• Title/Summary/Keyword: marketing culture

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Imagination into Reality - Artificial Intelligence (AI) Marketing Changes

  • Rhie, Jin-Hee
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.12
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    • pp.183-189
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    • 2019
  • After the fourth industrial revolution, a business that utilizes Artificial Intelligence (AI) is expanding centered around IT industries and it is expected that the quality of AI services will improve. This study aims to examine changes in marketing through the advance and development of AI and to establish and apply marketing strategies to respond to future market changes. Based on existing data, the development of AI technology was examined and looked into changes in marketing and counter strategies through cases overseas and South Korea. Artificial Intelligence technology has a close impact on our lives, changing our lives, and thus changing consumer patterns, perceptions, and consumer culture. In the future, innovative changes in AI technologies will require government policies, the vision of the corporation, and it is necessary to establish longer-term success strategies. Collaboration between companies and industries is also important.

A Study on the Design Characteristics and the Cultural and Industrial Meanings of Retro-Fashion (레트로(Retro) 패션의 특징과 문화산업적 의미 연구)

  • 박혜원;이미숙
    • Journal of the Korean Society of Costume
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    • v.52 no.3
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    • pp.171-187
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    • 2002
  • The purpose of this study is to grasp the meanings of retro-fashion, to research the design characteristics and background on the birth of repro-fashion. It can help to confirm the importance of aesthetic marketing which is based on human feelings, the roles and cultural and industrial meanings. Reto-fashion Is one of the mediums between the expression of Post-modern fashion and emotional sympath of human beings as consumer and fashion creators. So this inspiration is the way of fashion creativities. The backgrounds of appearance repro-fashion are reflection about materialism and technique and 20th century, the sense of instability and finding new ideas from the past. The characteristics of retro-fashion designs are as follows : First, the styles have been come from 50's. 60's, 70's, and 80\`s. It means that the styles not just expressed to return to the past simply but an expression the emotional state for missing the past. Second, the colors and materials are various also as like styles. Third, the decorations of repro-fashion are more crafts by human. The roles of retro-fashion are for creation of high valued product in fashion design, expression of individuality with disharmonized coordination and application as a fusion style. The cultural and industrial meaning of repro-fashion are endowment of aesthetic marketing using human feeling in fashion marketing area and pursuing of the Renaissance of fashion culture and industry. Therefore it is needed that design critics and analysis going side by culture and industry condition for fashion study with human feelings in 21th century.

Design Directions of the Housing Cultural Center Based on Experiential Marketing Elements (체험 마케팅 요소를 활용한 주택문화관의 디자인 방향)

  • Kim, Jung-Yoon;Lee, Hyun-Soo;Lee, Ju-Hyun
    • Journal of the Korean housing association
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    • v.18 no.5
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    • pp.113-120
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    • 2007
  • The purpose of this study is an analysis about space of housing cultural center with the marketing based on experience. By changing housing market, housing cultural center is a place to give an information, added value, image of housing. Consumers who experience a housing cultural center have an effect on purchase an apartment. The image of enterprise is important to select commodities to consumers. Today, company's brand image and concept include womanish, worthy and, sensual those. Under these views, housing cultural center should have continuous culture spaces that provide various experiential chance for consumers. The methods of this study are an analysis of brand image, analysis and application of experiential elements for housing cultural center. The results of this study have five parts. First, in Sense part, there are presented the sense of sight, smell and touch include material's color, finishing material, sound and etc. Second, in Feel part, consumers feel friendly and comfortable to brand through synesthesia. And they have a liberal mind about brand. Third, in Think part, consumers can experience a brand's image as a subject of event or space. Forth, in Act part, consumer is acted to scale of a space and aim of exhibition. Finally, in Relation part, consumers can have relation each other who visit Housing cultural center. And they can joint for interchange of information, culture enjoyment. In conclusion, this study has a great value of graft marketing view on the planning of Housing cultural center.

A Study on the Determinants of Impulse Purchase of Clothing Products in the Internet Shopping Mall (인터넷 쇼핑몰에서의 의류의 충동 구매에 관한 연구)

  • Kim, Su-Mi;Lee, Hyun-Jeong
    • The Research Journal of the Costume Culture
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    • v.14 no.6
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    • pp.917-931
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    • 2006
  • The purpose of this study was to understand impulse buying typology for apparel products in the internet shopping. Also, analysis of influences is conducted to ascertain if a influence exists between factors which are consumer's interior factor & exterior condition, marketing stimulus of internet shopping, and consumer's general behavior in internet shopping and impulse buying typology, after offer fundamental information for internet marketing. As a result of analyzing the relationship between consumers' interior factors and impulse buying, the author found out that consumers' pure impulse buying was much influenced by the timing to buy new clothing, willingness to risk trying new designs and preference for up-to-date designs, and enjoyment derived from the buying itself. As a result of analyzing the relationship between consumers' exterior conditions and impulse buying, the author learned that impulse buying was also influenced by shopping time length, shoppers' mood and sentiments, and budgeting. As a result of analyzing the relationship between marketing stimulus and impulse buying, the author found out that impulse buying was the most influenced by facilitative marketing stimuli. Lastly, as a result of analyzing the relationship between shopping behaviors & socio-demographical variables and impulse buying propensities in Internet shopping malls, the author learned that pure impulse buying, reminder & suggestion impulse buying, and planned impulse buying are influenced by the period and frequency of using Internet shopping malls for clothes, purchase amount, and the time length of the shopping.

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An exploratory analysis of the web-based keywords of fashion brands using big-data - Focusing on their links to the brand's key marketing strategies - (패션 브랜드 연관 키워드 변화 추이에 관한 빅데이터 기반 탐색적 연구 - 브랜드별 주요 마케팅 전략과의 연계성을 중심으로 -)

  • Heo, Junseok;Lee, Eun-Jung
    • The Research Journal of the Costume Culture
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    • v.27 no.4
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    • pp.398-413
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    • 2019
  • This study empirically analyzed the influence of fashion brands' marketing issues on actual sales and consumer preference-focusing on evaluation trends of brands over time by using the theoretical background and big data provided through literature. This study examined the influence of three fashion brands (Balenciaga, Vetements, and Off-White) that have recently seen a drastic increase in the number of searched volumes through social networks. To identify the consumer-brand evaluations and trends and the marketing issues, the time period was divided into Groups A and B, which are from 2014 to 2015 and from 2016 to 2017, respectively. This study analyzed the frequency of overlapping keywords by using the R program to graphically visualize the changes over the timeline. Specifically, this analysis extracted data mainly related to bags, wallets and accessories for 2014-2015, but in 2016-2017, all four brands saw a vast increase in the frequency of searching product keywords related to clothing and footwear, and newly extracted ones were the top keywords. When analyzing the big data with these keywords as indicators, I confirmed that the products related to bags, wallets, and accessories were shifted to those related to apparel and footwear. Consumers previously recognized luxury brands such as Balenciaga as accessories-oriented brands that were focused on handbags and sunglasses, but now they are gaining popularity and recognition among consumers as a fashion brand.

Development of a multi-functional companion animal cage design - Focusing on small companion dogs - (다기능 반려동물 이동장 디자인 개발- 소형 반려견을 중심으로 -)

  • Mi-Hwa Choi;Chanmi Lee;Nahyun Yoo;Hye-rim Yang
    • The Research Journal of the Costume Culture
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    • v.31 no.2
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    • pp.262-276
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    • 2023
  • This study aims to develop a multi-functional cage for dogs as a house to reduce their anxiety when they go out using cages. This study investigates the types and characteristics of cages and cage preference by surveying men and women in their 20s who use them. The cage product reviews are also analyzed. The research results are as follows: First, domestic dog cages are classified into crate, shoulder, cross (sling bag), backpack, carrier, and stroller types. The crate type is easy to clean and can be used as a house, but it is bulky and therefore inconvenient to carry when using public transportation. The shoulder type is a fabric material with good air permeability but has the disadvantage of being easily soiled. It can be used as a house and is light weight, making it convenient when using public transportation. Second, as a result of consumer research, respondents prefer the shoulder-type fabric over the crate-type plastic material. Third, from the shoulder-type product review, the shape stability, companion dogs' psychological safety, the wearability of companions, and management convenience are derived. Fourth, based on the survey results, a multi-functional cage is developed taking into account the companion dog, companion person, and functional factors.

A Study on the Types of Virtual Influencers in China Using Q Methodology

  • LILI;Jong-Yoon Lee;ShanShan LIU;Jang Sun Hong
    • International Journal of Advanced Culture Technology
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    • v.11 no.2
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    • pp.152-161
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    • 2023
  • Modern people live a life connected with the real world and the virtual world by relying on the new media of enterprises and social consumption led by innovative technologies. In this environment, virtual influencers actively communicate with consumers and build relationships through social media, which is a new marketing tool that has attracted widespread attention. From a business perspective, it is necessary to have a solid understanding of this phenomenon, and then explore communication strategies to effectively develop virtual influencers. To investigate followers' preference for virtual influencers, this study employs the Q-method, which studies human subjective attributes, an empirical research effort to uncover complex issues in human subjectivity. To determine the factors that trigger people's voluntary and active practice and the preference degree of virtual influencers, the Q method is implemented to examine human subjectivity, thoughts and attitudes. According to the results of this study, virtual influencers are a new group of idols full of vitality. The interviews found that there are still many virtual influencers who do not know about followers, but each type can be clearly understood through the intuitive understanding of the interviewees. Divided out, type 1 one egoideal virtual influencers aim to represent an idealized version of the creator or target audience. Embodies ideal physical characteristics, personality or lifestyle desired by the audience. Type 2 is charismatic and attractive, and has the characteristics of most virtual influencers. It is suggested that it can be developed into a potential type, doing brand cooperation, and content production on social media platforms. Type 3: Game animation, derived from the image of characters in games or comics, with stylized features and energetic personalities, which can be integrated into games or entertainment experiences. Type 4 development potential type is the most successful type among virtual imagers, and it is also the purpose of marketing virtual influencers. It is essential that brand endorsement on social media platforms, integrated marketing, and driving advertising traffic. It is recommended to improve production technology to reduce investment costs.

Study on Utilization of Jewelry 3D Modeling in E-commerce Marketing - Focusing on Metaverse Platform (주얼리 3D 모델링의 이커머스 마케팅 활용연구 - 메타버스 플랫폼을 중심으로)

  • Hye-Rim Kang
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.581-587
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    • 2023
  • During the global pandemic period, The world has created a new paradigm using digital technology, aligning one direction with the highest value of life and survival. Untact has changed from a convenience value to an essential value with quarantine and sanitation. And the industry process has shifted from face-to-face to non-face-to-face. The platform formed an community in a virtual space, and companies started a new service based on presence. For a sense of reality, information is expressed and stored from 2D centered on images to 3D multifaceted. Companies are marketing using 3D modeling, focusing on augmented reality, virtual world, and mirror world of Metaverses. The purpose of this study is to analyze the current status and examples of 3D modeling in the E-commerce environment of domestic and foreign jewelry brands in this era of change, and present ways to use 3D modeling in jewelry industries.

A Study on the Influence of the Organizational Culture of Korean Network Marketing Companies on Customer Orientation and Service Orientation (한국형 네트워크 마케팅 기업의 조직문화가 고객 지향성과 서비스지향성에 미치는 영향에 관한 연구)

  • Kim, Moon-Jun
    • Industry Promotion Research
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    • v.5 no.4
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    • pp.29-37
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    • 2020
  • The purpose of this study was to confirm the influence of the types of organizational culture perceived by members of Korean network companies on customer orientation and service orientation. Therefore, the results of the valid survey for the final 165 among the results of 204 applicants for about two weeks from September 7th to 25th, 2020 using the SSP 24.0 and AMOS 24.0 statistical package programs showed the following results. First, as a result of the analysis of the impact of organizational culture on customer orientation, the sub-factors of the organizational culture, such as relationship-oriented culture, innovation-oriented culture, hierarchical-oriented culture, and task-oriented culture types, all had a positive (+) effect on customer-oriented. It was analyzed as crazy. In other words, it can be seen that the organizational culture has a statistically significant impact on customer orientation in that it gives positive meaning through a comprehensive operation rather than a single substructure. Second, as a result of analyzing the effect of organizational culture on service orientation, organizational culture showed positive (+) influence on service orientation. In other words, it was analyzed that relational orientation, innovation orientation, hierarchical orientation, and task orientation, which are sub-constituent factors of organizational culture, act as positive factors for service orientation.

A Study on the Cultural Tourism Strategy for Culture-based City, Gwangju (문화중심도시 광주를 위한 문화관광 전략)

  • Lee, Mu-Yong
    • Journal of the Korean association of regional geographers
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    • v.13 no.1
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    • pp.18-31
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    • 2007
  • This paper aims to establish the cultural tourism strategy for culture-based city Gwangju. For this purpose, six key words 'topic, viewpoint, strategy, creation, change, project' are presented. The topic part includes the concept and paradigm of culture-based city Gwangju, The viewpoint part includes the cultural politics of tourism. The strategy part presents creative tourism as a vision of tourism, planning for the alternative cultural tourism contents, seven core types of Gwangju cultural tourism, and the five strategies of creative tourism Gwangju. The Creation part and the change part include respectively Gwangju place marketing strategy and the method of making creative cultural tourism subjects. Finally, the core projects of Gwangju creative tourism named 4CT projects are presented.

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