• Title/Summary/Keyword: character marketing

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The Characteristics of Paul Smith Fashion from the View of Britishness (브리티시니스 관점에서 살펴본 폴 스미스 패션 특성)

  • Kim, Sora;Lee, Keumhee
    • Journal of Fashion Business
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    • v.24 no.1
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    • pp.43-59
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    • 2020
  • The purpose of this study is to examine the design of Paul Smith based on characteristics of the Britishness. Britishness formed according to the national character to encompass the lifestyles and traits of individual people through a shared natural environment and historic experiences within the national boundaries of the U.K., amid current global trends toward gigantic single market. In every season, Paul Smith is presenting various authentic tailored suits, reflecting the empirical positivism, characterized by traditional conservatism through contemporary reinterpretation, characteristic individualism through a reproduction of the sub-culture, optimistic naturalism through fabric and printing on the basis of the Britishness. This study analyzed the characteristics of the Paul Smith brand distinguished through its unique highlights of strong symbolism of the well-balanced U.K., with very individualistic and innovative ideas presenting basic and methodical research of Britishness. Additionally, the results of this study are expected to facilitate in establishing the identity of the fashion brand and exploring its direction, and it will also provide a crucial basis to seek the methods to express the identity of Korean culture in this era of globalization, setting a new course for the fashion industry.

A Study on the Development of Jeans via Conjoint Analysis (컨조인트 분석을 이용한 청바지 제품개발에 관한 연구)

  • 오정미;허갑섭
    • Journal of the Korean Society of Clothing and Textiles
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    • v.19 no.3
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    • pp.448-462
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    • 1995
  • The purpose of this study was on the development of jeans via conjoint analysis and marketing strategies for each segmented market. The questionnaire was composed vervel card and defining the proper marketing strategies for each segmented market. The 269 usable data was distributed to the Univ student and carrier women through multi- stage , ;ambling. The statistical results were processed by the SPSS, PC MDS, and MANZANOLA program. The used methods of statistical data were conjoint analysis, KYST, PROFIT, factor analysis, frequency, one-way ANOVA, SNK, and paired t-test. The results of this study can be summaries as follows: 1. In competitor analysis, Korean brands were in low price zone, but foreign in high price and character style zone. 2. There was significant differences Korean brands and foreign brands on evaluating. On the basis of the perceptual maps, most of Korean brands were evaluated as having a good price and most of foreign brands were evaluated as having a good design. 3. The optimal jeans has the well-known brand, the price of less than 30, 000 won, traditional style, and good quality. In four attributes of clothing buying process, brand is most important attribute of jeans. Segment market 1.All the jeans that they have is Korean brand. Income, amount spent per month on clothing, how many having jeans is low market. Self-centered factor is lowest. In the clothing sari ales lifestyle, they considered most conviniance. Segment market 2-They have one foreign brand jeans. Income, amount spent per month on clothing, how many having jeans is low market. Self-centered factor is lowest Segment market 3-They have two foreign brand jeans. Income, amount spent pet month on clothing, how many having jeans is high market. Self-centered factor is high. In the clothing variables lifestyle, they considered brand, continuance, and character. Segment market 4-They have more than three foreign brand. Income amount spent per month on clothing, and how many having jeans is high market. Self-centered factor is high. In the clothing variables lifestyle, they considered most brand, and character.

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Analyzing the correlation between 'Collaborative Cosmetic Package-Design' and customer's actual purchase (제품 차별화를 위한 화장품 콜라보레이션 패키지디자인이 소비자 구매에 미치는 영향)

  • Kwak, Gi-Hea;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.14 no.9
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    • pp.453-459
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    • 2016
  • The 'Collaboration Marketing' is at its prime in domestic-cosmetic market. It is one of the most well known strategic marketing methodologies that maximize customers' attention by combining visual images or illustrations with market's current best selling products. The ultimate goal of my study relies on analyzing the correlation between 'Collaboration Package-Design (CPD)' and customer's actual purchase. Literature research was conducted as the primary step for theoretical basis, while the secondary step mainly deals with three different types of existing 'collaboration marketing' in the worldwide cosmetic market. Lastly, an empirical study through hypothesis test, survey and in-depth interview was conducted. As the outcome of study, two among three hypothesis have been proven while 'Character collaboration' which based on the concept of 'Kidult' (combined concept of Kid and adult) is the most popular tool. This study supports the idea that consumers get more influences from 'image and scarcity' of CPD rather than the actual function or performance of cosmetic products.

Research Consisting of Comparison of Character Contents through Collaboration (콜라보레이션을 통한 캐릭터 콘텐츠 비교 연구)

  • Im, Ri-Na;Kim, Seung-in
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.449-454
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    • 2016
  • Characters have been frequently used as a symbol or an icon in above the line advertising for generations. It has become an essential factor for companies to research about the experience that consumers have by engaging with the products that are partnered with famous or brand characters before introducing a product to the market. The character trademark has become more popular and interesting than the product itself. Therefore, products have become dependent on its character trademark. The ultimate purpose of this research is to find effective ways of increasing the value of the brand by observing various characters and how people interact with these characters, depending on the consumer's age, gender, and so forth. One would be able to collect data or information from documents as a method of this research and grasp different contents, components, concepts, and contexts of character collaboration and affiliate characters from well-known messengers, such as Kakaotalk and Line. In addition, by re-analyzing Peter Morville's Honeycomb tool, its method would set the scale of the user experience and one would be able to conduct interviews with those who are using collaboration products. This study reveals extensive guidelines for character partnership or collaboration that have been successful and creating effective marketing skills.

An Analysis of the Whole Area of Business Administration by the Characteristics in the Software Venture Business (S/W 벤처기업의 특성별 경영 현황분석)

  • 손성호;한계섭
    • The Journal of Information Systems
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    • v.10 no.1
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    • pp.323-352
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    • 2001
  • Venture business plays a great role in creating national competitive power in every country. In particular, software venture business can mostly belong to manufacturing business, and takes the top seat of core industry as the basis of globalization, informatization and localization as well as the driving force of national competitive power. However, software venture business still has some risks in the whole area of business administration including the process of business starting. There are also problems to be solved in such areas as manager's ability, leadership, talent, level of technical development, marketing channel, recruiting of marketing specialists, financial plan and fund raising. In this respect, this study divides 102 software venture businesses into two; business in the stage of growth and matured business through the analysis of questionnaire and analyzes their present managerial conditions according to their characteristics after classifying them into four categories such as general management, technical development, marketing, finance and accounting. Therefore, this study attempts to provide the basic data useful for business activities of software venture business from now on. The results are as follows; First, it can be judged that software venture businesses make efforts for their technical development in their character, and that they make a great investment in research and development. Consequently, it can be believed that this kind of investment must be continued in the future. Second, it can be seen that they are not much interested in marketing and its manpower. In fact, software venture businesses develop products technically at the risk of their life, while marketing plays an important role in the continuity of business. Thus, it is necessary for them to invest in the supplement of manpower in marketing. Third, it is observed that they generally have some difficulties in raising money from outside. By the way, it. is believed that this problem will be solved by appealing to the persons interested such as investors and creditors, if evaluation system would be developed more exquisitely so that their accounting and technical value may be appraised.

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A Study on 4D Special Effect Graphics Content Development Creative Processing and Preproduction Design : base on Special Effect Graphics of 'Namsadang' Character Preproduction Report in An-Sung (4D 특수영상에서의 캐릭터 개발과정 제작 공동 작품 연구 - 안성 특수 영상 남사당패 Pre-Production 작품 개발을 기반으로)

  • Cho, Hyun-Kyung
    • Cartoon and Animation Studies
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    • s.41
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    • pp.153-168
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    • 2015
  • In Kyung-GI DO, An-sung, Each local autonomous entity developed the character design to inform the public relations and revitalize local economy and culture. consequently, These have got benefits with marketing local speciality related to their an-sung character; we call it name is arum, pung-mul, duck-bugi who korea traditional face characters. On the contrary, Most of old characters which have been fallen off their formative qualities became a reason that unfit (4D,3D) special film at local doom movie theater. This thesis aims to study on the character of 'namsadang' group what have been produced in ansung-si, that the show up to people about an-sung 4D Contents what local actually character and to make it more competitive through 3D,4D spacial character project developing process. It is need for new various characters, that (3D,4D-VFX) -Graphics of new an-sung'namsadang' group. that will be total different and new development. total VFX; 4-Dimantion visual graphics released in next an-sung local festival, Business prospects are bright and receiving benefits are increasing. As seen in the case of the character of in 2015, it can be a measure to earn benefits as a higher value-added business if it is managed in the local autonomous entities. In this thesis, I propose what the of character in the local special graphics; VFX style characters design. also I was show up to '4D contents character;' ; 'namsadang' group; creative processing including planing. It is possible to be ranged from special 4D series animation, a feature-length special effct cartoon film, character products, and even local doom Theme parks show up film. which are all expected high profits. These profits will be returned back to the an-sung local autonomous entity, who can use them to develop new contents, one of foundations in local economy. As a result, it is helpful to make local traits and effective tourist attractions.

A Study on the Store Selection Behavoir (의류점포선택행동에 관한 연구 -부산시에 거주하는 여성소비자를 중심으로-)

  • Ha, Jong-Kyoung;Park, Ok-Ryun
    • Korean Journal of Human Ecology
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    • v.9 no.1
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    • pp.63-70
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    • 2000
  • The purpose of this study is The results was that consumers who like to the top brand's commodities, had commonly high tendency to and fro its trademark and store allegiance. Furthermore, they have usually bought something following on their inclination what they had purchased as well as the store decoration character and the marketing promotion attribute. The other consumers who prefer to the discount store's merchandises, had also high propensity and the biggest influence on buying something which were those factors; their instance shopping habit, utility-economy trait, follow the fashion character and strong circumspection tendency besides using the mass media Info., personal data and commodities' attribute.

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A Study on Men's Suit Purchasing Behaviors (Part II) Focus on Men in Their 20's∼40's- (남성 정장 구매행동에 관한 연구(제2보) -20∼40대 남성을 중심으로-)

  • 김민정;이숙희
    • Journal of the Korean Society of Clothing and Textiles
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    • v.28 no.5
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    • pp.615-625
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    • 2004
  • This study was attempted to segment the male consumers' market for men's suit based on brand preferences and to identify the group differences in apparel purchasing behaviors and demographic features and to suggest basic information applicable to marketing strategy. 705 men were selected for the study; they were in their twenties through forties, and they lived in Seoul and its suburbs. 655 survey questionnaires were collected and used for analysis. Using the SAS package, frequency, factors, reliability, correlation, genealogical group analysis, distribution analysis, the ($\chi$$^2$-test and the Duncan test for verification were actualized for analysis. The findings of this study were as follows: First, male-suit consumers tend to prefer the national brand(61.07%), licensed brand(19.39%), volume character brand(7.63%), prestige character brand(6.56%), and directly imported brand(5.34%) in order. Second, there were significant differences in apparel shopping orientations, purchasing behavior variables and demographic variables among the 5 classified groups.

A Study on the Interrelation between Contents Services and General Services in Point of User (이용자 관점의 컨텐츠 서비스와 일반 서비스와의 상호 관계에 관한 연구)

  • Lee, Ji-Hun
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.97-114
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    • 2010
  • Domestic game industry is growing around game contents service. Game contents service is becoming popular because it has character that can use a game with opposing user on network in real time and advantage that can download the wanted game at anytime or anywhere. It is different to general service from the view point of user. In order words, the user of game contents service has different character from that of general service because their using characteristics in service using effect are shown use variously in the demographics, psychology and behavioral particular. In these views, we have done a comparative analysis character between game contents service and general service.

Character Floating Hologram using Detection of User's Height and Motion by Depth Image (깊이 영상으로 사용자 키 검출 및 동작감지를 사용한 캐릭터 플로팅 홀로그램)

  • Oh, KyooJin;Han, DaeHyun;Kwon, SoonKak
    • Journal of Korea Society of Industrial Information Systems
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    • v.23 no.4
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    • pp.33-40
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    • 2018
  • With the development of computer and video technology, a lot of contents are being produced as digital media methods to provide are being diversified and the intrest in digital media increases. Such contents are actively researched using human motion and user's information through camera or controller. Contents using user's information can be exposed to various people in public places and used as an advertisement. This paper proposes the character floating hologram system that is implemented using detection of user's height and motion. The purposed system detects user's height and motion from depth images and creates corresponding character from the detected data. Then it is represented using a floating hologram device. This system can be used for marketing, advertising and exhibition events using user information.