• 제목/요약/키워드: Sports Product

검색결과 161건 처리시간 0.023초

어린이용 안전모의 착용실태와 착용성 증대 방안을 위한 연구 (Research for the Wear Status and Encourage the Children to Wear Safety Helmets)

  • 송예호;이강인
    • 대한안전경영과학회지
    • /
    • 제17권3호
    • /
    • pp.149-162
    • /
    • 2015
  • This study was conducted on young children safety helmet to prevent risk of head injuries from external shock. Young children helmet shall be easy to wear and use comfortably. But the young children helmet market in domestic has imported dependently and widely variations in quality because the euro product of high priced and the east asia product of low priced are selling at the same time. Therefore, this study surveyed children under 13 years of age and Married people and studies their actual state of wearing. Furthermore, this study is going to propese the improving wearing of helmet and the major points of quality of helmet and the problem by comparing and reviewing regulations of domestic and foreign.

소비 트렌드에 따른 가정간편식 개발 전략 (A study on the development strategy of home meal replacement in relation to the consumption trends)

  • 홍완수
    • 식품과학과 산업
    • /
    • 제50권3호
    • /
    • pp.2-32
    • /
    • 2017
  • Due to the increasing demand for convenience and simplicity, Home Meal Replacement (HMR) has become a key trend in the food service industry. This study researched the current consumer trend and analyzed the national and international HMR product trend, aiming to find useful insights for the field. Results showed that in order to expand the HMR market demand, it is possible to consider diversifying the product category by making customized premium products, such as products for the elderly, infants, patients, and sports players, or products with enhanced nutritional fortification. From the industrial aspect, centralization through Central Kitchen (CK) and implementation of the scientific and advanced ISO and HACCP system are necessary. Lastly, to develop high value-added HMR products, it is deemed essential to utilize the so-called 'food tech', the technology which integrates core technologies of the fourth industrial revolution into the food industry.

공기주입식 로드스키 디자인에 관한 연구 (A study on Road Ski Design of Air-Inflated Tires)

  • 윤재우
    • 디자인학연구
    • /
    • 18호
    • /
    • pp.53-60
    • /
    • 1996
  • 국민 소득 증대에 따른 삶의 질적향상을 위한 인간의 욕구는 레저 스포츠 생활에 보다 많은 비중을 갖게 된다. 본 연구는 레저 스포츠 생활을 보다 효율적이고 다양하게 즐길 수 있는 도구의 디자인 개발에 목적이 있다. 이를 위한 구체적인 연구를 위하여 1) 국내에 도입된 지상용 레저 스포츠 용품의 실태를 조사 분석하여 대안을 제시하며 2) 수요자의 연령별 라이프 스타일과 소비자 환경 변화의 분석을 통하여 사용 대상층의 확대 기능성을 확인 하였으며 3) 한국의 전통놀이 문화를 세계적인 레저 스포츠용품으로서의 개발 가능성을 발견하였다. 이러한 조사 분석을 토대로 디자인된 "공기주입식 로드스키"는 신체의 균형있는 발달을 도모하고 실 내외 겸용이 가능하며 다양한 방법으로 즐길 수 있는 다목적성과 남 녀 노 소 누구나 사용할수 있는 새로운 유형의 레포츠 용품으로 개발하고자 제안하였다.하고자 제안하였다.

  • PDF

현대 패션 산업에 나타난 크라우드소싱 디자인에 관한 연구 (Crowdsourcing design in contemporary fashion industry)

  • 박혜원
    • 복식문화연구
    • /
    • 제25권6호
    • /
    • pp.893-912
    • /
    • 2017
  • Crowdsourcing models in which organizaions obtain needed product ideas and services from a crowd in a network-based society are rising as a global industry trend. The purpose of this study was to figure out the types and characteristics of crowdsourcing design shown in the domestic fashion brands, and to provide implications for design strategies using crowdsourcing. This study was based on qualitative research which was brand case studies on crowdsourcing design in the fashion industry from January 2006 to July 2017. Also, quantitative analysis using frequency and percentage was applied. The results were as follows: First, crowdsourcing design was used in almost all types of fashion brands, such as sports and outdoor wear, men's wear, women's wear, men's and women's casual wear, shoes, bags, school uniforms, jeans, accessories, etc. Crowdsourcing design in the fashion industry was classified into three types: crowdsourcing graphics and artwork; crowdsourcing customized designs; and crowdsourcing product designs. Of the three types, crowdsourcing graphics and artwork was used most. There were four methods to choose the best crowsourced design: review only by experts, voting by crowd and review by experts, crowdvoting, and crowdfunding. Second, the characteristics of crowdsourcing design were openness, participation, reward and acknowledgement, sharing and interaction, and individualized collective intelligence. Crowdsourcing design could be used as an open innovation strategy in the fashion industry, which could collect new and creative design ideas for product development, resulting in the satisfaction of consumers and benefitting the company.

The Structural Relationship among Brand Dependence, Brand Attitude, Brand Satisfaction and Repurchase Intention of Online Golf Product Consumers

  • Park, Woo-Young;Kim, Seyun
    • International journal of advanced smart convergence
    • /
    • 제10권4호
    • /
    • pp.38-44
    • /
    • 2021
  • The purpose of this study is to investigate the structural relationship among brand dependence, brand attitude, brand satisfaction and repurchase intention of online golf goods consumers. To achieve the purpose of this study, a survey was conducted on consumers who had experience in purchasing golf goods online by visiting golf driving ranges in Seoul and Kyeonggi area. A total of 200 people were surveyed and 197 data were used for the final data processing. SPSS 23 and AMOS 23 were used for data processing. We obtained the following results. First, brand dependence had a positive effect on brand attitude, but it did not have a significant effect on repurchase intention.Second, brand attitude had a positive effect on brand satisfaction and repurchase intention; third, brand satisfaction had a positive effect on repurchase intentionFirst, face has been shown to have a significant impact on symbolic consumption propensity. Second, symbolic consumption tendencies have a significant impact on product satisfaction and intention to purchase new products. Third, product satisfaction has been shown to have a negative impact on the intention of purchasing new products.

The role of research in the creation of athletic footwear

  • Lafortune, Mario A.
    • 한국운동역학회지
    • /
    • 제12권2호
    • /
    • pp.407-415
    • /
    • 2002
  • Athletic products must meet the needs of athletes and the demands imposed by sports through innovative design. These needs of athletes and requirements of sports are performance, protection and comfort related. In depth knowledge of anatomy and physiology, etiology of commonly reported injuries, and lower extremity mechanics form the basis of product creation/engineering. Game analysis which entails time and frequency surveys of the skills performed during a game, interviews with athletes and coaches, and discussions with medical staffs are used to identify the skills that are critical to the needs of athletes. In lab full biomechanical analyses of these skills and/or physiological responses of the athletes lead to clear functional criterions that serve as guidelines to be met by the design team. The concepts created by the design team are in turns subjected to the same battery of biomechanical analyses. The learning gathered through this pluridisciplinary process is used to further evolve design concepts. The evolution-testing loop is repeated until biomechanical and/or physiological, mechanical and perceptual tests indicate that the design concept meets the established functional design criterions. At that time, the design concepts is ready for manufacturing research and development. Additional biomechanical and physical tests are performed through that phase to confirm that the manufacturing processes preserve the functionality of the design concept. Durability and long term performance of production samples are evaluated through a final three month long weartest program. A rigorous research/testing program is crucial to create and engineer sport products that meet the performance, protection.

Constructing Athlete Identification and the effectiveness of Athlete Endorsement on Customer's Purchase Intention

  • HA, Nguyen Minh;TUAN, Cao Nhat
    • 유통과학연구
    • /
    • 제17권8호
    • /
    • pp.87-97
    • /
    • 2019
  • Purpose - This study focuses on the effectiveness of the athlete endorsement on the purchase intention of customers and investigates the attributes of the athlete identification. The Athlete Identification is defined by the expertise, trustworthiness, attractiveness, toughness and transgression. Athlete identification and athlete endorsement help marketers with a thorough look at the trend of using famous sports player to promote products. Research design and methodology - 450 questionnaires were delivered to respondents in Ho Chi Minh city and 433 were returned completed. Descriptive statistics, reliability, exploratory factor analysis, confirmatory factor analysis and structural equation modeling were conducted to test the relationship between independent and dependent variables. Results - The expertise, trustworthiness, attractiveness and toughness exert positive impacts on athlete identification. Transgression affects negatively athlete identification and athlete endorsement. This research confirmed results of previous studies. Conclusions - The athlete first needs to create their own Identification from a set of attributes in order to be out-standing in the sport and leisure industry before becoming an endorser for a particular product. From the company's perspectives, decision makers should choose an acclaimed sports player to boost the purchase intention of consumers.

프로축구 시민구단의 재무비율 분석 (Analysis for Financial Ratio of Korean Professional Soccer Citizen Teams)

  • 강호정;송강영
    • 한국콘텐츠학회논문지
    • /
    • 제8권7호
    • /
    • pp.224-232
    • /
    • 2008
  • 프로스포츠 가운데 프로축구는 1983년 출범한 이후 2008년 4월말 현재 14개 구단이 있으며, 구단 형태를 살펴보면 도민구단 1, 시민구단 3, 군 운영 1, 나머지 9개 구단은 모기업의 지원형태로 운영되고 있다. 본 연구의 목적은 4개 시민구단의 실제 재무제표 자료에 기초하여 재무비율 분석을 실시함으로써 실제 시민구단의 형태로 운영되고 있는 프로구단들의 경영상태의 양부(건전성)를 파악하는데 있다. 본 연구결과를 살펴보면 다음과 같다. 첫째, 유동성 비율 측면에서 연도별 추이는 계속 감소 추세를 보이고 있으나 4개 시민구단의 비율평균과 표준비율을 비교하여 판단해 볼 때 양호한 수준이다. 둘째, 레버리지 비율 측면에서 볼 때 일부 시민구단의 경우 부채가 총자본을 초과하는 등 타인자본 의존도가 높아 자본구조의 불안정성을 보이고 있다. 셋째, 활동성 비율은 표준비율과 비교하여 볼 때 4개 시민구단의 각 년도 활동성 비율은 양호한 것으로 나타났다. 마지막으로 수익성 비율은 인천 유나이티드를 제외한 나머지 구단들이 큰 마이너스를 기록하여 수익성이 매우 저조한 것으로 나타났다. 따라서 타인자본 의존도를 줄이고, 수익성 개선을 위한 노력이 요구된다. 본 연구는 새로이 창단 발표를 한 프로축구 강원 도민구단(가칭 강원 FC)에게 유용한 기초 자료로 활용될 수 있을 것이다.

A Study on The Usability Evaluation Based on Text Analysis for The Development of Comfort-Shoes for Middle-Aged

  • KIM, Ji Ho;YOON, Sang Hoon;KWON, Ki Hyun;SEO, Jeong Kwon;HAN, Seung Jin
    • Journal of Sport and Applied Science
    • /
    • 제3권2호
    • /
    • pp.17-27
    • /
    • 2019
  • Purpose: This study is to conduct usability evaluations from the perspective of developing comfort-shoes for the middle-aged and elderly to identify key factors and derive implications for optimal comfort-shoes production. Research design, data, and methodology: A total of 10 middle-aged and elderly women in their 50s and 60s were selected as eligible for the rescue. For data collection, the study was conducted in a Gang Survey, where pre-explanations, shoes test, and interviews were conducted. The collected data were analyzed in a total of four stages. In step 1, the contents obtained through interviews with the subjects were recorded in text, organized and analyzed systematically, and in step 2, unnecessary vocabulary, sentences, and overlapping opinions were eliminated. In step 3, we classified areas around key functions and carried out categorization tasks. Finally, in Step 4, the results and implications of the study were derived by classifying each usability evaluation shoe as positive and negative text around categorized data. Results: There are a total of seven factors for comfort-shoes usability evaluation, which are categorized as cushion, fitting, stability, flexibility, lightweight, comfort, and pressure. Positive/negative factors for the derived usability evaluation factors were shown in the form of a positive-centered, negative-centered, and positive-mixed mix for each of the four products. Positive-focused products are VA products, which are seven times more positive than negative factors. Negative-centered products are CL and SA products, which are five times more negative than positive factors. Positive mixing was a CA product with a ratio of 1:1. Text-based usability evaluations allow us to proceed with analysis based on more scientific data rather than simply listening to opinions and judging by comments. Conclusions: The study discussed implications of developing comfort-shoes for middle-aged consumers and future directions were discussed.

A Study on the Difference in Consumer Demand of Leports Wear and Its Implication for Apparel Development by the Types of Motivation to Participate in Marine Leisure Sports

  • Yu, Cheon;Cha, Su-Joung
    • 한국컴퓨터정보학회논문지
    • /
    • 제27권12호
    • /
    • pp.239-249
    • /
    • 2022
  • 본 연구는 레저스포츠 참여동기를 유형화하고 그 유형에 따라 레저스포츠웨어에 대한 소비자의 요구 차이를 분석하고자 하였다. 분석결과, 선호 소재의 기능성은 움직임, 쾌적성, 체온유지 등으로 구성되었고, 구매 시 고려요인은 기본 중시, 과시성 중시, 실용성 중시 등 3개의 하위요인이 추출되었다. 개선 요구사항은 기본 기능 개선과 다양한 기능 추가 요인으로 구성되었고, 구매 만족 요인은 브랜드와 실용성, 디자인, 기능성 등 3개의 요인으로 구성되었다. 해양 레저스포츠 참여동기는 매니아, 여가, 건강 유형으로 그룹화되었다. 선호 소재의 기능성은 매니아 유형과 여가 유형이 건강 유형보다 움직임, 쾌적성, 체온유지 기능성을 선호하였다. 구매 시 고려요인은 매니아 유형과 여가 유형이 건강 유형보다 기본 중시, 과시성 중시, 실용성 중시 요인에 대한 고려가 더 높았다. 개선 요구사항에서는 기본기능 개선과 다양한 기능 추가 모두 매니아 유형이 가장 높고 건강 유형이 가장 낮았다. 구매 만족 요인에서는 실용성과 브랜드는 여가 유형이 높았고, 기능성 요인은 매니아 유형과 건강 유형이 높은 것으로 나타났다. 매니아층을 위해서는 기능성과 추가기능에 초점을 맞추고 건강 유형은 디자인이나 활용도 등을 중심으로 제품 개발이 이루어져야 할 것으로 생각된다.