• Title/Summary/Keyword: brand promotion

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The Actual Condition and Role Recognition of Fashion Sales Related Persons in Women's Ready-to-Wear Shop (여자 기성복 매장의 패션 판매종사자의 실태와 역할인식)

  • Ku, Yang-Suk;Lee, Jung-Hye
    • Korean Journal of Human Ecology
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    • v.5 no.1
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    • pp.43-53
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    • 1996
  • The purpose of this study was to investigate the actual condition of fashion sales related persons and analyze their different role recognition in women's Ready-To-Wear shops. A questionnaire was administered to 378 fashion sales related persons in department stores and individual shops. Data were analyzed by using crosstabs, $X^2$, t-test, Scheffe's test and ANOVA by using of SPSS PC program. The results of this study were as follows: 1. In the role of fashion salespersons, managers participated highly in the merchandise buying plan, actual merchandise buying and advertisement, and shopmasters participated in the management of salespersons and keeping good relation with customers and display. 2. There was significant difference according to the existence of shopmasters in sales promotion. Shops with shopmasters had regular sales and filed up customer cards. 3. Shopmasters and salespersons attached importance to fashion information, market information, sales result information, and managers attached importance to customer information, enterprise environment information in utilizing of informations. Managers considered customer survey very important but shopmasters and salespersons did not. Shopmasters, managers, and salespersons all attached importance to customers' preference survey as customers' information source. 4. There were significant differences in lifestyle survey, buying method survey, preference survey, street fashion survey, brand identity survey and advertizement effect survey of customers by the different roles of fashion salespersons. 5. There were significant differences in the degree of merchandise knowledge, service and after service in sales service recognition by the different roles of fashion salespersons.

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Characteristics of Graphics Expressed on Fashion Items (패션아이템에 표현된 그래픽의 특성)

  • Rha, Soo-Im
    • Journal of the Korea Fashion and Costume Design Association
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    • v.11 no.3
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    • pp.111-124
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    • 2009
  • Since the graphics of fashion items as a means to deliver messages suggest practical sections of the society while showing individual ideas and identity, they have values of promotion to attract attention by manifesting an effective function during the process of delivering intentions and the signification. Accordingly, this study aims to investigate the characteristics expressed with graphics shown on T-shirts of casual wear out of all the fashion items and analyze the social messages reflected on them. Using the Barthes' system of denotation and connotation, distinguished symbolic functions and meaning among graphics were analyzed through the analysis of expression methods of the graphics as the denotation of initial meaning and connotation of secondary meaning. Each casual brand has led the sale of casual markets by appealing consumers with graphic items with characters printed such as various kinds of animals and symbols or lettering printed such as hieroglyph and logos, as various expressive methods and social significance as well as a effective communicative means of graphics. As examined above, graphics expressed on fashion items have an informative characteristic and a persuasive characteristic in the aspect of contents, which has a single value as a communicative characteristic. Those characteristics have developed into the fashion graphic actively reflecting a designer's conviction, values, feelings and identity by acting on social issues and publicness. That is, in the age of information, effective messages delivered through the fashion graphic to the public have contributed to the establishment of an appropriate atmosphere of visual culture while maximizing the role and function as a social significance.

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Developing a Centralized Websites Authoring and Managing Platform(CWAMP) : a case of educational websites (중앙관리형 웹사이트군 저작 및 관리 플랫폼(CWAMP) 개발에 관한 연구: 교육기관 사례를 중심으로)

  • Park, Soo-Suk;Kim, Il-Cheol;Lee, Jung-Woo
    • Journal of The Korean Association of Information Education
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    • v.15 no.4
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    • pp.589-601
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    • 2011
  • Recent increase in the number of websites as one of the most used communication channels beyond just for promotion has led to the increased need for integrated management for member websites, as well as brand sharing among websites. Studies on how to deal with website authorship issues more efficiently has been ongoing since early 2000. However, these studies have mostly dealt with single website management and were not applicable to authoring and management related issues for centralized platform for multiple websites. This study intends to design a management platform for authoring and managing of centralized websites in the education field, utilizing various designs while building websites.

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A Case Study on Collaborations in 3D Printing Fashion (3D 프린팅 패션에 나타난 콜라보레이션(Collaboration) 사례연구)

  • Park, Suyeon;Yoo, Youngsun
    • Journal of the Korean Society of Costume
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    • v.66 no.7
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    • pp.124-138
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    • 2016
  • The present study observes collaboration methods in which 3D printing was a part of the fashion manufacturing process, expression methods of such cases, and their ripple effects. As a result, the three types of collaborations between fashion designers and other industry fields, fashion brands and 3D printing companies, and fashion designers and artists. Case analysis results and ripple effects found according to each collaboration method were as follows. First, in collaborations found were between fashion designers and other industry fields, 3D printed fashion works with futuristic images were seen through the fusion of future industries, which claim to support cutting edge digital technology, and creative fashion design. As they were mainly collaborations between automobile industries with cutting edge images or digital related industries and fashion designers, they were expressed as a new form of experimental clothing, and were used as strategies to improve future corporate images of the high tech industry. Second, in collaborations between fashion brands and 3D printing technology businesses, the sporting good brands and the shoe industry attempted to let their products be known through the promotion of functional material or ergonomic technology. While they emphasize practicality by mainly using flexible material, they were mainly proposed as functional sporting goods for famous players or as shoe accessories, so methods are still used for public distribution as brand promoting marketing strategies. Third, with collaborations between fashion designers and artists, creative pieces were shown through the grafting of 3D printing technology, the artistry of artists, and the experimentation of fashion designers. In particular, the innovative value of fashion as art was created through the union of the artistic 3D modeling technology support of artists and the creativity of designers. Like this, 3D printing fashion can graft the cutting edge nature of fashion to other industry fields through collaborations, enhancing pacesetting images, and in the fashion field, it can improve possibilities for innovations in the fashion industry through the support of 3D printing technology businesses and artists, raising expectations towards future human living.

A Study on Consumer Behavior Characteristic of Low Involvement Goods Purchasing (저관여 상품구매의 소비자 행동특성에 관한 연구)

  • Kim, Moon-Jung;Cho, Yun-Gi
    • Journal of Distribution Science
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    • v.6 no.2
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    • pp.81-93
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    • 2008
  • This paper has analyzed the factors and purchasing places affecting the purchasing caned coffee which is classified into low involvement goods. As the result of research, it was discovered that affected factor has arisen out of distribution or recognition other than satisfaction of goods. Consumers who have low satisfaction level switch but this occasion happen at a much lesser rate than expected and on the contrary, even customers who were lesser satisfied expressed that they would buy the same brand again. Although this paper demonstrates the importance of the distribution and recognition factors (publicity), among other marketing mixes, that play a greater role than the product when purchasing the product, it has not taken the effects of promotion into consideration. In the future, the consequences of promotions should be explored and simultaneously look into how each of the factors influence direct sales and weigh how much impact each factor has.

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Preparation of Commercial Agarose from Jeju Seaweed, Gelidium amansii using DMSO Extraction and EDTA Washing (제주산 우뭇가사리(Gelidium amansii)로부터 DMSO 추출과 EDTA 수세법에 의한 상용화 아가로스 제조)

  • Kang, Tai-Hwan;Lee, Seung-Hong;Baik, Jong-Seok;Kang, Byung-Sik;Lee, Jung-Suck;Lee, Nam-Ho;Jeon, You-Jin
    • Korean Journal of Fisheries and Aquatic Sciences
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    • v.44 no.6
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    • pp.635-643
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    • 2011
  • Agar was prepared from Gelidium amansii collected from Jeju Island, South Korea. This agar preparation has high gel strength and low sulfate content compared with G. amansii agar from Morocco. Accordingly, agarose was made from the Jeju agar through the consecutive refining processes of dimethyl sulfoxide (DMSO) extraction and ethylene diamine tetra acetic acid (EDTA) washing. The physicochemical properties of the resulting agarose were compared with those from agarose prepared using only DMSO extraction. Consecutive DMSO extraction and EDTA washing more strongly affected the physicochemical properties of the agarose (purified agarose) compared with the use of DMSO extraction alone. These properties were similar to those of commercial agarose used for electrophoresis. In DNA electrophoresis, the separation and movement speed of the purified agarose were similar to those of the commercial agarose. In a $^{13}C$ NMR analysis, the purified agarose exhibited the same carbon peak as the commercial agarose. When observed under scanning electron microscopy, the agar had an even and smooth surface without irregularities or pores, and the purified agarose had a wide surface area with a large number of pores; the commercial agarose had an irregular surface that would allow the solvent to easily permeate. These results illustrate that the physicochemical properties of agarose prepared from DMSO extraction and EDTA washing were more effective than those observed after DMSO extraction alone; thus, these processes used in succession will be useful in agarose industries.

Project Based Learning for University-Led Urban Regeneration: A Case Study on the Strategic Communication Campaign Class for the Sinchon Regeneration Project (공간문화콘텐츠 창제작 프로젝트 기반 수업 :신촌 도시재생 커뮤니케이션 캠페인 PBL 효과분석을 중심으로)

  • Yoo, Seungchul;Jung, Kwanghee;Ryoo, Jeongmin
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.207-215
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    • 2020
  • The purpose of this study is to examine the effectiveness of PBL in a college AD/PR class. This class was run under the theme of 'Sinchon Regeneration Project' in the 'Seodaemun-gu & University Collaborative Project Program'. As a result of the pre-post surveys, the authors found a significant increase in the place attachment to Sinchon, which was considered as a critical variable in this program. This research is an important study with high practicality in the area of cultural content production education PBL. The PBL teaching method can contribute to enhancing the class satisfaction and strengthening the competitiveness of students in cultural content related majors.

Application on the Convergence Technology for Culture Festival Composition of Riverside Space (강변공간의 문화축제 조성을 위한 융복합 기술의 적용)

  • Yeon, Sang-ho
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.1
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    • pp.253-261
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    • 2018
  • Cheongpungho number is located in the center of South Korea Jecheon Peninsula, Chungju cheongpungho be formed by hydroelectric dam construction in 1984, now has been changed to a large man-made freshwater sites during the past 30 years. Recent Jecheon government is developing natural healing resort and entertainment performances for the future, in comparison to the feasibility study of the region using remote sensing technology and site planning was conducted in geographic research and analysis, and as a result, we have a very effective to incorporate the color maps using aerial photography and digital terrain analysis and usage analysis to prove and was in the riverside area for the future of the business and the research proposal facilities and events of the brand, to be more multi-cultural festival form apply new high-tech fusion experiments suggest new direction for future tourism.

A Study of Consumers' Buying Behavior on Internet Shopping Mode (인터넷 쇼핑에서의 소비자 구매행동에 관한 연구 -부산지역 직장인을 중심으로-)

  • Kim Woo-Hee;Chun Myung-Hwan
    • Management & Information Systems Review
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    • v.4
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    • pp.349-374
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    • 2000
  • With rapid advances on Interactive technology, and the growing popularity of the Internet, Internet shopping receives considerable attention in both the popular-press and academic journals. The Internet has enormous commercial possibilities. But it is a new and dynamic medium that poses special challenges for marketers. The revolutionary nature of the Internet mandates that established wisdom on consumer marketing along with marketing-mix strategies has to be reexamined and perhaps radically revised. In order to assist marketers in this endeavor it is critical to understand consumers' buying behaviors of Internet shopping. But research in this area still very much its infancy. This study examined previous researches of Internet shopping and developed conceptual framework of Internet shopping modes. Additionally, this study examined empirical investigation of Internet shopping. Preliminary results suggests that there are significant differences in individuals' perceptions of Internet shopping and traditional shopping modes. Various factors influences on consumers' buying behavior on Internet shopping. There are Individuals' factors(personality, lifestyle, prior experience, perceived risk etc), shopping mall factors(trust, vividness, security, promotion, etc), product characteristics(product category, brand, etc), situational factors(time pressure, locational constraints etc), social/cultural factors(Norms, importance of other peoples etc). Additionally, We conducted empirical study of the impact of the Internet on consumer shopping behavior. We gathered consumers' reactions via an open-ended survey using a sample of 90 shoppers. We related the reactions to the factors of consumers' satisfaction or dissatisfaction of the Internet shopping. Consequently, there are many questions regarding factors that might influence Internet shopping. From theoretical and practical perspectives, studies that examine these factors would seem to offer much to the discipline. This paper has attempted th provide insights and direction of future empirical examination of Internet shopping.

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The Analysis on Brand Marketing Strategy of Mobie Game (<펜타스톰> 모바일 게임의 브랜드 마케팅 전략 분석)

  • Bo, Ding Zhi;Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.194-196
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    • 2017
  • is a MOBA game developed by 2015 at the Tentent's Tianmei Studios. The operation of the game was very successful, ranking first in the global mobile gaming revenue list in May 2017. However, most of the discussion about this game are the moral critique of game addiction. In fact, a game's success is closely related to the Marketing strategy beyond the contents of the game. This research using a neutral point of view to see the communication modes of during the early, development and outbreak period, analyze the integrated marketing communication strategy (IMC) through the method of case study, and concluded that the key to the success of IMC is the flexible use of various communication methods to achieve a three-dimensional offensive according to the famous Synergy Theory. It is also hoped that this article will be helpful for practitioners to realize the importance of Publicity and promotion of other game products.

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