• 제목/요약/키워드: Visual Behavior

검색결과 544건 처리시간 0.028초

일본 SPA 패션브랜드의 비주얼머천다이징에 대한 연구 (A Study on Visual Merchandising for the SPA Fashion Brands in Japan)

  • 이영숙
    • 한국의상디자인학회지
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    • 제6권3호
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    • pp.19-29
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    • 2004
  • The current fashion market is experiencing a lot of difficulties in fashion forecasting due to consumers' fast-changing lifestyle on fashion, changes in consumer behavior, and the segmentation of the fashion market. To cope with this harsh reality, many fashion enterprises have paid much attention to the SPA (Specialty Retailer's Store of Private Label Apparel) brand as a promising fashion marketing strategy in terms of which they can survive in the extremely competing fashion market. The SPA brand is in the stage of inception in Korea, but the SPA brands such as MUJI and UNIQLO are already dominating the fashion business in Japan. Korea has just started developing the SPA brand, but its technological development, which was triggered by the success of 'BASIC HOUSE', is rapidly evolving. Under these circumstances, the SPA brand is getting vital for the fashion market in efficiently realizing consumers' requirements, revolutionizing the method for providing product information and the process of Marketing Mix Program, and expressing the value of shop. This paper studies the nature of the SPA brand and fashion merchandising system, and in turn examine the differences between the visual merchandising of the existing fashion brands and the Japanese SPA brands that are used as the fashion marketing strategy which is driven by the up-to-date technological system. Centering around these issues, we propose a visual merchandising system for fashion enterprises which serves to develop Korean-style SPA brands.

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A new visual tracking approach based on salp swarm algorithm for abrupt motion tracking

  • Zhang, Huanlong;Liu, JunFeng;Nie, Zhicheng;Zhang, Jie;Zhang, Jianwei
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제14권3호
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    • pp.1142-1166
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    • 2020
  • Salp Swarm Algorithm (SSA) is a new nature-inspired swarm optimization algorithm that mimics the swarming behavior of salps navigating and foraging in the oceans. SSA has been proved to enable to avoid local optima and enhance convergence speed benefiting from the adaptive nonlinear mechanism and salp chains. In this paper, visual tracking is considered to be a process of locating the optimal position through the interaction between leaders and followers in successive images. A novel SSA-based tracking framework is proposed and the analysis and adjustment of parameters are discussed experimentally. Besides, the qualitative analysis and quantitative analysis are performed to demonstrate the tracking effect of our proposed approach by comparing with ten classical tracking algorithms. Extensive comparative experimental results show that our algorithm has good performance in visual tracking, especially for abrupt motion tracking.

환경미학의 이해와 경험적 접근방법에 관한 연구 (A Study on the Understanding of Environmental Aesthetics and the Method of Empirical Approach)

  • 김주미
    • 한국실내디자인학회논문집
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    • 제5호
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    • pp.59-65
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    • 1995
  • This thesis focuses on a study of design science, which is of a disciplinary character. And the purpose of such a study is to suggest a new direction to develop aesthetics through an empirical research into environmental psychol-ogy, human behavior, design thought, and the visual qual-ity of environment. The author of this study, since recognizing the necessi-ty of understanding environmental aesthetics as well as the necessity of aesthetics, has done an elementary study of empirical aesthetes, and then obtained some facts as follows: First, it is possible to analyse the visual characteristics immanent in the interrelations between human and envi-ronment by means of applying both the information the-ory of formal perception and expressional value and the perceptual theory of ecology to environmental aesthetics. Second, formal aesthetics is a science about the form and structure and in the meantime, symbolic aesthetics is a science about the environmental patterns giving pleas-ure to mankind and its associative meanings. Accordingly it is same as providing some aesthetic value to the ob-ject of environment design to apply some empirical data of visual quality to environmental design. Through such a process, users are provided or delivered with diverse, visual effect. In conclusion, environmental aesthetics is worthwhile to study, and its purpose is that it, as a framework of use-ful knowledge to the creation of the environment superi-or in quality, be applied to design.

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Wandering As a Goal-Seeking Behavior: Examining Wanderers' Negotiation With the Physical Environment

  • Choi, Jaepil
    • Architectural research
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    • 제1권1호
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    • pp.11-16
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    • 1999
  • Wandering behavior is a serious problem among the elderly in nursing homes, yet it has received relatively little study by those interested in gerontology. The research that has been done has generally regarded wandering behavior as an aimless, directionless movement. Only a few studies have addressed the problem after first assuming that wanderers have a goal to their movement, and fewer still have explored the role of the physical environment on the wanderer's behavior. None have combined the two approaches. In this paper, the physical environment will be looked at for support of the theory of wandering as a goal seeking behavior. In a pilot study using behavior maps, the movements of wanderers and non-wanderers are analyzed and compared for the amount of visual access and exposure their locations contain. While the behavioral implications of these two measurements are considered, the limitations of the results are also discussed, so that their relationship to the cause of wandering behavior may be better understood. By implying that wandering is not a totally aimless but purposeful behavior at least in the subconscious level, constructive design implications can be suggested that would make wandering a more pleasant experience for the wanderer and increase the ease of the nursing home staffs management of the problem.

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반사회적행동(Antisocial Behavior) 아동의 특성에 관한 연구 (A STUDY ON THE VARIABLES OF CHILDHOOD ANTISOCIAL BEHAVIOR)

  • 김태련;이경숙
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • 제3권1호
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    • pp.14-25
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    • 1992
  • 아동기의 반사회적 행동(Antisocial behavior)은 성인기의 장애로 이어지며(Robins, 1974) 최근 우리 나라에서도 청소년 비행과 범죄의 저연령화, 집단화, 재범화등의 문제점을 드러내고 있음을 볼때 아동기의 반사회적 행동은 새삼 관심을 집중시켜야 할 특성이다. 본 논문은 현행 법상 형사적 벌을 면하게 되는 14세미만의 아동들을 대상으로 그동안 충분히 논의되어왔던 변인들을 제외하고 새로 논의되고 있는 사회적 환경에 대한 인지기능과 학습적 기능과 반사회적행동간의 관련여부를 알아보고자 하는데 목적이 있다. 본 연구의 피험자는 저연령과 고연령집단, 반사회적행동 아동집단과 일반아동집단에 따라 구분되어 배치된 총 64명의 아동들로써 사회적 환경지각 가운데 친구지각, 지인지각, 좌절상황지각을 측정했으며, 학습적 기능측정은 시각운동통압면, 쓰기표현면, 문법구성면에서 이루어졌다. 연구결과는 다음과 같다. 첫째, 친구시각면에서 반사회적행동 아동들은 일반아동에 비해 친구를 더 지지적인 관계로 지각하고 있었으며, 지인지각에서는 일반아동과 차이가 없었다. 둘째, 좌절상황지각면에서 일반아동들이 내벌적인 공격방향을 반사회적행동 아동집단보다 더 사용하고 있으며, 반사회적행동 아동들이 장해를 더 예민하게 지각하고 있으며, 반응의 형태에서도 반사회적행동 아동들이 문제를 해결하려는 의욕이 적음을 알 수 있었다. 세째, 학습기능측정결과에서는 시각운동통합력, 쓰기표현력, 문법완성력 모두에서 일반아동이 의의있게 우세함을 알 수 있었다. 그러므로 반사회적행동 아동들의 학습적기능의 결함상태를 확인할 수 있었다.

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관내 분무액적의 유동특성에 관한 실험적 연구 (An Experimental Study on the Dynamic Behavior of Spray Droplets in the Wind Tunnel)

  • 박대식;최혁준;박상균;김명환;오철;윤석훈
    • 한국마린엔지니어링학회:학술대회논문집
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    • 한국마린엔지니어링학회 2002년도 춘계학술대회논문집
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    • pp.95-100
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    • 2002
  • This study was experimentally performed to investigate flow characteristics of spray droplets in the wind tunnel. Behavior of the spray droplets in the pipe was observed and the deposition rate of droplets on the surface of pipe as liquid film was measured. The experiments were carried out for a variety of parameter, such as velocity of feed air, spray angle of nozzle, and diameter of droplet. From the visual observation of the spray droplets in the pipe and the measurement of deposition rate on the pipe, the general understanding of droplets behavior for desuperheater was provided.

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영유아 자녀를 둔 취업모와 전업모의 건강증진행위 비교 (Comparative Study on Health Promoting Behavior in Working and Non-working Mothers with Infants and Toddlers)

  • 백희정
    • 지역사회간호학회지
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    • 제25권4호
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    • pp.282-290
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    • 2014
  • Purpose: The purpose of this study was to compare health promoting behavior between working and non-working mothers with infants and toddlers, and to investigate factors affecting the mothers'health promoting behavior. Methods: This descriptive study was conducted through conveniently sampled 403 women who visited the child health clinics at two public health centers. The questionnaire included the Health Promoting Life Style Profile (HPLP) and a visual analogue scale for subjective health status. ANCOVA, one-way ANOVA, correlation analysis, and stepwise multiple regression were conducted using SPSS ver. 21. Results: Working mothers' average HPLP score ($2.30{\pm}0.37$) was higher than non-working mother's ($2.15{\pm}0.37$). The score of the physical activity subscale was lowest among the subscales and there was a difference between the two groups. Subjective mental health status was the only predictor of working mothers'health promoting behavior, and it explained 23.2% of variance in health promoting behavior. Subjective mental health status, education, and age were the predictors of non-working mothers' health promoting behavior and they explained 27.2% of variance in health promoting behavior. Conclusion: According to the findings, both working and non-working mothers' health promoting behaviors were low. To promote mothers' health, it is necessary to develop diverse community health promotion programs to support mothers.

FPS게임의 플레이경험에 따른 행동패턴과 시각화 (Behavior Patterns and Visualization by Playing Experience in FPS Game)

  • 최규혁;김미진
    • 한국게임학회 논문지
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    • 제16권4호
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    • pp.35-44
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    • 2016
  • 게임플레이 행동분석은 개발자가 설계한 게임레벨에 대한 플레이어의 경험을 게임레벨 디자인 단계에 적용하기 위해 필요하다. 플레이어의 경험수준에 따라 차이를 보이는 플레이행동을 분석하는 방법은 크게 수치적 데이터를 기반으로 한 컴퓨팅적 접근과 휴리스틱 분석기법을 통한 HCI적 접근으로 연구되어 왔다. 본 논문에서는 FPS게임의 레벨디자인 패턴에 대한 플레이어의 행동을 분석하기 위해 2가지 분석방법의 장점을 복합적으로 활용하여 12종의 주류행동을 코드화 하고 5종의 행동패턴으로 단순화 하였다. 또한 게임플레이 시간에 따른 행동패턴의 흐름을 직관적으로 비교하기 위해 최적화된 시각화방법을 제시하였다.

Advertising to Kids and Tweens: The Different Effect of Warning Label Attached on the Product Packaging

  • HALIM, Rizal Edy
    • The Journal of Asian Finance, Economics and Business
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    • 제6권3호
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    • pp.193-203
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    • 2019
  • The issue of health risks from consuming unhealthy product is an important issue that is happening right now. Both developed and developing countries are already aware of the need for attention to the health-risk products. One tool that is believed to be able to change the consumption behavior of the health-risk products is the use of warning label on product packaging. As a persuasive act, both visual and textual warning label are believed to be able to change people's consumption behavior. In addition to the labels that contain health hazards, this research also uses social consequence contents. The main targets of such unhealthy product marketing are children and adolescents. Correspondingly, this study targets the age groups of kids and tweens. The method used in this research is experiment, involving 180 participants from two age groups namely kids and tweens. As a result, the study found that the influence of warning label on the age of tweens is greater in the age of the children. Meanwhile, the use of visual and textual warning label using social consequences contents, proved to be effective at the age of tweens. These results are useful for enrich social marketing subjects, especially within warning label research.

제품의 시각이미지에 관한 고찰-II-생활자의 구매행동의 유형을 중심으로- (A Study on a Visual Image of Products-IIConcentrated on a type in purchasing behavior of consumer)

  • 지해천
    • 디자인학연구
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    • 제2권1호
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    • pp.107-115
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    • 1989
  • In my previous research (1986), I considered a general characteristics of a visual image of products. There were really many difficulties in designing all kinds of needs in compliance with the all of their requests in order to satisfy consumers. In addition, under the characteristics of goods, the consumers seem to choose an opti$$\mu$ com\ulcornerbinations after considering the combinations of trade-off. Therefore, this study that selected a watch as an object on this study was analyzed a Design Assessment Structure under the trade-off. As a result of this research: First, an effect of a negative superiority appeared under the trade-off condition among ifems when consumers purchased products. Second, these four items were extracted from the eight items which were suggested in this study through an analysis of factors. Third, the three courses were conformed when a consumer purchased a watch. Fourth, in the all kinds of goods, the price which was considered as an important point was not important item ina relation to a purchasing behavior. According to the concomitant effects, we figured out these four items, that is, form, thickness, readability and wearing and its have to be considered a lot when designing a watch.

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