• Title/Summary/Keyword: Visual marketing

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The mediating role of visual merchandising consciousness in offline apparel retailing (의류점포유통에서 비주얼머천다이징 의식성의 매개적 역할)

  • Lee, Kyu-Hye;Jang, Jung-Won
    • The Research Journal of the Costume Culture
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    • v.27 no.3
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    • pp.285-297
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    • 2019
  • Retail firms have begun to pursue the marketing strategies, which stimulate consumers' sensibility and lead people to purchase their products. The visible effects of visual merchandising (VM) arouse consumers' interest and play an effective role in having busy people efficiently choose products. Apparel retail stores such as SPA use the offline store to be the experiential environment of their branding. Consumers' sensitivity and response toward various visual merchandising strategies needs to be accessed. The purpose of this study is to identify VM consciousness and VM evaluation attribute factors. Relationship of such variables with other variables were accessed. As consequence variables, product satisfaction and unplanned purchase behavior were included in the study. An empirical survey data was collected from men and women of various ages. Results indicated that VM consciousness and VM evaluation attribute factors were not correlated with consumer demographic variables. VM evaluation attributes were factored into appropriateness, attractiveness and functionality dimensions. Clothing involvement and brand orientation significantly influenced product satisfaction and unplanned purchase. The direct and indirect effect (via VM consciousness) were significant. For unplanned purchase, brand orientation only had indirect effect. The influence of VM evaluation attribute factors were significant. Appropriateness had stronger effect on product satisfaction whereas attractiveness had stronger effect on unplanned behavior. Functionality dimension had only indirect effect on product satisfaction but did not show significant direct and indirect effects on unplanned purchase. This study identified the pivotal role of VM consciousness in various shopping and purchasing circumstances in offline retail store of apparel brands.

A Study on Development of Scoring Campaign System (고객 스코어링 캠페인 시스템 개발에 대한 연구)

  • Han, Sang-Tae;Kang, Hyun-Cheol;Choi, Ho-Sik;Jang, Myung-Suk
    • The Korean Journal of Applied Statistics
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    • v.22 no.1
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    • pp.1-16
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    • 2009
  • Recently, most companies are speeding up the movement of modeling and strategically applying IDI (Integration Database Information). This is due to the fact that CRM (Customer Relationship Management) representing communication and relation maintenance with customers, has been raised one of the most important issues for companies. From this point of view, this study is to develop the scoring campaign system connect-ing customer scoring model to marketing layer through data mining techniques which are the core factor for CRM. This developed system makes users easily choose the target customers as well as easily obtain customer scoring results under GUI circumstances which helps users easily apply as a result.

The Pursuit of Public Benefit in Fashion Enterprises (패션기업의 공익 추구 현상)

  • Ko, Hyun-Zin
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.10
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    • pp.1717-1730
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    • 2010
  • This research analyzes the recent phenomenon of pursuing public benefit in fashion enterprises according to the increasing importance of corporate social responsibility attitudes towards the global sustainability crisis. The pursuit of public benefit in fashion enterprises has been realized by the activities that contribute to public welfare through one or plural corporations aligned with government, social corporations, and NGOs. The goals of public beneficial activities are to promote public issues and to support the underprivileged and communities both financially and voluntarily. Such activities can be categorized as philanthropy, sponsorship, social marketing, cause-related marketing, and public benefit product development. Especially public beneficial activities in fashion enterprises are featured as the charity donations of apparel products, the collaboration with fashion celebrities and artists in relation with popular culture and art, the limited edition of excellent design with slogans, and the visual campaigns to promote public issues. They deal with human right issues for the underprivileged and disease prevention issues. In addition, specially environmental issue and community trade issues (often raised in the fashion manufacturing and consuming process) are increasing.

Software Development for Pig Production and Management (양돈농장 경영관리 프로그램 개발)

  • Choe, Young-Chan;Choe, Sang-Ho
    • Journal of Agricultural Extension & Community Development
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    • v.4 no.1
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    • pp.97-120
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    • 1997
  • This study intends to develop a computer software for an efficient swineherd production and management. Current softwares are concerned on the sow management and ignore the actual farm environment. This study focuses on the farm environment in developing the software and covers the production management financial management, marketing management, and business planning for swineherd farm. The FSR(Farming Systems Research) analysis and interview survey aye applied to collect the data for the system planning, farmer's demand and analysis on the system, system design and program development. The systems are designed to meet the needs for the progressive swineherd farmers. Visual FoxPro 5.1 is used to develop the system. The developed system includes pig farm financial records keeping and management, pig farm production management program, pig farm marketing management program, and pig farm business diagnosis and planning program to meet the scope of the study. The weekly maintenance records and financial records are adopted for the input interface since most of farmers use their computer less than 5 hours a week. Pulldown Menu systems are adopted and designed for easy use by structuring to meet the pig farm and system demands. The manu system allocates the input-output screen based on the sectors, scopes, users, frequencies, importances, and the usages of the information. The GUI(Graphic User Interface) method is used to develop input-output screens for easy use. Backward Chaining mechanism fo the Expert System is used in the diagnosis of the pig farm management and the Systems Simulators Approach is used in the pig farm management planning.

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Effect of Eating-Out Consumption Propensity on Selection Attributes for Dessert Cafe (외식소비성향이 디저트 카페 선택속성에 미치는 영향)

  • Yoon, Jung-Suk
    • Culinary science and hospitality research
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    • v.23 no.7
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    • pp.31-41
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    • 2017
  • The purpose of this study was to verify the relationship of eating-out consumption propensity and selection attributes by consumers have been used dessert cafe and to provide the useful data for efficient establishing marketing strategies to dessert cafe managers. This survey was conducted from 7th to 22th on April, 2017 and a total of 250 responses were distributed, of which 232 were used for analysis, after excluding responses containing missing data. The results from this study are as follows. First, it was found that eating out enjoyment pursuit type and health pursuit type had significant effects on menu and service factor of selection attributes for dessert cafe. Second, only eating out enjoyment pursuit type had significant effects on visual factor of selection attributes for dessert cafe. Third, only health pursuit type had significant effects on health menu factor of selection attributes for dessert cafe. Fourth, economic value pursuit type and atmosphere pursuit type had significant effects on price factor of selection attributes for dessert cafe. This study contributes to useful results for establishing efficient marketing strategies to dessert cafe marketers by examining selection attribution of dessert cafe as recognizing eating-out consumption propensity.

A Study on the Character Fashion Designs - Focusing on the domestic fashion companies using characters - (캐릭터 패션 디자인 연구(硏究) - 국내(國內) 패션업체(業體) 캐릭터 활용(活用) 현황(現況)을 중심(中心)으로 -)

  • Chai, Sun-Joo;Cho, Kyu-Hwa
    • Journal of Fashion Business
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    • v.4 no.1
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    • pp.1-12
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    • 2000
  • The purposes of this thesis are to investigate characteristics, environment of characters through comprehensive approach to analyze its use and strategies in apparel brands. As a method to accomplish this research, fashion related articles, documents and magazines are used along with marketing references forecasting 21st century market changes. The character industry has diverse application to different medias and also intimacy and absorbtion beyond sex, age, generation, nationality. The cultural background of character fashion is based on casual clothing caused by wide spread pursuit of sports and leisure culture, indivisualization and diversification of clothing, customer-made marketing atmosphere and tendency of pursuit of fun and humor. In case of domestic young casual market, own characters are developed for creating differentiated it's own brand images. Characters are applied as an design details or cyber fashion models standing for the image of it's own brand and take a part in other events and visual parts as well. Characters not only limited to clothing items but also further usages of characters extended to stickers and other related stationary goods are necessary. A 'Character multi shop' can be one of good methods to maximize synergy effect.

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E-Satisfaction and E-Loyalty of Online Marketplace Mobile Applications: An Empirical Channel Study in Indonesia

  • LOE, Kevin;TASIA, Aniq;INDRA, Ricardo;MANI, La
    • Journal of Distribution Science
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    • v.20 no.9
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    • pp.61-71
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    • 2022
  • Purpose: This study analyzes the effects of variables affecting e-satisfaction and e-loyalty in e-commerce. Research design, data, and methodology: A survey was conducted to 384 Indonesia online shopping mobile application users. The questionnaire construct was designed based on several independent variables, such as application attractiveness, application functionality, and customer service on e-satisfaction and e-loyalty. E-satisfaction was positioned as an intervening variable to determine the effect on e-loyalty. Results: Application attractiveness, application functionality, and customer service shown positive effect on e-satisfaction in online shopping mobile application. At the same time, e-satisfaction also affected e-loyalty significantly as referred in previous studies. However, application attractiveness, while showed positive effect on e-satisfaction, in contrary with previous study does not showed very significant effect. Conclusion: Application functionality significantly influences users satisfaction compared to application attractiveness. E-satisfaction mediates as a factor between visual design, information access, and transaction in online shopping mobile application, which stimulates user loyalty. The study findings' can be a reference for companies to create and maintain users' satisfaction and loyalty via different aspects of mobile application. Further research should be conducted on other field of study as the industry has different aspects that affects user loyalty.

A Study on Element Features and Research Frames of Game Trailers (게임 트레일러의 유형 및 산업적 연구 프레임에 관한 고찰)

  • Kwon, Jae-Woong
    • Cartoon and Animation Studies
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    • s.41
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    • pp.187-222
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    • 2015
  • The quantitave increase and qualitative development in the game industry leads to bitter competition and makes game companies struggle to find better ways promoting their own games. The game trailer is one of the critical ways to publicize diverse games by showing visual images directly. There are three reasons why the game trailer comes into the spotlight these days; the rapid growth of the Internet speed handling the large size of files, the remarkable development of visual image quality just like digital movies, and the advent of video websites such as You Tube that shows huge amount of videos regardless of the type and size. However, there are not enough amount of research on the game trailer because using game trailers as the marketing source is still at an early stage. Therefore, this research focuses on providing characteristics of game trailers that are available for practical market analysis. First, this research shows that game trailers can be divided by the category of display, style, and contents type. Second, this research provides the component parts of game trailers that are divided into contents factors such as characters, backgrounds, events and promotional factors such as title, production company name, distribution company name. Third, this research explores research frames that would be needed to analyze marketing strategies, effects of game trailers, production pipelines and so on. These categorizations would be useful for producing game trailers efficiently and utilizing them effectively.

Implications to Consumer Preferences on Visual Image Elements of Coffee Houses (커피전문점의 시각이미지요소가 소비자 선호도에 미치는 영향)

  • Lee, Sun Hee;Woo, Nariyah
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.3
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    • pp.147-159
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    • 2015
  • One of the most important factors for the consumers to select a coffee shop is a visual factor. The analysis results of interior pale face image of the coffee house doesn't show significant differences on all the categories. It is recognized that the items affected by symbolized color are supplies and interior design. If a respondent choose a coffee house by the symbolized color, 'Starbucks' is the most memorable or want to visit place, and only one category, pocket money shows significant difference in choosing coffee houses. The investigation results say that the most memorable or want to visit coffee house by the visual icon color are 'Starbucks', 'Angelinus' and 'Caffebene', and that 'Ediya's icon color marks the characteristics of the shop very well, and 'Hollys' has the most characterful color. Resultingly, visual elements and icon colors of the shop seriously affect consumer's choice in visiting a coffee house. This study is to understand the influence of visual elements in choosing a coffee house for general customers, and it is considered that the importance of visual elements and color marketing must be recognized and developed.

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A Study of Visual Components in the Best Seller Cover Design in 2017 (2017년 베스트셀러 표지디자인의 시각적 구성요소에 대한 연구)

  • Lee, Young hwa
    • Journal of the Korea Convergence Society
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    • v.9 no.1
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    • pp.485-492
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    • 2018
  • This study would analyze visual components in the best seller cover design in 2017. The visual components were classified through a preliminary review with editorial design experts, and the top 20 best sellers at the Kyobo Book Centre, which recorded the top rank in sales in 2017 were selected as the subjects of the study. The subjects of the survey were 50 graduates from the design-related departments, who could judge the components, and the following results were drawn as an analysis. First, most layouts were a comparison type, and The Temperature of Language took the highest position at 45.5%. Second, in the typography, having a correlation with the section, most were composed of a Serif, and 'Sapiens' took the highest position at 92.5%. Third, the image is concerned with the illustration, in which The Miracles of the Namiya General Store took the highest position at 93.2%. These visual components of the cover design act as an important factor in choosing books for readers who first encounter the books. Thus, it would be necessary to continue to conduct studies of visual components in best sellers, and hopefully, this study would be helpful for the development of the publication market as it is utilized in the marketing field based on these studies.