• Title/Summary/Keyword: Store environment

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The Effects of Experience and Environment Factors in Offline Stores on the Perceived Value and Revisit Intention (오프라인 매장의 체험특성과 환경특성이 지각된 가치 및 재방문의도에 미치는 영향)

  • Chen, Yi Tao;Park, Hyun Jung
    • Journal of Digital Convergence
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    • v.17 no.5
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    • pp.167-178
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    • 2019
  • This research examined how the experience factors and environmental factors of experience store impact the perceived value of the brand and whether the perceived value enhance revisit intention. We collected 258 survey responses and formed structural equation modeling. The results indicated that education experience and esthetics experience had positive impacts on emotional value, while entertainment experience had a positive impact on functional value. Among environment factors, lighting, employee service and layout of the store had positive impacts on functional value, while lighting and employee service had positive impacts on emotional value. Both of the functional value and emotional value enhanced the revisit intention of customers. The results of this study are expected to provide useful information about consumers to the companies managing offline experience stores.

Growth of Gameday and Strategy in Changing Mobile Environment (게임데이의 성장과 모바일 환경 변화에 따른 대응 전략)

  • Yoo, Byung-Joon;Ahn, Dae-Hwan;Rhee, Cheul
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.7 no.3
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    • pp.143-149
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    • 2012
  • With the increasing use of mobile phones, mobile game is emerging as an entertainment for move. Furthermore, smart phone is widely spread, so mobile game market is rapidly growing. According to "Republic of Korea 2010 Games White Paper" mobile game market is growing annual average 10% or more, and is expected to reach $ 9.8 billion in 2011. It is almost doubled compared to 2007. It became possible to realize complicated high-capacity game with mobile phone developed to smart phone. And at the same time, mobile game is associated with Social Network Services (SNS) and is worldwide growing as a part of 'mobile life'. Apple launched an application open market, App Store, in 2008, and mobile game industry welcomed an innovative turning point. Global smart phone application market (App Store) is opened, so Gameday is able to launch mobile games easily to the global market getting out of the domestic market. In addition, Apple App Store has the structure of sharing their revenue with the developer with 7 to 3 which is more favorable terms for the developer compared to supply mobile contents to the mobile carrier who monopolized the market in the past. The largest proportion of the current App Store application is game, and Gameday has the opportunity to make a significant leap forward by keeping pace with the new environment changes.

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Analysis of the Effect on Commercial Conditions through the Improvement Project for Pedestrian Environment for Cultural Streets Preparation -The Object of Demonstration Avenue on Choong-jang ro Specialized Streets Preparation- (문화거리조성을 위한 보행환경개선사업이 상업환경에 미치는 영향 분석 -충장로 특화거리 조성 시범 가로를 대상으로-)

  • Choi, Hyo-Seung;Kim, Hye-Young
    • The Journal of the Korea Contents Association
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    • v.9 no.8
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    • pp.237-247
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    • 2009
  • This study seizes the commercial environment on a few impact by the physical planning of the object of Gwangju Metropolitan City's Choong-jang ro specialized streets preparation. Nameley, for seizes the impact of commercial activity by the walking environment improvement proposition, analysis the avenue's physical variation after the walking environment improvement proposition and seizes the sales figure, visitors' variation and the psychological effects through the shopping store's hosts's and shopping store's visitors's survey of the business conducted areas. Through this situation, the purpose of the this study is proposing the political suggestions that elicit the alternative of making the commercial environment fitted the avenue's attributes through the walking environment improvement proposition.

A Study on the Interior finishing materials for Visual Marketing of Department Stores (백화점의 비주얼마케팅을 위한 실내마감재연구)

  • Kim Yeon-Ah
    • Korean Institute of Interior Design Journal
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    • v.14 no.6 s.53
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    • pp.132-139
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    • 2005
  • Selling Environment is very important space in this era of sensitive consumption, which facilitates direct contacts with consumers. Interests of consumers in the 21st centuries, lie in the higher quality of life, and they wart to create their own lifestyle through purchasing of goods in the marketing environment. A company can hold dominant position in the changing marketing environment, in case it differentiate with other competing companies and keep consistencies of identity. Finishing materials of interior design elements, play an important role in making a visual images of department stores, and the usage of finishing materials transfers the images of department store to consumers This study aims to introduce theoretical backgrounds of interior materials composition, which provides important tools for decision of images of department stores, and also aims to propose design guidelines for interior finishing materials as an elements of visual marketing, through the case studies of major department stores. Depending on these intentions, present conditions of interior finishing materials are analyzed, and a fundamental planning directions of interior materials are proposed, as the strategic elements of a department visual marketing.

A Study on the Direction of Commercial Space Plan through Change of Purchasing - Focused on the Discount Store and Department Store and Multiplux - (구매패턴변화에 따른 상업공간의 시설변환 방향에 대한 고찰 - 할인점과 백화점 및 멀티플렉스를 중심으로 -)

  • Kim, Oh-Sung;Lee, Myung-Sik
    • Korean Institute of Interior Design Journal
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    • v.19 no.3
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    • pp.154-161
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    • 2010
  • Domestic distribution environment in Korea has rapidly and qualitatively been developed due to the open of distribution market. However, the function of commercial establishment goes beyond the place value that simple transaction of capacity takes place, and it is recognized as life groove space enhancing the satisfaction of costumers' purchasing pattern. For this reason, there has been the need to change the purchasing environment of commercial space. The change factors of commercial space contributed to the establishment of consumption identity formed by change of consumers' lifestyle and the purchasing pattern. It is necessary to see the change factors of the purchasing pattern as the conversion of distribution environment in terms of supplier and as the change of consumers' lifestyle in terms of consumers. In reality, however, the commercial facility ill-imitated the advanced model and qualitatively was developed. In this situation, the change of the purchasing pattern according to the conversion of facility is needed as an early stage. The purpose of this study is to analyze the overflow supply of commercial facility. Also It will discuss the plan characteristics of commercial space conversion of facility conforming to the change of the purchasing pattern that is predicted in the lifestyle on a conversion stage of facility.

A Repository for Workflow Management on Distributed Object Environment (분산객체 환경에서의 워크플로우 관리를 위한 정보저장소)

  • Yeom, Tae-Jin;Park, Jae-Hyung;Ri, Ja;Kim, Ki-Bong;Jin, Sung-Il
    • The Journal of Society for e-Business Studies
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    • v.4 no.1
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    • pp.1-19
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    • 1999
  • Workflow management system provides automation of job processes by maintaining shareability on information about various job process schedules and persons related to those schedules. Existing workflow management systems use file or database to store the information generated in those systems. However, file or database system could manage only non-complicated information for the workflow but not the information resources of an enterprise which is complicated and of various formats. Therefore, we need a data management system that could control those information resources. This system should manage the data which are distributed at several places geographically. Information Repository could meet those requirements. Information Repository may integrate, store and manage information resources requested by application systems. We have an international standard for the information repository, Information Resources Dictionary System(IRDS). The IRDS, however, does not support distributed environment. In this paper, we design and implement an information repository based on IRDS that may be operated in distributed environment. We verify that this information repository is more effective and is more effective than any other file or database system.

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Comparison of Feel/Sense and Purchase Behavior among NIKE, PUMA, and KUHO POP-UP Store Visitors (나이키, 퓨마, 구호 팝업 스토어 방문자들의 팝업 체험감성 및 구매행동 비교 연구)

  • Kim, Sun-Young;Kim, Chil-Soon
    • The Research Journal of the Costume Culture
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    • v.19 no.6
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    • pp.1288-1301
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    • 2011
  • The purpose of this study was to observe a case study of pop-up stores in an apparel company in Korea in order to evaluate different feel and to determine the purchase behavior of pop-up visitors of three major fashion brands. This research was conducted through secondary data collection and primary data collection. A survey was conducted among NIKE, KUHO, and PUMA pop-up store visitors who were 20 to 40 years old, via questionnaires. Data were collected on-line and off line at the pop-up store. Data were analyzed using SPSS program. Through data analysis, we learned that most of the study participants were captivated by the digital elements in the environment of the NIKE pop-up store. Puma, the second most favorably ranked, was favored for its interior design. Meanwhile, KUHO stimulated its customers with its limited edition fashion products at a good price. Several feels of visitors about the pop-up stores were significantly different among the 3 different brands. There was a significant difference in purchase criteria, such as brand recognition, size, and design among visitors of the three different brands. Visitors who preferred KUHO considered design of products more than NIKE-preferred visitors. In conclusion, the clothing pop-up stores have the possibility of satisfying consumers' desires. Each brand can achieve a good performance in promotion with a differentiated strategy.

SecureJS : A Secure JavaSpace based on Jini2.0 (SecureJS : Jini2.0 기반의 안전한 JavaSpace)

  • Yu Yang-Woo;Moon Nam-Doo;Jung Hye-Young;Lee Myung-Joon
    • The KIPS Transactions:PartC
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    • v.11C no.7 s.96
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    • pp.999-1008
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    • 2004
  • The Jini system provides an infrastructure to facilitate a programmer to develop distributed systems. As one of the Jini services, JavaSpare has been used as a repository which is accessible publicly in the Java distributed environment. Although JavaSpace could give a useful method for saving and sharing java object, it would not be applicable to develop a distributed system requiring access securities for the objects because JavaSpare does not support secure access control. In this paper, we present a secure JavaSpare service based on Jini2.0 named SeureJS, which strengthens the security weakness of JavaSpare. The system consists of ObjectStore to store Java objects, AccessManager to control access of ObjectStore and KeyManager to manage public keys.

Remodeling Architectural and Interior Design of National Agricultural Cooperative Federation Hanaro Mart (농협 하나로 마트 리모델링 계획안 연구)

  • Byun, Jay-Young
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2005.10a
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    • pp.193-196
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    • 2005
  • The value of all goods and services produced in the economy divided by population has risen from $7.355 in 1998 to $12.646 in 2003. In other to maintain higher standard of lifestyle, people are 'hungry' for time. The idea of saving time and money by providing many different types of products altogether in one space was implemented with the advent of large warehouse style discount stores. These type of retailers grew in size and popularity during the 1990s and 2000s, causing a decline in sales in the old, traditional downtown markets. From ancient to twenty-first century, the role of the grocery store has been that of the social center of the community; a place of unity and interaction of people. The experience a customer engages in at a grocery store is comparable to that of a museum. Not only is the grocery store a unique, physical space to visit, but also a rich collection of fascination items. The layout of the interior space is meticulously planned for the efficiency of customer circulation and the success of product exhibition. Eye catching graphics and attractive lighting also add to the appeal of the grocery store's high style. Shoppers are no longer satisfied with just buying good products at a lower price. Shoppers prefer to spend time in an entertaining environment. The Hanaro Mart project in this study propose the idea of warehouse style discount stores which can satisfy all the demands of customers and their various activities. This study will open up unique dimensions of aesthetic expression and experience in the interior environments. Shopping for food is an unavoidable task. If food shopping is enjoyable, more people will spend more time at it.

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