• 제목/요약/키워드: fit evaluations

검색결과 78건 처리시간 0.024초

블루 진의 시각적 이미지에 관한 연구 - 한국과 중국 20대 여성을 중심으로 - (Research on the Visual Image of Blue Jeans - Focusing on Korean and Chinese Women in Their 20s -)

  • 덩한쉬;김정미
    • 한국의상디자인학회지
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    • 제26권1호
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    • pp.1-16
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    • 2024
  • This study aims to investigate the differences in blue jean styles and the visual images associated with them. To achieve this, literature reviews, case studies, and surveys were conducted. The results are as follows. 1) Based on previous studies, it was found that the design elements influencing the style of blue jeans and their visual images include waistline position, silhouette, details, decorations, and color. Additionally, differences in the preferences and visual evaluations of Korean and Chinese individuals regarding the style of blue jeans were confirmed. 2) Skinny blue jeans are typically characterized by a high waistline and a length that reaches the ankles, featuring a snug fit with stretchy fabric. Straight blue jeans, on the other hand, usually have a natural or high waistline and cover the instep, with a straight silhouette descending from the thigh to the hem. Bell-bottom blue jeans are primarily high-waisted and cover the instep with a silhouette forming a bell shape from the knee to the hem. 3) Korean and Chinese women in their 20s evaluated skinny, straight, and bell-bottom styles of blue jeans as having a 'casual' image. However, they also associated bell-bottom style blue jeans with 'unique' and 'attractive' images. Interestingly, Korean women described skinny-style blue jeans as making someone look 'youthful', while Chinese women perceived them as 'sophisticated', 'making the waist look thicker', and 'unassuming'. As for straight-style blue jeans, Korean women saw them as 'well-fitting', while Chinese women described them as 'making one appear taller', 'desirable', and 'free-spirited'.

서비스 회복이 고객의 행동 의도에 미치는 영향에 관한 연구 : 서비스 회복의 공정성과 진정성을 중심으로 (Justice and Authenticity of Service Recovery : Effects on Customer Behavioral Intention)

  • 박은지;김창곤;김명수;한장희
    • 유통과학연구
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    • 제13권2호
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    • pp.63-73
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    • 2015
  • Purpose - Satisfaction with service is evaluated according to customers' subjective judgment. The expected value of customer service and its evaluations depend on the customers' position. The customer recognizes two different forms of service levels. One is satisfaction and the other is dissatisfaction. Customers who are satisfied want to receive the service in future. However, those dissatisfied try to change the service. The service provider tries to improve the service. There are two different service cycles. One is the successful cycle and the other is the failure cycle. This study aimed to empirically determine the effects of the justice and authenticity of service recovery on customer behavioral intention through an integrated approach to cognitive justice and psychological authenticity. Research design, data, and methodology - Based on a literature review, justice of service recovery was categorized into three types: distributive, procedural, and interactive. Then, authenticity was added to obtain four independent variables, along with recovery satisfaction as a parameter. Behavioral intention, as an outcome variable, was divided into the repurchase intention and positive word-of-mouth. The model and hypotheses were created and measurement items were developed. A questionnaire survey of items concerning the service recovery experience at family restaurants was conducted on college students and residents in Gwangju from September 30 to October 31, 2013. A total of 400 copies of the questionnaire were sent out and 385 were returned. Respondents answered questions about the importance of, and satisfaction with service recovery on a 5-point Likert scale. Excluding 174 copies without service failure experiences and 7 inappropriate copies, 204 copies were analyzed using SPSS 21.0 for Windows and AMOS 20.0 to determine the reliability and validity of measurements. The hypotheses were tested through a goodness-of-fit analysis. Results - First, distributive justice positively affected recovery satisfaction. Second, procedural and interactive justice had no impact. Third, authenticity positively affected recovery satisfaction. Fourth, distributive justice had relatively stronger effects on recovery satisfaction than authenticity. Fifth, recovery satisfaction significantly affected repurchase intention and positive word-of-mouth and it proved effective in mediation. Finally, additional analysis was performed for descriptive statistics of the principal variables by various demographic characteristics and significant differences were found in gender, occupation, and so on. Conclusions - This study has academic significance as the fairness and authenticity of service recovery were investigated to reveal the effects on behavior. The findings could be applied to a wide range of service recovery strategies. However, there are some limitations. First, data was collected only from the residents of Gwangju and most respondents were aged 20-30. Future studies should target a wide range of areas and age groups. Second, because the questionnaire used in this study targets only convenience family restaurants, the results of this study cannot be generalized to all services companies. Future research should be done on a wide range of industries such as hotels, airlines, and hospitals, and perform a comparison between sectors.

염침지 공정이 사과의 건조 특성에 미치는 영향 (Influence of Brine Soaking on Quality Characteristics of Dried Apples)

  • 강성원;허호진;양한술;;최성길
    • 농업생명과학연구
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    • 제46권6호
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    • pp.147-156
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    • 2012
  • 본 연구에서는 건조 전처리로서 염침지가 사과의 건조 특성에 미치는 영향을 알아보고자 사과를 2, 5% 농도의 염수에 10분간 침지한 후 $50^{\circ}C$에서 3시간 동안 건조하였고, 건조 간에 수분활성도, 수분함량, 조직감 및 색도를 측정하였고, 관능검사를 실시하였다. 수분함량은 염침지에 의해 증가하였고, 반대로 수분활성도는 염침지에 의해 감소하는 경향을 보였다. 또한 수분활성도와 수분함량의 관계를 지수함수를 통해 분석한 결과 염침지에 따라 수분활성도에 해당하는 수분함량이 대조구에 비해 높아져 수분보유력이 높아짐을 알 수 있었다. 조직감의 경우 건조가 진행됨에 따라 감소하였는데, 5%에서 가장 균일한 감소를 보였다. 또한 염침지에 따라 전단력이 다소 증가함을 알 수 있었다. 처리구의 색도는 건조 후 L값이 감소하고 a값은 증가한 반면, 대조구는 L값이 증가하고 a값은 감소하여 상당한 수준의 갈변이 관찰되었다. 외관에서도 염침지한 시료는 갈변이 거의 나타지 않았다. 밀도는 염농도가 높을수록 낮았다. 관능평가결과는 2% 처리구가 유의적으로 높은 기호도를 보이는 것으로 나타났다.

남성복의 감성 및 선호 스타일과 실제 착용간의 차이 (Differences Between Wearing Styles and Preferring Styles and the Sensibility According to Men's Fashion Style)

  • 임병묵;이장형;김지수;나영주
    • 감성과학
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    • 제19권4호
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    • pp.71-82
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    • 2016
  • 시대가 급속히 변화함에 따라 남성의 라이프 스타일, 개성, 가치관 등이 다양하며 과거에 비해 남성복에 대한 기호도 변하였을 뿐만 아니라 또 남성복 시장이 증대되었고 전에 없던 새로운 스타일이 많이 등장하였으나 활발한 여성복 감성 연구와 달리 남성복의 스타일에 따른 감성 연구는 미비한 실정이다. 이에 20대 남성들이 주로 착용하는 스타일을 7가지 대표 자극물로 선정하고 자극물로 제시하여 각 스타일에 대한 소비자의 감성을 조사하였다. 스타일 1 (정장), 스타일 2 (라이더재킷+스키니 팬츠), 스타일 3 (블루종+스트레이트 팬츠), 스타일 4 (박시한 가디건+하프 팬츠), 스타일 5 (야전상의+스트레이트 팬츠), 스타일 6 (루즈핏 재킷+스키니 팬츠), 스타일 7 (야구점퍼+스트레이트 팬츠) 등 남성복 스타일에 따른 감성의 차이를 조사하였으며 성별에 따른 남성복에 대한 관심과 지식정도 차이를 비교하였고 남성복의 선호와 실제착용 간에 차이가 있는지 분석하였고 라이프 스타일 유형에 따른 선호하는 스타일을 측정하였다. 그 결과는 다음과 같다. 첫째, 남성복은 다양하고 세분화되었고 남성복에 대한 관심과 지식은 남성이 여성보다 높게 나타났다. 둘째, 남성복에 대한 감성은 스타일에 따라 유의한 차이가 있었지만 이는 성별에 따라 다르지 않았다. 셋째, 20대가 가장 선호하는 선호스타일과 실제로 즐겨 입는 착장스타일 간에는 차이가 존재하였는데, 일치하는 비율은 66.1% 이었고, 불일치하는 경우는 33.9% 이였다. 선호도와 실제 착용도가 가장 높은 것은 스타일 3 이었으며, 가장 선호되지 않고 착용되지 않는 것은 스타일 5 이었다. 넷째, 내향적보다 외향적 라이프 스타일을 지닐수록 더 다양한 스타일에 대하여 선호도를 나타내었다.

소비자의 제품 지각 위험에 대한 기업연상과 효과: 지식과 관여의 조절적 역활을 중심으로 (The Effect of Corporate Association on the Perceived Risk of the Product)

  • 조현철;강석후;김진용
    • 마케팅과학연구
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    • 제18권4호
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    • pp.1-32
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    • 2008
  • 기업연상(corporate association)이 제품 평가(product responses)에 어떻게 영향을 미치는 가에 대한 연구가 부진하다는 Brown and Dacin(1997)의 문제 제기가 있은 후, 기업연상이 제품 판단에 미치는 영향과 과정에 대한 조절변수와 매개변수들을 파악하려는 연구가 진행되어 왔다. 본 연구에서는 기업연상의 두가지 유형인 CA(corporate ability) 연상과 CSR(corporate social responsibility) 연상이 성능과 재무위험에 미치는 영향력과 그 영향력을 조절하는 변수들을 조사하였다. 분석 결과에 의하면, 주효과(main effects)에 있어서는, 가설에서 기대한 바와 같이 CA 연상이 성능위험과 재무위험에 유의한 영향력을 갖는 것으로 나타난 반면, CSR 연상은 성능위험과 재무위험에 대해 유의한 영향력을 갖지 않는 것으로 나타났다. 조절변수로 인한 상호작용효과와 관련해서는, CA 연상이 성능위험과 재무위험에 미치는 주효과에 대해 제품범주 지식과 관여는 각각 유의한 조절효과를 나타내었다. 하지만, CSR 연상이 성능위험과 재무위험에 미치는 주효과에 대해서는 제품범주 지식과 관여의 조절효과는 나타나지 않았다. 이러한 연구 결과를 통하여 제품의 기능적인 속성에 대한 정보가 부족한 제품에 대해 소비자가 지각하는 위험을 감소시키기 위하여, 기업은 CSR 연상보다는 CA 연상에 대해 강조할 필요가 있다는 결론을 내리게 되었다.

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자아이미지 일치성이 소매점자산과 고객의 재이용의도에 미치는 영향 (The Effect of Retailer-Self Image Congruence on Retailer Equity and Repatronage Intention)

  • 한상린;홍성태;이성호
    • 한국유통학회지:유통연구
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    • 제17권2호
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    • pp.29-62
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    • 2012
  • 최근 유통환경과 소비자 라이프스타일의 변화 속에서 단순히 제품을 판매하고 유통시키는 것에 그치는 것이 아닌 소매점자산을 증대시켜 고객을 획득하고 유지할 수 있는 차별화된 경쟁우위가 필요하게 되었으며, 이러한 대안으로 소매점 이미지의 중요성이 날로 커지고 있다. 이에 따라, 본 연구는 소매점의 이미지와 자아이미지 일치성이라는 요인과 고객기반 소매점자산과의 구조적관계를 조사하여 소비자들의 재이용의도에 어떠한 영향을 미치는지를 알아보고자 하였다. 본 연구의 가장 큰 학문적 기여점은 소매점자산에 영향을 주는 자아이미지일치성이라는 선행 요인을 찾아내는데 있으며, 또한 소매점자산이 재이용의도에 강력한 선행요인임을 확인하는데 있어서 기존의 연구들이 보여준 Second-order Construct 유형의 소매점자산척도와 결과 변수간의 단일차원 인과관계가 아닌, 소매점자산을 구성하는 각각의 요인들과 재이용의도의 좀 더 구체적인 변수간의 구조적관계를 실증할 수 있게 되었다. 본 연구는 소매점과 자아의 이미지일치성을 두 가지 차원(실제 자아이미지일치성, 이상적 자아이미지일치성)으로 나누고 소매점자산의 구성요소인 소매점인지, 소매점연상, 지각된 소매점 품질, 소매점충성도에 어떠한 영향을 미치는가를 분석하고 자아이미지일치성을 토대로 평가된 소매점자산 요인들이 소매점의 재이용의도에 미치는 영향을 분석하여 소매점의 이미지의 관리와 투자에 대한 마케팅 측면의 중요성을 제시하고 있다. 연구모델에 대한 분석결과 소매점-실제 자아이미지일치성과 소매점-이상적 자아이미지일치성 모두 모두 소매점자산 요인들에 긍정적인 영향을 미쳤으며, 그 중 이상적 자아이미지일치성이 소매점자산 요인들에 미치는 상대적인 영향력이 더 크게 나타났다. 또한 소매점자산을 구성하는 각각의 요인들은 소비자의 소매점 재이용의도에 긍정적인 영향을 주는 것으로 나타났다. 이는 타겟 소비자들의 자아 이미지와 소매점의 상징적 이미지를 일치시키는 마케팅 노력을 통해 소비자들과 소매점 사이의 강력한 감정적 결속이 형성되어 해당 소매점의 자산을 높게 평가하고 지속적인 이용의도를 가져올 수 있음을 시사한다.

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고객의 자기조절성향이 서비스 실패에 따른 부정적 감정과 고객반응에 미치는 영향 - 귀인과정에 따른 조정적 역할을 중심으로 - (Self-Regulatory Mode Effects on Emotion and Customer's Response in Failed Services - Focusing on the moderate effect of attribution processing -)

  • 성형석;한상린
    • Asia Marketing Journal
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    • 제12권2호
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    • pp.83-110
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    • 2010
  • 기업의 서비스 실패로 인해 부정적 경험을 겪은 고객은 무의식적으로 그 원인의 추론을 통해 실망이나 후회의 부정적 감정을 얻게 되는데 이때 고객의 자기조절성향에 따른 감정의 발생은 각기 달리 나타나며, 이때 형성된 부정적 감정들은 서로 다른 고객반응을 일으키게 된다. 이러한 부정적 반응은 기업의 이미지 및 브랜드 가치에도 적지 않은 영향을 미칠 뿐만 아니라 장기적으로는 기업 매출에도 부정적 영향을 미치며 서비스 회복 노력에 따른 추가적 비용도 발생하게 된다. 본 연구는 서비스 영역에서 서비스 실패에 따른 고객의 부정적 감정의 선행요인 및 그 결과변수인 고객반응에 초점을 두고 있다. 즉 서비스 실패 시 자기조절성향(평가지향성과 목표지향성)이 부정적 감정에 미치는 영향과 이때 귀인과정(내적귀인 vs 외적귀인)에 따른 고객의 부정적 감정(후회감과 실망감)의 차이를 살펴보았다. 그리고 이러한 부정적 감정들이 체념과 구전활동이라고 하는 고객 행동반응에 미치는 영향을 실증분석하였다. 분석결과, 자기조절성향에 따른 후회감의 차이는 목표 지향적 성향이 강한 고객보다는 평가지향적 성향이 강한 고객일수록 후회감이 더 크고 반대로 목표지향적 성향이 강한 고객은 실망감이 더 큰 것으로 나타났다. 고객의 부정적 감정들은 귀인과정의 조절적 역할(내적귀인-후회감, 외적귀인-실망감)에 따라 서로 다른 감정이 형성되는 것으로 나타났다. 그리고 후회감과 실망감은 소비자의 서비스 실패 후 행동반응에 상이한 영향을 미치는 것으로 나타났는데 본인의 의사결정에 따른 선택에 대해 후회감을 느낀 고객은 체념적 반응이 높게 나타났으며 반면에 실망감을 느낀 고객은 서비스 제공자나 제3자에 대한 구전행동이 높은 것으로 나타났다.

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MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향 (The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG)

  • 강주선;고윤정;고일상
    • Asia pacific journal of information systems
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    • 제19권3호
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.