• Title/Summary/Keyword: graphic factor

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The Influence of Online-Store Cue on Consumers Perceived Quality and Online Purchase Intention

  • Liu, Fei;Sun, Yang;Na, Seung-Hwa
    • Journal of Distribution Science
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    • v.11 no.4
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    • pp.13-21
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    • 2013
  • Purpose - The purpose of this research is to find out the relationship between cue utilization and perceived website quality and purchase intention for an online store. To achieve this, we suggest a conceptual model that examines the relationship among product introductions, online communications, online reviews, perceived quality, and online purchase intention. Research design, data, and methodology - This research utilizes SPSS 19.0 and AMOS17.0 to analyze the data. We used factor analysis to shape the structure of the original data and saved the information with multiple dimensions. We then deployed the AMOS software to analyze the model. We performed both factor analysis and structural equation analysis. Results - The findings of this study show that graphic and word descriptions, online chatting, and online reviews have a positive influence on perceived quality. Furthermore, perceived quality has a positive influence on purchase intention. Conclusions - First, detailed product information should be added to influence quality perception. Second, consumers expect a certain level of service while shopping. Simultaneously, online products reviews from consumers deserve attention as they can impact consumer purchase intention.

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A Study on the Utilization of Illustration for the Identity Design in Fashion Brand (패션 브랜드의 아이덴티티 디자인을 위한 일러스트레이션의 활용 방안 연구)

  • Beak, Jeong Hyun;Kan, Moon Ja
    • Journal of the Korean Society of Costume
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    • v.65 no.5
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    • pp.88-102
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    • 2015
  • The purpose of this study is to investigate the examples of using illustration as a strategic factor of composing brand cultures and as a factor for brand identity design. Through analyzing the external characteristics and the internal characteristics of illustration, this study will give suggestions on ways to apply the examples to real design. Illustration in external characteristics is investigated as a case of applying it directly to fashion design and to fashion marketing. Most of the fashion items were printed or weaved and most of the bags, shoes, and accessories were printed on the cover, attached as a patch, and expressed three-dimensionally. Illustration in internal characteristics is investigated as fixing and expansion of brand image, improving artistic and emotional value of brand, vitalization of masstige items, and cultural support and expression of social responsibility. The three themes used to develop the illustrations of "Hello ZIBI", which was used in this study, were "Graphic", "Forest" and "Flower", and these were based on modified brand symbol. Casual brands grafted fashion item designs onto T-shirts, bags, hats, and scarves. Marketing items were designed as shopping bags that could reflect brand image, as well as other items, such as key holders, mug cups, and tumblers, with designs that targeted specific age groups.

High Precision Logarithm Converters for Binary Floating Point Approximation Operations (고속 부동소수점 근사연산용 로그변환 회로)

  • Moon, Sang-Ook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.809-811
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    • 2010
  • In most floating-point operations related with 3D graphic applications for mobile devices, properly approximated data calculations with reduced complexity and low power are preferable to exactly rounded floating-point operations with unnecessary preciseness with cost. Among all the sophisticated floating-point arithmetic operations, multiplication and division are the most complicated and time-consuming, and they can be transformed into addition and subtraction repectively by adopting the logarithmic conversion. In this process, the most important factor for performance is how high we can make an approximation of the logarithm conversion. In this paper, we cover the trends in studying the logarithm conversion circuit designs. We also discuss the important factor in design issues and the applicable fields in detail.

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The delay effect on reality in visual and haptic presentation (시-촉각 지연이 실감도에 미치는 영향)

  • Kim, Jong-Hwa;Whang, Min-Cheol;Kim, Young-Joo
    • Science of Emotion and Sensibility
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    • v.11 no.2
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    • pp.227-234
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    • 2008
  • Graphic and sounds are mainly used for presenting digital content as general. It has been reported that the reality of digital contents was improved by adding haptic factor to the contents of graphic and sounds. Therefore, various haptic system have recently been developed for implementing haptic sensation into digital contents. However, the delay of haptic display sometimes happens due to low hardware performance and causes to deteriorate reality of digital contents. The delay effect on reality has been important to be determined for presenting digital contents with haptic system. Therefore, this study is to find the effect on user's cognition of digital contents evoking both visual and haptic sensation. Eight university students performed 4 repetitive tasks of pushing cube under the two conditions of visual and haptic delay. The delay time of each condition were set 0.5, 1.0, 2.0 and 4.0 second. As the result, both haptic and visual delay were negatively influenced user's recognition while visual delay showed more dominant effect on user's recognition than haptic delay.

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A Study on the Development of Computer Aided Design Software for Interior Architectural Design-From CAD(Computer Aided Design) to Virtual Reality of Transforting (실내 건축 설계를 위한 CAD 소프트웨어 개발에 관한 연구-CAD로부터 가상현실 GRAPHIC PROGRAM으로의 전환을 통하여-)

  • 이남수
    • Korean Institute of Interior Design Journal
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    • no.12
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    • pp.40-49
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    • 1997
  • What's the direction of INTERIOR ARCHITECTURAL DESIGN in 21 Century High Tech\ulcorner The purpose of this research is to show not only practical use of Computer Graphic(CG) as simple tool function, but offering conversation with computer and other ways of method. When we consider poor CG market, investment on the research of VR(Virtual Reality) is the most urgent. The investment on VR will solve various problems. Firstly. It will solve the problems drived from Interior design process by making spatial images like reality. Secondly, It will solve high wages and financial difficulties caused by raise cost funds. Thirdly, It prevents in a road from foreign company that will bring enormous program, caused by opening the domestic market. Also, It help interior designer check in advance the problems in constructure through showing him a supposed imagination including the system and location of equipments. But it is reality that even ordinary American can't offer VR(Virtual Reality) System. We should have noted that it is normal to spend 10 billion won for such presentation as Model House in the large corporation. We must acknowledge that it is such a waist of money nationally. Therefore, investment on CG & VR System is essential in order to save cost more effective presentation & interior design. We will see great result within a year. As we can see, there is huge area we have make develop. One of them is specific technical plan on VR System and study of flow chart. We close with simple methodological way to use VR System and will study Computer System. Which is fitting to CG that we have to solve the link of hardware and software on VR System\ulcorner We know from the cases in other countries that continuous research on this subject has great value for Interior Architectural Design and its effective use. When we try hard not only for methodological use but practical use, the purpose of CG and VR System will be a factor to contribute on this subject for better Interior design & presentation.

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The Digital Model Generation for the Human Body Measurement (인체 계측을 위한 수치모형생성)

  • 이재기;최석근;임인섭
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.15 no.1
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    • pp.81-89
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    • 1997
  • The size and shape of the human body has been an important factor not only in anthropology but in integration of designs aimed for daily use. Although the three-dimensional measurements have been proposed and obtained introducing new methods, there still remains many problems concerning how to analyze and evaluate the results. In this study, we have got the internal and external orientation factors, image coordinates from the ac-quired photographs, have calaulated the object coordinates through Bundle Adjustment, have matched multi-images. have drawn the object in the computer, and smoothly handled the surface of the body model using the Au-to-CAD system or graphic processing utility then we could generate the digital model of human body. The. results show that once digital modeling of the body is generated. the information which a designer needs can be acquired and the adequate calculations for many application fields can be done easily and many geometrical properties could be extracted. Therefore we propose the possibility of indirect human body measurement through digital model generation.

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A Study on the Design of Korean Textbooks in Elementary Schools for Learning Interest (학습흥미 유발을 위한 초등학교 국어 교과서 디자인 연구)

  • Lee, Chang Wook;Park, Kwang Shin
    • Journal of Digital Convergence
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    • v.16 no.12
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    • pp.555-561
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    • 2018
  • It is the Korean language textbook of elementary school 1~2 grade that forms the basis of the textbook to nurture the creative convergence talent with the core competence required by the future society. In order to increase the learning effect based on the textbooks, the interest inducing factors were derived on the basis of the learning interest, and the textbook design was analyzed by the in - depth interviews and discussions of the expert group. As a result, Graphic elements using bright and soft colors, illustrations of peer groups related to learning contents, and resilient use of sans serifs. However, issues such as lack of proper mixing of photos and illustrations, further development of learning helper characters, configuration of spare margins, graphic image design, and lack of a structured layout that utilizes color and visual images were cited as problems.

A Comparative Study of the Design Software Systems from the View Point of Optimization (최적설계 관점에서의 설계소프트웨어 성능 비교에 관한 연구)

  • Hong, U.P.;Park, C.M.;Park, G.J.
    • Proceedings of the KSME Conference
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    • 2001.06c
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    • pp.176-181
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    • 2001
  • Analysis technology is widely accepted and quite popular these days. Incorporation of the analysis result into design process is a key factor for the success of the analysis area. A few design software products have been commercialized. Generally, they are trying to make an interface between various design methods and analysis software. Optimization is a representative design method. The products are investigated and compared for the aspects of user convenience and algorithm performance. A few popular products are selected. Graphic user interface (GUI) is compared for the function and efficiency. The performances of the optimization algorithms are tested by mathematical and engineering examples. The results are discussed.

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The Rheological Properties of Printing Ink and its printability with the Molecular Weight of Rosin Modified Phenol Resin (로진 변성 페놀 수지의 분자량 변화에 따른 인쇄 잉크의 유변학적 특성과 인쇄적성에 관한 연구)

  • Lee, Kyu-Il;Kim, Sung-Bin
    • Proceedings of the Korean Printing Society Conference
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    • 2007.11a
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    • pp.1-12
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    • 2007
  • The rheological properties of an ink relate to its performance on the press and to the printing quality. So it is necessary to analyze the relationship between printability and the rheological properties of ink. Transfer rate of ink is one of the important factor deciding print quality. And it is concerned with rheological properties of ink. Thus, in this study, according to the molecular weight of rosin modified phenolic resin the rheological properties of ink were measured by rotational rheometer and then transfer equation of ink, density and gloss were mesured in order to examine the printability of ink.

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Development of Basic Local Exhaust Ventilation System for Experimental Education (실험실습용 국소배기 기초실험장치의 개발)

  • Han, Don-Hee;Park, Min-Kyu
    • Journal of Environmental Health Sciences
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    • v.31 no.5 s.86
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    • pp.372-378
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    • 2005
  • To enhance educational effect for exhaust ventilation system, more instructive educational engineering such as experimental system should be needed. This study was performed to 1) manufacture the basic experimental system for local exhaust ventilation, 2) experiment with this system and 3) develop methodology of exhaust ventilation education. With this system, three pressures (static pressure(SP), velocity pressure(VP) and total pressure(TP)) were measured and illustrated and the graphic shapes agreed to theoretical ones relatively. Entry loss factor ($F_h$) of each hood was found to be different with hood shape, duct velocity and flow rate. This result implies that precise $F_h$ should be determined case by case and a industrial hygienist should not be dependent on the existing values. Pressure loss using velocity pressure method and characteristics of air movement near hoods using fume were grasped with this system. But larger system should be recommended to produce more precise experimental results.