• Title/Summary/Keyword: product image

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A Research on the Characteristics of Virtual Reality Stores -Focused on Hyundai VR Store and eBay VR Department Store- (가상현실 점포의 특성에 관한 연구 -현대백화점 VR 스토어와 eBay VR 백화점 사례를 중심으로-)

  • Jang, Ju Yeun;Chun, Jaehoon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.42 no.4
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    • pp.671-688
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    • 2018
  • This study investigates the characteristics of VR stores that emerged as new fashion communication media. Two case studies on Hyundai and eBay VR Department stores were conducted along with a discussion of the function and meaning of the fashion VR store. The results showed that both stores provide novel shopping experiences; however, the two were differentiated in terms of production method and technology implementation level. Functional aspects such as providing shopping efficiency and purchasing service was insufficient in both stores. Instead, they were complementing by means of product rotation, recommendation system, voice guidance, or linkage with an online shopping mall. In experiential aspects, both stores provided a strong sense of immersion. Hyundai VR store enhanced immersion with a high resolution image of a real offline store; however, it lacked in the ability to provide multisensory stimulation such as kinetic sense or auditory stimulation. The eBay VR Department store intensified the immersion experience by providing auditory stimulation as well as visual stimulation that enhanced the speed and distance sense through the utilization of animation. However, the extent of experience was limited in terms of agency and transformation because of the low interactivity found in both store systems.

The effects of visual and auditory information as A tool of emotional value assessment (감성 가치 평가를 위한 시각적, 청각적 매체의 효용)

  • Kim Myung-Suk;Lee Eun-Chang
    • Journal of Science of Art and Design
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    • v.1
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    • pp.95-123
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    • 1999
  • The goal of this research is a visual and auditory tool development enabling designers to have the same emotional value with users in the process of user centered design. Through the research, we intend to show the aid measure for making cognitive gaps narrow between users and designer in the process of transforming and understanding the emotional needs as a verbal image. because In the business practice of design, most of tools and techniques for assessment and analysis of emotional needs are those used usually in the marketing fields. So the information generated and transformed from users to designers have a form of physical words. When the designer's understanding of the emotional needs is considered as a product mediated communication process, the morphologic and cognitive information gaps become obvious. This difference could be a false basis in designing with emotional user needs. So the alternative needs assessment sub-tools of visual and auditory information form was embodied mainly for designer's cognitive gaps and inter-cultural emotional needs assessment. As the method of embodiment, Firstly, adjectives related to emotion were classified in their cognitive dimension. Secondly, visual and auditory data were extracted, and then the relativity verified. Finally, the practicality and effectiveness were tested through the database generation. In view of the results so far achieved, 1. We could find being of the big information cognitive gaps in the verbal assessment of emotional needs between designers and users. 2. With the visual and auditory assessment tool, we could make the big cognitive gaps narrower than we expected. 3. Also, we could find the chance that the fidelity, recognition, and friendliness of design for emotional user needs would become better.

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Compressive Strength and Shrinkage Strain of Slag-Based Alkali-Activated Mortar with Gypsum (석고가 첨가된 슬래그 기반 알카리활성 모르터의 압축강도 및 건조수축 변형률)

  • Yang, Keun-Hyeok;Sin, Jae-Il
    • Journal of the Korea Institute of Building Construction
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    • v.8 no.1
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    • pp.57-62
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    • 2008
  • Twelve mortars were mixed and tested to explore the effect of gypsum on the compressive strength development and shrinkage strain of alkali-activated mortars. Powder typed sodium silicate and ground granulated blast-furnace slag were employed as alkaline activator and source material, respectively, to produce cementless mortar. The main variables investigated were alkali quality coefficient combining the concentration of activator and main compositions in source material, and the adding amount of gypsum ranged between 1 and 5% with respect to the weight of binder. Initial flow, compressive strength development, modulus of rupture, and shrinkage strain behavior of mortar specimens were measured. In addition, the hydration production of alkali-activated pastes with gypsum was traced using X-ray diffraction and energy-dispersive X-ray analysis combined with scanning electron microscope image. Test results showed that the initial flow of slag-based alkali-activated mortar was little influenced by the adding amount of gypsum. On the other hand, the effect of gypsum on the compressive strength of mortar specimens was dependent on the alkali quality coefficient, indicating that the compressive strength increased with the increase of the adding amount of gypsum until a certain limit, beyond which the strength decreased slowly. Shrinkage strain of mortar tested was little influenced by the adding amount of gypsum because no ettringite as hydration product was generated. However, the adding of gypsum had a beneficial effect on reducing the microcrack in the alkali-activated mortar.

Development Simulation of Textile Using Geometric Patterns Found in the Design Mural Paintings of Goguryeo Dynasty Tombs (고구려 고분벽화에 나타난 기하학문양을 이용한 텍스타일 디자인 개발 시뮬레이션)

  • Jung, Hyung-Ho;Kim, Eun-Jung;Bae, Soo-Jeong
    • Journal of the Korean Society of Costume
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    • v.59 no.6
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    • pp.72-81
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    • 2009
  • The purpose of this study is to develop geometric patterns which can be reinterpreted in a modern sense and textile designs which can be commercialized in the mural painting of Goguryeo Dynasty's tomb. Of 42 tombs where genres and portraits could be observed, the costume style of Goguryeo dynasty could be mainly observed in the tombs built in the 4th and 5th centuries. Since geometric patterns found in the portrait could be represented in a modern sense, this study was intended to develop the patterns of a necktie which is one of cultural products by applying geometric patterns in the mural painting of Goguryeo Dynasty's tomb in the 5th century with many patterns distributed. The scope of patterns was limited to a square, a triangle, a circle, and a diagonal line which were the basic of geometric patterns found in the mural painting. The methods of study were literature review and empirical study. Adobe Photoshop CS3 was used to edit geometric patterns found in the mural painting of Goguryeo Dynasty's tomb in the 5th century. By extracting a square(${\square}$), a triangle(${\vartriangle}$), a circle(${\bigcirc}$), and a diagonal line(${\diagdown}$) from edited images, predicted images were proposed before products were made. Finally textile designs were made through the simulation of edited design patterns in the necktie and handkerchief. This study will contribute to the positive effects on the development of cultural product designs applying the characteristic of geometric patterns and the construction of Korean image.

Difference in Consumption Behavior and Preferences on Hat Produts (모자제품의 소비행동과 디자인 선호도 차이)

  • Kim, Cha-Hyun;Park, Moon-Hee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.33 no.7
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    • pp.1038-1049
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    • 2009
  • A hat is an important fashion accessory item for a total fashion coordination and the number of millineries is increasing in the current accessory market. This research provides basic information about the millinery in relation to consumer consumption behavior, preference, and satisfaction with hat products. A survey was conducted among 395 individuals age 20 and over who were quota sampled according to age and gender to investigate the differences between genders and different age groups. The collected data were statistically treated with the SPSS 12.0 program in terms of frequency, percentage, mean, standard error, cross tabulation, t-test, one-way ANOVA, and a Duncan-test. The results are as follows: 1. Respondents wear hats for ornamental purposes regardless of the season. They discard hats when they become out of style 2 to 3 years after the purchase. 2. In general, consumers prefer the baseball cap design among various hat product categories. Achromatic colors were the favorite color tone and the preferred material was woven cloth. 3. Consumers were most satisfied with colors and most dissatisfied with deformation after laundering. 4. There was a significant difference in preferences among the different age groups. Younger consumers were more concerned about individual image and style. Older consumers considered hats as a functional means such as protecting themselves from the sun. 5. There was a significant gender difference. Compared to males, female consumers were more concerned about the quality of sewing and colorfastness than male consumers.

The Effects of Fashion Mobile Word-of Mouth -Focus on Facebook- (패션제품에 대한 모바일 구전효과 -페이스북을 중심으로-)

  • Jung, Jieun;Choo, Ho Jung;Lee, Ha Kyung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.37 no.2
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    • pp.186-201
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    • 2013
  • This study investigates the effects of information type, direction of information, method of suggestion, tie strength, and interactions among these variables on the acceptance and diffusion of fashion product information in the mobile Facebook environment. Two subsequent studies were conducted to test the relationships among mobile SNS WOM factors. Two independent on-line surveys were implemented. Six hundred forty consumers aged between 20 and 39 were recruited for Study 1, and four hundred and eighty for Study 2. We manipulated the WOM delivery situation by information type (factual/evaluative), information directionality (positive/negative), tie-strength (strong/weak), and information presentation method (text/image/rink). Eight scenarios were developed and randomly assigned to the research participants. Frequency analysis, reliability, factor analysis, regression analysis, and ANOVA were implemented using SPSS 18.0. The Analysis of experiment data produced interesting results. Most WOM factors (including the information type, information presentation method, and tie strength) influence WOM acceptance; however, only the tie strength effected WOM activity. It was also proven that people are prone to accept information that is more realistic, objective, and negative, and they tend to accept information with visual factors, such as images and video clips rather than a simple text message. In this study, we offer a practical perspective to fashion industry and marketers who have an interest in SNS marketing. We have defined the distinct characteristics of mobile WOM that have been formed by a combination of former on/off-line WOM characteristics. To examine the moderating roles of two types of consumer innovativeness, fashion innovativeness and technology innovativeness were also measured and found to have significant moderating effects between mobile SNS WOM factors and their consequences. The paper concludes with a discussion on managerial implications and limitations.

Usability Evaluation by Development of IRIS Type X-ray Collimator (조리개형 X선 콜리메이터의 개발에 따른 유용성 평가)

  • Kang, In-Seog;Park, Jae-Yoon;Lim, Cheong-Hwan;Choi, Jae-Ho;Jung, Hong-Ryang
    • Journal of radiological science and technology
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    • v.41 no.3
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    • pp.249-254
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    • 2018
  • In this study, we evaluated the DAP(Dose Area Product) reduction effect of the newly developed IRIS collimator by measuring the DAP of the Rectangle collimator and the IRIS collimator depending on the field, SID(Source to Image recpetor Distance) change, and AEC mode use. The results were as follows. The IRIS collimator decreased DAP by 34.91, 29.33, and 29.04%, respectively, compared to the Rectangle collimator when the field was increased to $8{\times}8$, $12{\times}12$, $16{\times}16inch$. And also, when the SID was increased to 100, 120 and 140 cm, the IRIS collimator decreased DAP by 10.73, 33.68 and 46.22%, respectively, compared to the Rectangle collimator. In AEC mode and none-AEC mode, DAP in IRIS collimator was reduced by 32.71 and 21.69%, respectively, compared with the Rectangle type. The IRIS collimator can reduce DAP by 29.62% on average compared to Rectangle type, which is statistically significant. These results suggest that the newly developed IRIS collimator can be used in medical field to alleviate radiation exposure.

Customer participatory design for mass customization(Focused on development of interactive design toolkit) (매스커스터마이제이션을 위한 소비자 참여 디자인 방법(인터랙티브 디자인 툴킷의 개발을 중심으로))

  • 변재형
    • Archives of design research
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    • v.16 no.4
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    • pp.5-14
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    • 2003
  • This study suggest the development and application of the Interactive Design Toolkit as a participatory design method for general customer who are non-expert on design activity to participate in design process of mass customization. In order to let general customers to express their design needs, we have to make a familiar and direct communication method for them. And, customer's design needs should be transformed into digital media. This study define the Interactive Design Toolkit as a design tool for customer participation by direct manipulation of computer system for simulation of design needs by customer themselves. The Interactive Design Toolkit is based on a PC-based image perception system and its application. User can make virtual models in virtual space by manipulating physical objects in real world. And, The toolkit can be used in the field of participatory design for deliverer side customization, especially in system kitchen which is manufactured and distributed in modular system. More improved design toolkit for manipulating 3 dimensional shape is needed for consumer product design and car styling.

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An Analysis of Hair Renderings in Reference to Entertainers' Hair Styles - Focused on Byeon Jeong-su's Hair Styles- (연예인 헤어스타일에 근거한 헤어연출 분석 -변정수 헤어스타일을 중심으로-)

  • Kang, Pyeong-Mi
    • Journal of the Korean Society of Fashion and Beauty
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    • v.1 no.1 s.1
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    • pp.105-118
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    • 2003
  • The purpose of this study was to analyze entertainer Byeon Jeong-su's hair styles and thereby, apply the results to models. For the applications, models' hair styles were bisected into two sections, and thereby, the edges of the outsides were cut into solid points, and thereupon, into diverse bases by using vertical section, Perpendicular direction and square angles. On the other hand, the insides were cut in the same way of the outside bases by using radial section, varied combing and $45{\sim}90$ degree head angles. In addition, tops and sides were arranged in their corners, while a graduation technique was used to express a natural difference of levels. The fringes were cut by using free-hand and slicing techniques. furthermore, the quantity and mass of the hairs were treated with such techniques as thinning, swing, effect, rolling, slide and slicing, while a bridge product was used for coloring together with a highlight technique. The hair styles were rendered for straight and wave by using an magic iron machine. It was confirmed through this study that the same cutting techniques would result in different images depending on individuals' physical shapes, facial shapes, head skeletons and types of hairs. Thus, it is required of the hair designers to suggest their own custom hair designs adequate to individuals' images through continued image-wise hair design practices.

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A Study on Marketing Mix Strategy in Website of Sportswear Brands (스포츠웨어 브랜드웹사이트의 마케팅 믹스전략)

  • Rha, Soo-Im;Lee, Min-Gyung
    • Journal of the Korea Fashion and Costume Design Association
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    • v.9 no.2
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    • pp.155-166
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    • 2007
  • The purpose of the research is to provide the operation plans of internet marketing for effective application as marketing tools by analyzing the application status of marketing mix through the 30 websites of sportswear brands. Firstly, a study on the marketing mix strategy of sportswear brands presents that most brands put a high priority on promotion strategy by achieving online marketing. Secondly, compared with the other company brands which have online shopping mall, the website of sportswear brands consists of centered brand image. Therefore, based on the analysis about the variety of products and merchandise picture in each item and detailed information offer of neo-products introduction, marketing mix is insufficient in the website of sportswear and the price strategy has the least information. After website of sportswear brands is connected with online-shopping mall, guidance for its price and product is performed mainly. Consequently the sales promotion strategy of price needs development through the incentive and discount price. Promotion strategy occupies more parts than any other strategy. Especially, it allows a high proportion of the variety of events and information for the customer services. Also it needs to improve its bulletin board and Q&A board on the website for better communication with customers. Furthermore distribution strategy focuses on information such as location, contact numbers and address of the online shopping mall. Although online shopping mall has its own advantage which is marketing on the internet, it is not yet in progress.

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