• 제목/요약/키워드: consumers information needs

검색결과 379건 처리시간 0.035초

Effects of Temporal Distance on Brand Extension Evaluation: Applying the Construal-Level Perspective to Brand Extensions

  • Park, Kiwan
    • Asia Marketing Journal
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    • 제17권1호
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    • pp.97-121
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    • 2015
  • In this research, we examine whether and why temporal distance influences evaluations of two different types of brand extensions: concept-based extensions, defined as extensions primarily based on the importance or relevance of brand concepts to extension products; and similarity-based extensions, defined as extensions primarily based on the amount of feature similarity at the product-category level. In Study 1, we test the hypothesis that concept-based extensions are evaluated more favorably when they are framed to launch in the distant rather than in the near future, whereas similaritybased extensions are evaluated more favorably when they are framed to launch in the near rather than in the distant future. In Study 2, we confirm that this time-dependent differential evaluation is driven by the difference in construal level between the bases of the two types of extensions - i.e., brand-concept consistency and product-category feature similarity. As such, we find that conceptbased extensions are evaluated more favorably under the abstract than concrete mindset, whereas similarity-based extensions are evaluated more favorably under the concrete than abstract mindset. In Study 3, we extend to the case for a broad brand (i.e., brands that market products across multiple categories), finding that making accessible a specific product category of a broad parent brand influences evaluations of near-future, but not distant-future, brand extensions. Combined together, our findings suggest that temporal distance influences brand extension evaluation through its effect on the importance placed on brand concepts and feature similarity. That is, consumers rely on different bases to evaluate brand extensions, depending on their perception of when the extensions take place and on under what mindset they are placed. This research makes theoretical contributions to the brand extension research by identifying one important determinant to brand extension evaluation and also uncovering its underlying dynamics. It also contributes to expanding the scope of the construal level theory by putting forth a novel interpretation of two bases of perceived fit in terms of construal level. Marketers who are about to launch and advertise brand extensions may benefit by considering temporal-distance information in determining what content to deliver about extensions in their communication efforts. Conceptual relation of a parent brand to extensions needs to be emphasized in the distant future, whereas feature similarity should be highlighted in the near future.

감성을 기반으로 하는 AI 패션 특성 연구 -사용자 중심(UX) 관점으로- (A Study on the Characteristics of AI Fashion based on Emotions -Focus on the User Experience-)

  • 김민선;김진영
    • 패션비즈니스
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    • 제26권1호
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    • pp.1-15
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    • 2022
  • Digital transformation has induced changes in human life patterns; consumption patterns are also changing to digitalization. Entering the era of industry 4.0 with the 4th industrial revolution, it is important to pay attention to a new paradigm in the fashion industry, the shift from developer-centered to user-centered in the era of the 3rd industrial revolution. The meaning of storing users' changing life and consumption patterns and analyzing stored big data are linked to consumer sentiment. It is more valuable to read emotions, then develop and distribute products based on them, rather than developer-centered processes that previously started in the fashion market. An AI(Artificial Intelligence) deep learning algorithm that analyzes user emotion big data from user experience(UX) to emotion and uses the analyzed data as a source has become possible. By combining AI technology, the fashion industry can develop various new products and technologies that meet the functional and emotional aspects required by consumers and expect a sustainable user experience structure. This study analyzes clear and useful user experience in the fashion industry to derive the characteristics of AI algorithms that combine emotions and technologies reflecting users' needs and proposes methods that can be used in the fashion industry. The purpose of the study is to utilize information analysis using big data and AI algorithms so that structures that can interact with users and developers can lead to a sustainable ecosystem. Ultimately, it is meaningful to identify the direction of the optimized fashion industry through user experienced emotional fashion technology algorithms.

A Study on the Brand Characteristics According to Trends in the Children's Apparel Market

  • Han, Gyung-Hee
    • 패션비즈니스
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    • 제9권6호
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    • pp.160-174
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    • 2005
  • Despite the decrease in the number of children due to low birth rate, the domestic children's apparel market has been achieving steady growth as family income is rising thanks to more opportunities for working women, parents spend more on their children, and they prefer brand products that make their children look special. In addition, the market is suffering from hard competition as large enterprises have joined the race. The present study purposed to survey the children's apparel market in Korea, which is in a transitional period, and to contribute to the development of the market with Korean brands. For this purpose, we analyzed the characteristics of children's apparel brands in the 21st century based on the current state of the domestic children's apparel market and, based on the findings, forecasted the future trend of children's apparel brands, suggested improvements for expected problems, proposed standards for coping with changes such as diversification, high quality and differentiation in the children's apparel market, and provided consumers with information on how to purchase products. According to the result of analyzing the characteristics of children's apparel brands in the 21st century, brands are categorized largely into four types - life cultural brands, functional product brands, character brands and brands advancing to China. Life cultural brands equipped with all necessities for children are expanding, and with the deepening social problems of environmental pollution and the reduction of the child population, functional products made of environment-friendly materials are spreading widely, targeting infants and children. Furthermore, for extending age targets and diversifying products, children's apparel is using characters. The use of characters is expected to have a considerable effect on the growth of brands because children are more subjective as consumers than before and they are more easily persuaded with characters. Domestic children's apparel brands advancing to China have a high expectation of success in overcoming the limitation of the local market that has reached its peak and growing into global brands. Korean apparel makers are struggling to overcome the depressed domestic market, to recover consumers' consumption, to cope with market opening, to pursue high value of sensibility and to expand the seniors' market, etc. In this situation, future trends of children's apparel brands will be the expansion of family brands, brand totalization, quality price, niche market (pre-teen market), etc. In response to these trends, we made the following suggestions for improvement. 1. Children's apparel brands are evolving into family brands as well as into total brands through voluming. Today, however, apparel makers are advancing to the children's apparel market with the concept of adults' apparel and, as a result, children's apparel is merely adults' apparel of reduced size, having problems in design, color and materials. Thus, apparel makers must develop design considering the wide range of size and the characteristics of children's apparel, strengthen sourcing abilities to create revenues, and make thorough survey of customers to find common denominators between adults' apparel and children's apparel considering that characteristic that the target class is different from the buyer class. Furthermore, they must make active investments in human resources, develop outstanding products through advanced planning and design, and support marketing techniques and management systems to stores. 2. As the declining birth rate will continue to have a negative effect on the market, it may be difficult to expand the market size but there is still a margin for growth through high-sensibility and high-quality products. The competitiveness of brands is determined by their market shares. Accordingly, concepts should be specialized according to lifestyle, customers' diverse needs should be satisfied, and cross-coordination should be achieved within a brand. 3. Considering Korean parents who do not spare investment in their children despite shrinking consumption, functional products must be high value-added goods that can enhance efficiency. However, in the current situation of the infants' apparel industry where a textile manufacturer supply its products to multiple brands, it is difficult to develop unique products only based on materials. Thus, it is considered urgent to appeal to consumers not by relying on materials only but by finding methods of applying their own characters to children's dress.

Changes in Korean Consumers' Perception on Food Preservatives by a Risk Communication Booklet

  • Kim, Suna;Kim, Ji-Sun;Kang, Hee-Jin;Lee, Gunyoung;Lim, Ho Soo;Yun, Sang Soon;Kim, Jeong-Weon
    • 한국식품위생안전성학회지
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    • 제33권6호
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    • pp.417-426
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    • 2018
  • 본 연구는 학부모를 대상으로 식품첨가물 및 보존료에 대한 인식 수준과 정보요구도를 파악하고 이를 바탕으로 학부모의 식품첨가물 및 보존료에 대한 올바른 이해와 안전한 식생활을 위한 교육자료를 개발하고자 하였다. 2014년 서울 경기지역 초등학생을 둔 학부모 381명을 대상으로 식품첨가물 및 보존료에 대한 인식 및 정보요구도에 대한 설문조사를 수행한 결과 응답자 중 가공식품 구입 시 안전성을 가장 중요한 요소라고 응답하였으며, 41.5%가 식품 첨가물을 가장 식품안전을 위협하는 것이라고 응답하였으며, 식품 첨가물 중에서는 보존료가 가장 위험하다고 응답하였다. 그러나 응답자의 90.6%가 식품첨가물 및 보존료에 대한 교육 경험이 없다고 응답하였다. 설문결과와 학부모들의 정보요구도에 따라 교육홍보책자인 '보존료 바르게 알기'를 개발하였다. '보존료 바르게 알기'는 '보존료란 어떤 물질인가요?', '보존료는 어떤 종류가 있나요?', '보존료는 안전한가요?', '가공식품, 어떻게 섭취해야 하나요?', '식품첨가물은 식약처가 철저히 관리하고 있어요' 등의 5장으로 구성하여 소비자인 학부모들이 알고 싶어하는 내용들을 알기 쉽고 재미있게 전달할 수 있도록 구성하였다. 개발된 교육홍보책자를 초등학교 학부모에게 시범 적용한 결과, 사전 18.9%만이 보존료가 무엇인지 알고 있다고 응답한 수준에서 사후 90.9%가 그 역할을 이해하고 72.7%가 안전하다고 응답하여 개발된 책자가 보존료에 대한 이해도를 크게 높이고 보존료에 대한 오해를 바로잡을 수 있는 것을 확인할 수 있었다. 따라서 본 연구에서 개발된 교육홍보책자는 학부모를 비롯한 일반소비자들에게 보존료에 대한 이해를 높일 수 있는 효과적인 정보전달매체로 활용될 수 있을 것이다.

컨조인트 분석을 통한 집단별 VR게임콘텐츠의 개발 전략에 관한 연구 (A Study on the Development Strategy of VR Game Content by Group Based on Conjoint Analysis)

  • 이호석;정종인;이봉규
    • 인터넷정보학회논문지
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    • 제21권1호
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    • pp.137-146
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    • 2020
  • 정보통신기술(ICT:Information Communication Technology)에서 주요 분야로 주목을 받고 있는 가상현실(VR:Virtual Reality)은 현재 의료, 영화, 건축 등 다양한 분야에서 활용되고 있다. 가상현실은 다양한 분야에 활용되고 있지만, 제작자를 중심으로 콘텐츠가 개발되며, 사용자의 요구를 반영하지 못하여 사용자 인터페이스(UI:User Interface)와 사용자 경험(UX:User Experience)적인 공감대를 형성하지 못하고 있다. 본 연구는 VR콘텐츠 중 가장 큰 비중을 담당하는 VR게임콘텐츠의 소비자 선호도, 속성수준을 파악하고자 컨조인트 분석(Conjoint Analysis)을 통해 VR게임콘텐츠의 소비자의 선호 속성을 살펴보고 집단별 상대적 중요도, 가중치를 도출하고자 하였다. 본 연구는 2019년 5월부터 7월까지 총 3개월간 166개의 설문지를 수집했으며, 이 중 150개(90.4%)를 최종적으로 사용하였다. 통계분석은 SPSS Ver. 25.0을 이용하였으며, 연구의 결과는 VR게임을 선택하데 있어 게임의 장르(42.6%), 참가자(Player) 수(24.0%), 지불용의 가격(20.3%), 게임기획(13.1%)의 순으로 중요한 속성으로 나타났다. 최적의 속성별 조합은 새로운 게임, RPG, 멀티 플레이, 중가(22,000원)으로 도출되었다. 본 연구는 VR 콘텐츠 중 가장 선호도가 높은 VR게임콘텐츠를 사용하는 사용자들의 기대에는 기술을 거론하기에 앞서 VR게임콘텐츠를 통해 즐겁고 새로운 경험을 하고자 하는 요구를 알아보았다. 따라서 VR게임콘텐츠의 소비자행동과 VR게임 콘텐츠 개발 분야 연구에 대한 참고 자료가 될 수 있을 것으로 기대된다.

말 산업의 대중인식 제고를 위한 플랫폼 설계요인에 관한 연구 (A Study on Platform Design Factors to Raise Public Awareness of the Horse Industry)

  • 김미경;박금란
    • 한국콘텐츠학회논문지
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    • 제22권3호
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    • pp.343-353
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    • 2022
  • 본 연구는 말 산업의 대중인식 제고를 위하여 향후 플랫폼을 설계함에 있어 어떠한 요인이 대중에게 중요한 요인으로 작용할 것인지 알아보고, 이를 통해 최적의 플랫폼 설계에 대한 혜안을 제시하기 위해 말 산업의 플랫폼 설계요인에 대한 실증연구를 수행하였다. 본 연구수행을 위하여 말 산업에 대한 관심이 있는 국내 성인 300명을 대상으로 구조화된 설문지를 배포하여 자료를 수집하고, 통계처리프로그램 SPSS 22.0 Ver를 활용하여 설정한 연구문제들을 검증하였다. 연구 결과, 소비자 태도에 대하여는 중심경로 중 정보의 유용성이, 주변 경로 중 정보원천의 유희성이 가장 강한 영향을 미치는 요인인 것으로 나타났으며, 소비자의 행동의도에 대해서는 중심경로 중 정보의 최신성이, 주변경로 중 정보원천의 매력성이 가장 강한 영향을 미치는 요인인 것으로 나타났다. 또한, 소비자의 말 산업 플랫폼에 대한 긍정적인 태도는 향후 말 산업에 대한 구매의도와 긍정적 구전의도에 대해 정(+)적인 영향을 미치는 요인인 것으로 나타났다. 이러한 결과를 통하여 본 연구자는 말 산업에 대한 대중의 인식 제고를 위하여 말 산업과 관련한 유용한 정보를 재미있게 풀어낼 수 있는 콘텐츠 설계가 필요하며, 실질적인 수요를 이끌어 내기 위해서 말 산업과 관련한 최신동향을 상시 제공할 수 있어야 하며, 플랫폼이 보다 매력적으로 느껴질 수 있는 디자인 구성이 필요하다는 점을 시사하였다.

국내 대학도서관 이용자 수요 분석 (Analysis of User Demand for University Library Services in Korea)

  • 윤유라;정영미
    • 한국도서관정보학회지
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    • 제54권4호
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    • pp.229-254
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    • 2023
  • 대학도서관의 서비스 전략은 사회 환경 변화에 대한 조망을 포함해서 실질적인 서비스 수요자인 이용자에 기반하여 수립될 필요가 있다. 이에 본 연구에서는 대학도서관 이용자인 대학생과 대학원생, 교수자와 연구자를 대상으로 현재 제공되는 대학도서관 기능과 서비스에 대한 이용자들의 인식을 파악하고 향후 개선 혹은 개발되어야 할 서비스에 대한 수요를 조사·분석하였다. 데이터는 온라인 설문을 통해 수집되었고, 학생집단은 1,216건, 연구자 집단은 433건 회수되었다. 조사 결과는 각각의 집단별로 정리하고, 이 중 공통된 결과를 통해 시사점을 도출하였다. 첫째, 두 집단 모두 정보자원의 수집과 접근 강화에 대한 지속적인 요구가 있음을 알 수 있었다. 둘째, 타 기관과의 협력을 통한 정보자원의 공유를 강화하고 해외학술자료의 다양한 이용을 희망하는 등 정보제공서비스 확대를 필요로 하고 있었다. 셋째, 도서관이 중요한 기관이라는 인식은 하고 있었으나 홍보 등의 부족으로 만족한 이용이 이루어지고 있지 않음을 알 수 있었다. 넷째, 대학도서관이 대상의 구별과 차별 없이 누구에게나 열린 서비스를 제공해야 한다고 인식하고 있음을 알 수 있었다. 본 연구의 결과는 이용자에게 최적화된 대학도서관 서비스를 개발하고 개선하기 위한 전략 수립시 기본 데이터로 활용할 수 있을 것이다.

Wearable Computers

  • Cho, Gil-Soo;Barfield, Woodrow;Baird, Kevin
    • 섬유기술과 산업
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    • 제2권4호
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    • pp.490-508
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    • 1998
  • One of the latest fields of research in the area of output devices is tactual display devices [13,31]. These tactual or haptic devices allow the user to receive haptic feedback output from a variety of sources. This allows the user to actually feel virtual objects and manipulate them by touch. This is an emerging technology and will be instrumental in enhancing the realism of wearable augmented environments for certain applications. Tactual displays have previously been used for scientific visualization in virtual environments by chemists and engineers to improve perception and understanding of force fields and of world models populated with the impenetrable. In addition to tactual displays, the use of wearable audio displays that allow sound to be spatialized are being developed. With wearable computers, designers will soon be able to pair spatialized sound to virtual representations of objects when appropriate to make the wearable computer experience even more realistic to the user. Furthermore, as the number and complexity of wearable computing applications continues to grow, there will be increasing needs for systems that are faster, lighter, and have higher resolution displays. Better networking technology will also need to be developed to allow all users of wearable computers to have high bandwidth connections for real time information gathering and collaboration. In addition to the technology advances that make users need to wear computers in everyday life, there is also the desire to have users want to wear their computers. In order to do this, wearable computing needs to be unobtrusive and socially acceptable. By making wearables smaller and lighter, or actually embedding them in clothing, users can conceal them easily and wear them comfortably. The military is currently working on the development of the Personal Information Carrier (PIC) or digital dog tag. The PIC is a small electronic storage device containing medical information about the wearer. While old military dog tags contained only 5 lines of information, the digital tags may contain volumes of multi-media information including medical history, X-rays, and cardiograms. Using hand held devices in the field, medics would be able to call this information up in real time for better treatment. A fully functional transmittable device is still years off, but this technology once developed in the military, could be adapted tp civilian users and provide ant information, medical or otherwise, in a portable, not obstructive, and fashionable way. Another future device that could increase safety and well being of its users is the nose on-a-chip developed by the Oak Ridge National Lab in Tennessee. This tiny digital silicon chip about the size of a dime, is capable of 'smelling' natural gas leaks in stoves, heaters, and other appliances. It can also detect dangerous levels of carbon monoxide. This device can also be configured to notify the fire department when a leak is detected. This nose chip should be commercially available within 2 years, and is inexpensive, requires low power, and is very sensitive. Along with gas detection capabilities, this device may someday also be configured to detect smoke and other harmful gases. By embedding this chip into workers uniforms, name tags, etc., this could be a lifesaving computational accessory. In addition to the future safety technology soon to be available as accessories are devices that are for entertainment and security. The LCI computer group is developing a Smartpen, that electronically verifies a user's signature. With the increase in credit card use and the rise in forgeries, is the need for commercial industries to constantly verify signatures. This Smartpen writes like a normal pen but uses sensors to detect the motion of the pen as the user signs their name to authenticate the signature. This computational accessory should be available in 1999, and would bring increased peace of mind to consumers and vendors alike. In the entertainment domain, Panasonic is creating the first portable hand-held DVD player. This device weight less than 3 pounds and has a screen about 6' across. The color LCD has the same 16:9 aspect ratio of a cinema screen and supports a high resolution of 280,000 pixels and stereo sound. The player can play standard DVD movies and has a hour battery life for mobile use. To summarize, in this paper we presented concepts related to the design and use of wearable computers with extensions to smart spaces. For some time, researchers in telerobotics have used computer graphics to enhance remote scenes. Recent advances in augmented reality displays make it possible to enhance the user's local environment with 'information'. As shown in this paper, there are many application areas for this technology such as medicine, manufacturing, training, and recreation. Wearable computers allow a much closer association of information with the user. By embedding sensors in the wearable to allow it to see what the user sees, hear what the user hears, sense the user's physical state, and analyze what the user is typing, an intelligent agent may be able to analyze what the user is doing and try to predict the resources he will need next or in the near future. Using this information, the agent may download files, reserve communications bandwidth, post reminders, or automatically send updates to colleagues to help facilitate the user's daily interactions. This intelligent wearable computer would be able to act as a personal assistant, who is always around, knows the user's personal preferences and tastes, and tries to streamline interactions with the rest of the world.

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유통시장 개방에 따른 패션 유통업의 현황과 대응방안에 관한 연구 (An Exploratory Study on Apparel Distribution system and its Countermeasure in the view of Market Liberalization)

  • 황선진;정찬진
    • 한국의류학회지
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    • 제17권2호
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    • pp.265-279
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    • 1993
  • The channel of distribution exists for the purpose of moving product from the manufactuerer to the final consumer. In order to satisfy consumer needs, channels provide for the those products to arrive at the right place, at the right time and in the quantity, quality and price desired. Currently, there has been an emerging interest in the improvement of distribution system in many areas of industries and Korean government because of a market liberalizatiion begun at 1989 and still has processed step by step. In the wave of market liberalization, an understanding of the channel of distribution and structure would be very crucial when developing the opportunities of competitive advantages in Korean apparel industry. The purposes of this study were to investigate the determinants of the distribution channel and to identify how to respond to the market liberalization for developing the possible future strategies in the apparel industry. Data for this study were obtained from interviews with managers in apparel company in addition to a questionnaire mailed to over 106 middle management position of apparel company. Data were analyzed by using descriptive statistics. The results of this study were summarized as follows. 1. In the distribution channel of the apparel industry, a vertical marketing system, comprising producer, apparel company, retailer, prevailed without intermediaries such as wholesalers or vendors. Especially, the apparel company controlled marketing channel members. This type of system may reflect added product cost and may be not advantageous to retailers and consumers because most apparel companies are responsible for its own transfortation, storage and stocks after season. 2. In the view of market liberalization, most apparrel companies showed double-edged viewpoints. In terms of positive aspect, it would give stimulus to broaden variety of fashion merchandise and to improve product quality of fashion merchanise which were the most disadvantageous factors in competing with oversea's brands. In terms of negative aspect, it would bring the bankruptcy of small or medium sized apparel firms and the foreign products' penetration in domestic market. From this study, severel recommedations were suggested forward to improve the present condition in apparel industry. They included eliminating the power of apparel company and reinforcing middlemen for more efficient distribution system and for satisfying consumer needs in rapidly changing environment. Also it included government supports, reinforcement of information system, improvement in channel structure, and career development program in conjunction with apparel companies and academic society for improving scientific management and future potential strategies in Korean apparal industry.

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생화 장식 꽃받침 자동 생산 시스템 개발 (Development of a flower support for real flower decoration Automatic Production System)

  • 송명석;김만중;김선봉;기붕;유범상
    • 한국산학기술학회논문지
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    • 제19권7호
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    • pp.63-71
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    • 2018
  • 본 논문에서는 생화 장식용 꽃 받침대를 자동으로 제작하기 위하여 고주파 융착기를 사용하여 생화 장식용 꽃 받침대 자동 제작 시스템을 개발하였다. 수동으로 제작되어지는 생화 꽃 받침은 소비자의 수요를 충족시키지 못하여 자동 제작시스템을 통해 생산성을 높이기 위하여 개발을 진행하였다. 생화 장식용 꽃 받침대는 플라스틱으로 이루어진 꽃 받침대인 캡과 캡을 지지하는 부직포로 이루어진 밑판으로 구성된다. 캡을 고주파 융착기로 이송하기 위해 가이드를 설계하였으며 가이드의 재질 및 형상에 따른 실험을 통해 최적의 가이드를 개발하였다. 전체 시스템을 제작하기 위하여 가이드와 악세서리의 무게를 정하고 그에 적합한 모터와 풀리를 계산을 통하여 도출해 냈다. 자동 제작 시스템의 제어는 PCB 기판을 기반으로 하여 안정성 및 보안성을 높였으며 리모컨을 사용하여 수동모드와 자동모드를 사용할 수 있도록 하였다. 제작 후 시스템의 이송정밀도와 반복 정밀도를 실험해본 결과 이송정밀도는 X축 2.7mm Y축 1mm로 측정 되었고 반복 정밀도는 0mm로 측정되어 생화 장식 꽃 받침대를 제작하는데 문제가 없다는 것을 확인하였다. 생산성을 확인해본 결과 1일 8시간 기준 수동 제작시 35개를 생산하고 자동 생산 시 70개를 생산하여 200%의 생산성을 높인 것을 확인하였다.