult consumers, and to find the differences depending on sex and age variable. A survey was conducted on 400 male and female adults from 20s to 50s. The questionnaire consisted of bag purchase behaviors, bag design preferences, and the subjects' demographic characteristics. The data were analyzed by Cronbach's α, factor analysis, x2 test and t-test using SPSS. The results were as follows. First, as bag selection criteria, four factors (practicality, symbolism, aesthetics, and economics) were derived, and adult consumers considered economics as the most important among the factors. As for purchasing information sources, three factors (media, human resources, and store) were derived, and adult consumers considered human resources and store information sources more important than media. The main motive for purchasing bags was age and damage of the owned products, and Internet shopping malls were the most common purchasing place. The average annual cost of purchasing bags was 100,000 to 300,000 won, and the frequency of purchase was about once a year. Second, as bag preference images, four factors (individual, romantic, active, and classic image) were derived, and adult consumers preferred classic images the most. The shoulder bag was the most preferred as the bag shape, and black was the most preferred bag color. For the material, natural leather was the most preferred, and for the size, medium size was the most preferred. Third, bag purchasing behaviors and design preferences showed many significant differences according to the sex and age of the consumers. Therefore, the results of this study suggests that bag companies need to establish product development and marketing strategies in consideration of differences according to the sex and age group of adult consumers.

A Survey on the Athleisure Wear Wearing Condition of Korean Men in Their 20s and 30s (국내 20, 30대 남성의 애슬레저웨어 착용실태조사)

  • Eun-Kyong Kim
    • Journal of the Korea Fashion and Costume Design Association
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    • v.26 no.1
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    • pp.45-60
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    • 2024
  • This study analyzes the athleisure wear purchase status, wearing conditions, and design preferences of men in their 20s and 30s and provides basic data for the development of men's athleisure wear that reflects consumer preferences. An online survey was conducted on 200 men from August 23 to August 27, 2023. The questionnaire consisted of a total of 48 questions, including 8 questions about the respondent's general information, 19 questions about the purchase status of athleisure wear, 6 questions about the status of wearing athleisure wear, and 15 questions about athleisure wear design preferences. The survey results are as follows. The most common motive for exercise participation was 'maintaining health.' 'Nike' was the most preferred and purchased brand among athleisure wear brands, and the main place of purchase of athleisure wear was 'Internet and mobile shopping malls', reflecting the recent purchasing trend of the MZ generation. When purchasing athleisure wear, the most common selection criterion was 'design', followed by 'fitting comfort', 'possibility to use as daily wear', and 'price'. The most common route to obtain purchase information was 'Internet search', and the 'overall satisfaction' with athleisure wear was found to be satisfactory with an average of 3.83. The most common reason for wearing athleisure wear was 'because it is comfortable to do activities', followed by 'because it can be used as everyday wear'. Lastly, 'black', 'short-sleeved t-shirt', 'short length' sleeve, 'round neckline', 'waist length', and 'relaxed loose fit' were preferred for the top design, and 'black', 'shorts', 'full elastic type' waistband, 'regular fit that fits the body well' were preferred for the bottom design.

A Study on Emergence of Innovative Retailing and Its Development Process (혁신적인 소매업태의 출현과 발전과정에 관한 연구)

  • Park, Chul-Ju;Jeong, Tae-Seok
    • Journal of Distribution Science
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    • v.9 no.1
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    • pp.29-38
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    • 2011
  • Since a distribution market was opened in 1993 after the conclusion of the Uruguay Round (UR), various new businesses emerged in the Korean retail industry, such as convenience shops, supermarkets, specialty stores, non-store marketing methods, and cyber shopping malls, in addition to traditional markets and department stores. Competition among these retail businesses has intensified. According to the National Statistical Office (NSO), the growth rate of the total retail industry has shown a 32% increase in the past 5 years. While department stores, supermarkets, specialty stores, and other non-store retailing venues have shown signs of stagnation at a growth rate of 20-30%, which is similar to the growth rate of the entire retail industry, convenience shops and non-store marketing have shown 60-70% growth over the same period. By comparison, the growth rate of cyber shopping malls has nearly tripled. When applying development aspects of retail businesses through the competition to the retail life cycle, mom-and-pop stores and traditional markets have already entered the decline phase as specialty stores reach their maturity phase and demonstrate their limit of growth. Department stores are now in the latter part of the growth phase, which is still considered to have some growth potential. Big super markets are still in the early part of their growth stage although they were introduced 20 years ago. Meanwhile, retail businesses such as convenience stores, supermarkets, mail order houses, and warehouse stores are entering the middle growth phase and are expected to continue with their quantitative growth. At a time when most retail businesses in Korea are in a state of development or in the full growth stage, what kind of new innovative retailing will appear and develop? Moreover, what growth engine will drive it? This study analyzes the appearance of innovative retailing and its development process by establishing a discussable consumer's choice model through the interlocking mutual behavior of differentiated competitiveness and consumers' choice based on an awareness of this issue. The analysis of the results of this study can be summarized as follows. First, if a new vacuum zone emerges at the retail market level, innovative retailing such as low price/low service or high price/high service will emerge simultaneously. Second, if the number of new businesses in the vacuum zone increases, this will create competitiveness among the businesses, and each retailer will develop raising of level. Third, if a new business that raises the level develops, competition between the new and the existing retailer will occur, and an assimilation process between the existing retailing and the new retailing will be unfolded. Fourth, each retailing will promote distribution innovations in order to break the frontier of the existing distribution technology, and other retailing will follow the innovator. On the basis of an analysis of the abovementioned results, this study presents the following three suggestions. First, responding to the consumer's decision-making process on the attributes of retail shops that promote differentiation in strategies, this study established a consumer's choice model that can be discussed in relation to changes in market share. Second, this study provided an analysis of the emerging and developmental processes of innovative retail businesses using a more precise logical structure on the basis of the consumer's choice model described in this study. Third, the development process of retail businesses discussed in this study presented retailing solutions regarding management aspects on how to compose a strong retail mix that can help retail businesses gain competitive advantages in the market.

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A Study for Strategy of On-line Shopping Mall: Based on Customer Purchasing and Re-purchasing Pattern (시스템 다이내믹스 기법을 활용한 온라인 쇼핑몰의 전략에 관한 연구 : 소비자의 구매 및 재구매 행동을 중심으로)

  • Lee, Sang-Gun;Min, Suk-Ki;Kang, Min-Cheol
    • Asia pacific journal of information systems
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    • v.18 no.3
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    • pp.91-121
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    • 2008
  • Electronic commerce, commonly known as e-commerce or eCommerce, has become a major business trend in these days. The amount of trade conducted electronically has grown extraordinarily by developing the Internet technology. Most electronic commerce has being conducted between businesses to customers; therefore, the researches with respect to e-commerce are to find customer's needs, behaviors through statistical methods. However, the statistical researches, mostly based on a questionnaire, are the static researches, They can tell us the dynamic relationships between initial purchasing and repurchasing. Therefore, this study proposes dynamic research model for analyzing the cause of initial purchasing and repurchasing. This paper is based on the System-Dynamic theory, using the powerful simulation model with some restriction, The restrictions are based on the theory TAM(Technology Acceptance Model), PAM, and TPB(Theory of Planned Behavior). This article investigates not only the customer's purchasing and repurchasing behavior by passing of time but also the interactive effects to one another. This research model has six scenarios and three steps for analyzing customer behaviors. The first step is the research of purchasing situations. The second step is the research of repurchasing situations. Finally, the third step is to study the relationship between initial purchasing and repurchasing. The purpose of six scenarios is to find the customer's purchasing patterns according to the environmental changes. We set six variables in these scenarios by (1) changing the number of products; (2) changing the number of contents in on-line shopping malls; (3) having multimedia files or not in the shopping mall web sites; (4) grading on-line communities; (5) changing the qualities of products; (6) changing the customer's degree of confidence on products. First three variables are applied to study customer's purchasing behavior, and the other variables are applied to repurchasing behavior study. Through the simulation study, this paper presents some inter-relational result about customer purchasing behaviors, For example, Active community actions are not the increasing factor of purchasing but the increasing factor of word of mouth effect, Additionally. The higher products' quality, the more word of mouth effects increase. The number of products and contents on the web sites have same influence on people's buying behaviors. All simulation methods in this paper is not only display the result of each scenario but also find how to affect each other. Hence, electronic commerce firm can make more realistic marketing strategy about consumer behavior through this dynamic simulation research. Moreover, dynamic analysis method can predict the results which help the decision of marketing strategy by using the time-line graph. Consequently, this dynamic simulation analysis could be a useful research model to make firm's competitive advantage. However, this simulation model needs more further study. With respect to reality, this simulation model has some limitations. There are some missing factors which affect customer's buying behaviors in this model. The first missing factor is the customer's degree of recognition of brands. The second factor is the degree of customer satisfaction. The third factor is the power of word of mouth in the specific region. Generally, word of mouth affects significantly on a region's culture, even people's buying behaviors. The last missing factor is the user interface environment in the internet or other on-line shopping tools. In order to get more realistic result, these factors might be essential matters to make better research in the future studies.

The Research on Recommender for New Customers Using Collaborative Filtering and Social Network Analysis (협력필터링과 사회연결망을 이용한 신규고객 추천방법에 대한 연구)

  • Shin, Chang-Hoon;Lee, Ji-Won;Yang, Han-Na;Choi, Il Young
    • Journal of Intelligence and Information Systems
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    • v.18 no.4
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    • pp.19-42
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    • 2012
  • Consumer consumption patterns are shifting rapidly as buyers migrate from offline markets to e-commerce routes, such as shopping channels on TV and internet shopping malls. In the offline markets consumers go shopping, see the shopping items, and choose from them. Recently consumers tend towards buying at shopping sites free from time and place. However, as e-commerce markets continue to expand, customers are complaining that it is becoming a bigger hassle to shop online. In the online shopping, shoppers have very limited information on the products. The delivered products can be different from what they have wanted. This case results to purchase cancellation. Because these things happen frequently, they are likely to refer to the consumer reviews and companies should be concerned about consumer's voice. E-commerce is a very important marketing tool for suppliers. It can recommend products to customers and connect them directly with suppliers with just a click of a button. The recommender system is being studied in various ways. Some of the more prominent ones include recommendation based on best-seller and demographics, contents filtering, and collaborative filtering. However, these systems all share two weaknesses : they cannot recommend products to consumers on a personal level, and they cannot recommend products to new consumers with no buying history. To fix these problems, we can use the information which has been collected from the questionnaires about their demographics and preference ratings. But, consumers feel these questionnaires are a burden and are unlikely to provide correct information. This study investigates combining collaborative filtering with the centrality of social network analysis. This centrality measure provides the information to infer the preference of new consumers from the shopping history of existing and previous ones. While the past researches had focused on the existing consumers with similar shopping patterns, this study tried to improve the accuracy of recommendation with all shopping information, which included not only similar shopping patterns but also dissimilar ones. Data used in this study, Movie Lens' data, was made by Group Lens research Project Team at University of Minnesota to recommend movies with a collaborative filtering technique. This data was built from the questionnaires of 943 respondents which gave the information on the preference ratings on 1,684 movies. Total data of 100,000 was organized by time, with initial data of 50,000 being existing customers and the latter 50,000 being new customers. The proposed recommender system consists of three systems : [+] group recommender system, [-] group recommender system, and integrated recommender system. [+] group recommender system looks at customers with similar buying patterns as 'neighbors', whereas [-] group recommender system looks at customers with opposite buying patterns as 'contraries'. Integrated recommender system uses both of the aforementioned recommender systems to recommend movies that both recommender systems pick. The study of three systems allows us to find the most suitable recommender system that will optimize accuracy and customer satisfaction. Our analysis showed that integrated recommender system is the best solution among the three systems studied, followed by [-] group recommended system and [+] group recommender system. This result conforms to the intuition that the accuracy of recommendation can be improved using all the relevant information. We provided contour maps and graphs to easily compare the accuracy of each recommender system. Although we saw improvement on accuracy with the integrated recommender system, we must remember that this research is based on static data with no live customers. In other words, consumers did not see the movies actually recommended from the system. Also, this recommendation system may not work well with products other than movies. Thus, it is important to note that recommendation systems need particular calibration for specific product/customer types.