• Title/Summary/Keyword: character Frequency

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Customer Satisfaction and Relationship Marketing according to Service Quality of Men's Character Casual Clothing Brand Stores (남성 캐쥬얼 웨어 점포의 서비스품질에 따른 고객만족과 관계 마케팅)

  • 신수연;류인숙
    • Journal of the Korean Society of Clothing and Textiles
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    • v.27 no.11
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    • pp.1179-1189
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    • 2003
  • This study had a focus on service quality, customer satisfaction and relationship orientation. The subjects of this study were: 1) to examine the conceptual structure of service quality perceived by males consumers of character clothing brands, 2) to examine of the service quality on customer satisfaction, and 3)to examine relationship between customer satisfaction and relationship orientation. The questionnaire was collected between October, 28 and November, 8 in 2002. Samples of 271 respondents were obtained. The sample consisted of males in their twenties and thirties who had a experience on buying character clothing brands in Seoul. To analyze the data, reliability analysis, percentage, frequency analysis, factor analysis, correlation analysis, and regression analysis were applied. The results were as followings: 1) As a result of factor analysis, the service quality were identified by four dimensions: environmental service, personal service, products service, and promotion service. 2) As a result of correlation analysis and regression analysis, the service quality had a positive influence on customer satisfaction. Especially products service was the most important factor for customer satisfaction, followed by environmental service. 3) As a result of correlation analysis, customer satisfaction had a positive influence on relationship orientation.

A Character Analysis of the Woodland in Cultivated Areas in point of Landscape Ecology (경작지 내 소규모 수림의 경관생태적 특성 분석)

  • Cho, Hyun-Ju;Ra, Jung-Hwa
    • Current Research on Agriculture and Life Sciences
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    • v.26
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    • pp.17-22
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    • 2008
  • This research put most emphasis on setting the guidelines for improvement through character analysis of landscape ecology to cope with ecological malfunction of the woodland surrounded in cultivated areas. The results are as follows. 1) As a result of character analysis of the woodland in cultivated area in point of landscape ecology in five case sites, the size of case site 3 is the largest as $3,000m^2$ and it is shown that a colony of pine trees which is valuable in terms of ecological, scientific, historic and cultural senses. 2) As a result of analysis on expansibility of woodland in cultivated area, case site 1 is 0.25, the lowest, flexibility is 4, the highest. In order to improve ecological function in woodland, it is regarded that maintaining curve form rather than straight one. 3) As a result of analysis of morphological diversity, case site 5 shows 1.3, the highest. However, the condition of vegetation and emergence frequency of species indicates low value degree. 4) Based on the result of analysis of landscape ecological character like above, the number of guidelines for the woodland in cultivated area is three and vegetation is four.

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An Analysis of the Consumer's Behavior on the Fashion Brands Applying the Characters (캐릭터 활용 패션브랜드에 대한 소비자행동 분석)

  • Yu, Ji-Hun
    • Journal of the Korea Fashion and Costume Design Association
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    • v.9 no.1
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    • pp.173-187
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    • 2007
  • The purposes of this study were to examine the consumer's behavior on the brands applying the characters by gender, age and residential district, and then to propose the future planning of brands applying the characters and distribution strategies. From Junior on middle school to forty-year olds were selected for this study and areas were grouped to five for comparing the residential distinction. The questionnaire was consisted with 25 questions. Nominal scale and 5-interval scale were used for analysis. The SPSS 12.0 was used to analyze the technical statistics such as average, frequency, t-test, ANOVA, and $x^2$. The results of this study were as follows : 1) The characters influenced on remembering the brand's name regardless gender, agen and residential district. 2) When consumer bought the brand with character, the most important factor is the brand name recognition. 3) It would be desirable to use the one or two mixed methods which express the characters on the clothes. 4) When they distribute the character brands, they would supply more feminine characters in 3rd district, more manly one in 4th district and less quantities in the 3rd and 4th district for lowering inventory. The next must be follow to succeed the character using strategy of fashion brands. It is needed to segment the target for new character creation of specific generation, and to grasp the point of the trend which oriented by the target, and to reflect what they like and what they feel sympathy on character image and brand concept.

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A Study on the extension for frequency band and the character of Direct Digital Frequency Synthesizer (직접 디지탈 주파수 합성기의 특성과 주파수 대역 확장에 관한 연구)

  • 김경석;김원후
    • Proceedings of the Korean Institute of Communication Sciences Conference
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    • 1988.10a
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    • pp.101-108
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    • 1988
  • In this paper packet-swap Accptant Queveing system with synchronous single server and finite storage space is proposed for throughput improvement. Queueling systems are analyzed with Minisint Approximation reported by J.F CHANG and R.F Chang. Comparison between PSA. Queveing system and First-Come First Acceptant Queveing system via throughput and blocking probabilliy of test octet was performed The comparison showed that PAS Queweing system perfumes better than j.F ChANG’s Queveing system.

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Decision on Blurring for Business Card Images Using Block Classification (블록 분류를 이용한 명함 영상에서의 블러링 판단)

  • 김종흔;장익훈;김남철
    • Proceedings of the IEEK Conference
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    • 2003.07e
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    • pp.1707-1710
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    • 2003
  • In this paper, we propose a method of decision on blurring for business card images using block classification. In the proposed method, an input image is partitioned into 8${\times}$8 blocks and each block is classified into character block or background block using a block energy calculated in DCT domain. Whether the input image is blurring or non-blurring is determined using a ratio of low frequency energy and high frequency energy in DCT domain. Experimental results show that the proposed block classification classifies block well and the proposed decision on blurring decides well for various business card images.

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A Study on the Frequency response charcteristics of Hydraulic Equipment using High speed on-off valve (고속전자밸브를 사용한 유압장치의 주파수응답특성에 관한 연구)

  • Huh, Jun-Young;Wennmacher, G.
    • Journal of the Korean Society for Precision Engineering
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    • v.12 no.2
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    • pp.79-86
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    • 1995
  • Frequency response method is used to design hydraulic servo systems and improve its performance. In this study a method is proposed to get simply the frequency response of the electro-hydraulic servo system which use PWM controlled high-speed on-off valves. Firstly, the describing function of the PWM element is derived and tested. It is found that the character- istic of PWM element could be approximated to a saturation characteristic in the range of allowable frequency. And the dynamic characteristic of the valve-cylinder system could be negligible. The working characteristic of high-speed on-off valve is considered as time delay. So simulation is performed in the basis of the reconstructed block diagram. And this method is verified by experiments.

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A Study on 3D Character Design for Games (About Improvement efficiency with 2D Graphics) (3D Game 제작을 위한 Character Design에 관한 연구 (3D와 2D Graphics의 결합효율성에 관하여))

  • Cho, Dong-Min;Jung, Sung-Hwan
    • Journal of Korea Multimedia Society
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    • v.10 no.10
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    • pp.1310-1318
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    • 2007
  • First of all, What was the modeling technique used to model 3D-Game character? It's a technique developed along several years, by experience... here is the bases Low polygons characters I always work in low polygon for two reasons -You can easily modify a low-poly character, change shapes, make morph for facial expressions etc -You can easily animate a low-poly character When the modeling is finished, Second, In these days, Computer hardware technologies have been bring about that expansion of various 3D digital motion pictured information and development. 3D digital techniques can be used to be diversity in Animation, Virtual-Reality, Movie, Advertisement, Game and so on. Besides, as computing power has been better and higher, the development of 3D Animations and Character are required gradually. In order to satisfy the requirement, Research about how to make 3D Game modeling that represents Character's emotions, sensibilities, is beginning to set its appearance. 3D characters in 3D Games are the core for the communications of emotion and the informations through their facial expression and characteristic motions, Sounds to Users. All concerning about 3D motion and facial expression are getting higher with extension of frequency in use. Therefore, in this study we suggest the effective method of modeling for 3D character and which are based on 2D Graphics.

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A Study on Effective Facial Expression of 3D Character through Variation of Emotions (Model using Facial Anatomy) (감정변화에 따른 3D캐릭터의 표정연출에 관한 연구 (해부학적 구조 중심으로))

  • Kim, Ji-Ae
    • Journal of Korea Multimedia Society
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    • v.9 no.7
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    • pp.894-903
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    • 2006
  • Rapid technology growth of hardware have brought about development and expansion of various digital motion pictured information including 3-Dimension. 3D digital techniques can be used to be diversity in Animation, Virtual-Reality, Movie, Advertisement, Game and so on. 3D characters in digital motion picture take charge of the core as to communicate emotions and information to users through sounds, facial expression and characteristic motions. Concerns about 3D motion and facial expression is getting higher with extension of frequency in use and range about 3D character design. In this study, the facial expression can be used as a effective method about implicit emotions will be studied and research 3D character's facial expressions and muscles movement which are based on human anatomy and then try to find effective method of facial expression. Finally, also, study the difference and distinguishing between 2D and 3D character through the preceding study what I have researched before.

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A Study on the Nonlinear Resistance Model of a F/L Operating in High Frequency (고주파 점등 형광램프의 비선형 저항 모델에 관한 연구)

  • 지철근;장우진
    • The Proceedings of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.1 no.2
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    • pp.49-56
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    • 1987
  • To save energy consumption, it is proposed to operate a discharge lamp with high frequency power. When designing a high frequency operating circuit containing a discharge lamp, the character of a lamp may be needed. And there are various methods to get and models for this. In this study, to present the volt-ampere character of a fluorescent lamp which gives a good saving effect, the nonlinear resistance model is suggested. And the validity of the model is verified by applying the model for the circuits with inductor ballast and capacifor ballast. This model, in contrast with the others, can be easily obtainable. And for comparison, the model using a modified Francis equation is examined. The method used in this study can be basically applied to the other discharge lamps. As a result, 1) Approximated 3rd order polynomial of nonlinear resistance model gives a good simulation result. 2) When operating in high frequency, the model using a modified Francis equation with constant coefficients can't be applied.

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