• Title/Summary/Keyword: brand necessity

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The Characteristics of 'The Third Space' that has a Great effect on Customer Satisfaction in Cafe Type Automobile Exhibition Centers (카페형 자동차 전시장에서 고객만족도에 영향을 미치는 '제3의 공간' 특성)

  • Oh, Sumin;Han, Hae-Ryon
    • Korean Institute of Interior Design Journal
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    • v.26 no.6
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    • pp.3-12
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    • 2017
  • As the quality of life has improved today, there is a growing desire among consumers for new space and interest in spending their valuable time in 'the third space' has tended to increase. Cafes have been integrated with sales and exhibition space as the representative third space. For example, it's cafe type automobile exhibition centers. The purpose of this study is to examine the characteristics of 'the third space' in cafe type automobile exhibition centers and suggest a plan for effective spatial characteristics. It checked the necessity of the third space' in automobile exhibition centers by analyzing automobile consumption trends of the 21st century according to industry change and restructures a checklist by grasping cafe type automobile exhibition centers and the concept and characteristics of 'the third space' based on the precedent studies. A questionnaire is made through the checklist drawn and a survey is conducted targeting users of the target areas of cases. The target areas of cases are 4 cafe type automobile exhibition centers opened in Korea since 2014. The analytical results of the target areas of cases that reflected the characteristics of 'the third space' are as follow: First, cafe type automobile exhibition centers must be built to make customers enter the space and at the same time, receive information on automobiles and space naturally. Second, in order to increase satisfaction with the space and brands, there is the necessity to arouse their interest through various experiences including test driving cars directly. Third, revisit intention can be found to be more influenced by spatial design than brand satisfaction. Fourth, partitions or interior for dividing the space need to be improved. In the next studies, specific research on plans about creating design to improve corporate image and brands and induce customers to revisit cafe type automobile exhibition centers by applying the characteristics of 'the third place' to them is required.

Current Trend and Perspective of Research and Development on Biologically - Active Livestock Products (생리활성을 강화한 기능성 축산식품의 연구개발 동향과 전망)

  • 이복희
    • Journal of the East Asian Society of Dietary Life
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    • v.6 no.2
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    • pp.257-271
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    • 1996
  • Livestock products like meat, milk and egg have been principal food sources for human beings since the historic periods of time. Nowadays consumption of these food items have been avoided due to its high contents of SFA, cholesterol and total fat which are major culprits of chronic adult diseases causing major deaths of people. However, the relationship between livestock products and diseases is not always true because the amounts of fat and cholesterol and types of fatty acids in meat and meat by-products depend on the part of the meat and types of animals. Although meat intakes do not always cause mai or adult diseases, still the developmental necessity does exist for animal foods equipped with biologically active properties, which in turn can improve nutritional status and health more than ever Meat with high protein lean part and low fat can be produced by applying synthetic somatotropin and beta-adrenergic agonists like clenbuterol, cimaterol etc. during breeding. This application brings benefits like higher growth rate, lower fat contents and improve feed efficiency ratios. Meats fortified with long chain PUFA($\omega$-3 fatty acids) can also be produced by modulating feed composition.Egg Products have faced the reduced sales annually because of its high cholesterol contents. Recently brand eggs fortified with special nutrients or chemical components having functional proper ties in the human body system are very popular Research Interests have been focused on eggs with low cholesterol and high omega-3 fatty acids. Low cholesterol eggs and high omega-3 eggs can be produced in several different ways, but popular way to increase is feeding the feeds with different oil sources containing high omega-3 and 6 fatty acids such as fish oil, perilla oil, linseed oil and lecithin etc. But proper compositon of feed formula should be found and economically beneficial. Brand eggs fortified with vitamin, mineral, unknown growth factors are also manufactured. Low cholesterol and high $\omega$-3 PUFA milk are marketed recently Cholesterol removal technology is not completely established and has several limitations to be overcome. Milk fortified with $\omega$-3 fatty acids is made by incorporating high &13 fatty acid foods in feed despite of extraordinary way of fatty acid metabolism In cow. All these biologically active products will be very beneficial and useful for human consumption when limitations of manufacturing technology such as safety and lowered sensory qualities are resolved. Furthermore, thorough and precise tests and quality control for these products should be performed to ensure the effectiveness and usefulness in terms of improving health and nutritional status in general. However one caution should be pointed out to lay people informing that these items are nothing but a food and not panacea. Therefore, it is important to remember that the only way of maintaining good health is absolutely through consuming balanced diet.

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A Study of Interior Design Characteristics from Picturesque Aesthetical Perspective (픽춰레스크(Picturesque)미학에 나타난 실내디자인 특성에 관한 연구)

  • Woo, Chang-Ok;Park, Heung-Jin
    • Korean Institute of Interior Design Journal
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    • v.22 no.3
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    • pp.81-90
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    • 2013
  • There has been current trend running through each generation. All the leading areas in the fashion, art, architect industries etc. are absorbing the needs of the mass users and getting popular and high attentions from the society. One of recent trends are the interior design utilizing the aged style of materials such as bricks, antique and vintage objets. It is applied not only for the cafeteria, movie theater, museum but the cultural space. It reflects the brand-new and Utopian interpretation of design longings for the nostalgia and the old ages. This goes back to the picturesque aesthetics in the 1980s. The term "picturesque" means "picture-like". And it originated from the Utopian vision taken from the landscape paintings of English aristocrat's trip to Europe. it mainly reflects people's longing for the nostalgia and their the happy days in the past. In recent days of bad economies, it has been found in various areas from people's desire for the prosperity in the last days. The objective of this study is to examine the up-current trend of picturesque aesthetics and see its characteristics and how it can be applied to the interior design. And the feasibility study for the necessity of the picturesque aesthetics, any spatioperceptual elements and capable space for human beings to be made for an eclectic space in the desolate modern day life.

On Improving the Reverse Engineering Process by Effectively Utilizing the Functional Models (기능 모델의 효과적인 활용을 통한 역공학 프로세스의 개선에 관한 연구)

  • Lee, Byoung-Gil;Lee, Jae-Chon
    • Journal of the Korea Institute of Military Science and Technology
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    • v.13 no.2
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    • pp.258-267
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    • 2010
  • The necessity of the new system development arises in both defence and commercial systems industry either when a breakthrough in technology needs to be realized in the form of a brand-new system or when the existing product already in operation needs to be upgraded to satisfy the increasing stakeholder's requirements. In the latter case, it is not rare that specific system technical specifications on the existing products are not available. The purpose of this study is to investigate how to handle the difficulty when an upgraded system is required to be developed based on the existing product whose detailed technical specifications cannot be obtained. A step-by-step process is described based on the reverse engineering of the existing product. As a result, a logical system model is obtained for the product. The process developed is further enhanced and evaluated by the computer-aided system engineering tool. The resulting logical system model should be helpful in the next phase of the new product development.

The Development of Safety and Functional Snowboard Wear Design - Focus on the Safety Snowboard Pants for the Protection of Hip -

  • Kim, Mun Young
    • Fashion & Textile Research Journal
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    • v.15 no.3
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    • pp.364-370
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    • 2013
  • This research helps secure the safety of snow boarders in an activity that is currently recognized as a minor specific hobby. The research goal is to develop a new board wear product with intensified safety and activity through the development of a safe and convenient snowboard wear that is wearable in ordinary life. The participants consisted of 31 snowboard club members evaluated from January 12 to January 19 at Eden-valley Ski Resort and Phoenix-park Resort in Korea. The result are as follows. First, what domestic snowboard wear consumers consider design difference and brand recognition a significant priority in choosing snowboard wear versus the functionality or safety of clothes. Second, concerning the evaluation of the developed product, they recognize the necessity of safety gear; however, they demand the convenient use of a safety gear with a fixation that can be attached and detached. A unity-type board wear was developed that enables an attachment and detachment that reflects the evaluation results. In conclusion, this research showed various market possibility of board wear into sports casual wear to be able to make it a fashion product through different design and demand of mixing it with general wear rather than functionality or activity, though board wear is a professional sports wear.

Semiotic Analysis of Advertising Video Related to the Sustainability of Fast Fashion Brands (패스트 패션 브랜드의 지속가능성 관련 광고 영상에 대한 기호학적 분석)

  • Na Yeon Kil;Jaehoon Chun
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.6
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    • pp.1057-1079
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    • 2023
  • This paper examines the use of semiotics for analyzing fashion advertisements in the fast fashion industry. While previous studies have explored the use of semiotics in various industries, the application of this theory in the fashion sector-especially regarding fast fashion's commercial videos related to sustainability-remains underexplored. The paper adopts Roland Barthes' Semiotics Theory to analyze the advertising videos related to the sustainability of major fast fashion brands such as H&M, MANGO, and ZARA. The research approach involved reviewing all commercial videos related to sustainability on these brands' official YouTube accounts and conducting comprehensive analyses of advertisements using the binary opposition analysis framework. The paper's findings indicate that these commercial videos serve as a platform to mold a brand's sustainability image and promote the notion that fast fashion brands are leading the charge toward sustainability, preparing for an unpredictable future, guiding people toward hope, and offering ultimate freedom. This research high-lights the necessity for a critical examination of advertising videos related to sustainability in the fast fashion industry to guarantee accountability and transparency.

Innovation and Challenges of Urban Creative Products in Digital Media Art - Tourist cities in China for example

  • Ma Xiaoyu;Lee Jaewoo
    • International Journal of Advanced Culture Technology
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    • v.12 no.1
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    • pp.175-181
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    • 2024
  • The paper examines the impact of digital media art on urban creative products, analyzing opportunities and challenges in the digital era. It emphasizes the development of urban cultural and creative products, highlighting their significance and future growth potential. The digital media era provides unprecedented innovation opportunities, utilizing advanced tools for efficient design, production, and marketing. Trends like personalization, customization, AI, and big data offer new expressions and market prospects. Cultural products evolve in design, marketing, and sales channels due to digital media, with tools like social media and e-commerce platforms opening new promotion avenues. Case studies illustrate digital media's role in driving innovation and enhancing user experiences. The paper addresses challenges in market competition, copyright, and technological renewal, while recognizing opportunities from AI and big data. The creative industries must adapt and innovate to remain relevant. Looking ahead, urban creative products will evolve under digitalization, relying on digital means to attract consumers and enhance brand value. Cultural products, beyond economic entities, disseminate urban culture and creative spirit. In the digital era, urban creative products demonstrate potential and necessity, prompting a reevaluation of digital technology's role. Through continuous innovation, this field contributes to cultural and economic levels, impacting urban characteristics and heritage. Urban creative products play an increasingly vital role in the global cultural and creative economy.

Different Perception on Product Attributes of HMR: Focusing on College Students and Consumers (가정간편식의 제품속성에 대한 인식차이: 대학생들과 소비자를 중심으로)

  • Yang, Hoe-Chang;Kim, Jong-Baek;Kim, An-Sik
    • Journal of Distribution Science
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    • v.14 no.2
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    • pp.47-56
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    • 2016
  • Purpose - The purpose of this study is to investigate the difference in the degree of significance and satisfaction perceived by college students and ordinary consumers on the HMR product attributes. Comparison of the difference on HMR product attributes between ordinary consumers and college students who belong to the current and future consumption groups of HMR will provide information for clear marketing strategies and PR on target consumers from the aspects of companies. Also, overall difference on HMR was investigated through IPA(importance-performance analysis) on significance and satisfaction with each product attribute. This result will provide information to food companies that produce or supply HMR products to be supplemented and improved. Finally, IPA was conducted between groups on product attribute to find which difference exists between groups. This result is also expected to provide crucial information to companies as suggested in the first purpose. Research design, data, and methodology - The procedure of analysis is as follows. First, independent sample t-test was conducted on the significance and satisfaction on HMR product attributes. Second, with using IPA, the significance and satisfaction on HMR product attributes of the respondents were checked to investigate marketing strategy direction on overall HRM products. Third, the difference between generations was verified using IPA on the college student and consumer groups. According to this result, the direction of marketing strategy on HRM products was to be proposed to food companies. Results - It was known that consumers consider HMR product attributes statistically and significantly such as nutrient content(nutrition), country of origin, brand, main raw material, packaging, and awareness of manufacturer. They keep after purchase more importantly than college students who considered only volume and price than consumers. In comparison with the difference in satisfaction on HMR product attributes, the college student group was more satisfied than ordinary consumers only in flavor, condition of food additives, and volume. Also, HMR related food companies must maintain taste, cooking method, manufacturing date, expiration date, and safety on current products continuously. Finally, as a result of analysis from the groups, the attributes such as cooking method, manufacturing date, expiration date, and safety were considered significantly with high achievement by the two groups. It was known that college students considered food texture to be important, but consumers considered storage method to be important after purchasing it. Conclusions - There is necessity to differentiate effectiveness of products when releasing HMR products subject to consumers and college students. The result will give great assistance to the improvement of companies, produce or supply HMR products. It will also provide entry strategies on target groups of companies that are planning for entry. The factors that consumers commonly considered not to be significant were brand, package form(appearance), cooking time, and sale(purchase) location, which were found in the comparison with the groups that awareness about manufacturers and storage method after purchase corresponded to college students and that distribution route corresponded to ordinary consumers.

A Study on Impact of Game Overindulgence and Addiction on Game Companies Loyalty, Product Loyalty, and Profitability (게임 과몰입 및 중독이 게임 기업 충성도, 제품 충성도, 수익성에 미치는 영향에 관한 연구)

  • Lee, Ji-Hun
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.133-144
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    • 2015
  • This study aims to establish the concepts of overindulgence and addiction and present proposals on game policies and marketing for game companies by identifying relationship among game product loyalty, game company loyalty, and game company profitability from the psychological viewpoint (game overindulgence and addiction) of online and mobile gamers. Accordingly, this study has the following implications. First, government should realize the fact even gamers are confused over differences in such concepts concerning game and have processes to reestablish game overindulgence and game addiction and follow policies to establish such images. Second, loyalty to game products should be enhanced by highlighting the features to buy items and additional contents through game networks as well as features to share contents and records generated within games for those with overindulgence. Moreover, companies should strengthen publicity to increase loyalty to game companies. Conversely, the focus should be on game product image rather than corporate image. Third, game companies should engage in strategies for the game's direction, development, and marketing to establish positive brand based on game products and help become the brand of the corporation itself. Fourth, there is a necessity to increase gamers and study their satisfaction rate based on game development and efficient marketing.

A Study on the Type Analysis and Comparison of Space Contents in the Culture and Art City (문화예술 도시의 공간 콘텐츠 유형분석 및 비교에 관한 연구)

  • Cho, Yeon;Moon, Jeong-Min
    • Korean Institute of Interior Design Journal
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    • v.20 no.1
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    • pp.109-116
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    • 2011
  • As urbanization has evolved, a number of cities have been engaged in building creative power through branding. Cities contain much creative space and creative space within cities develops them. Cities are connected with space, which have a great influence each other, in particular, in cities of culture and art. Space contents in cities have various forms and types and work as important factors for branding of cities. In this high-touch generation, cities of culture and art have special meaning in that design of emotional generation, and cultural meaning of tangible and intangible assets in cities are their competitive power and sources of high added value. The cities of culture and art are oriented toward creative future globally and nationally. In cities of culture which seek for urban development by excavating artistic meaning and value through artistic and cultural development, their cultural meaning itself can become a brand, which effectively leads to building creative cities and marketing of urban brands. This study aims to analyse cases of cities developed through discovering or reactivating art and cultural meaning and value of urban space based on urban space contents. Then it analyses through what urban image, brands and marketing space contents were developed and suggests necessity of space contents development in small and middle sized cities. Therefore, based on the cases of art and cultural cities developed depending on space contents, it analyses and differentiate their various types and contents, aiming to show that any cities can be based on art and culture and creativity depending on creation, regeneration and development of space contents.