• Title/Summary/Keyword: prosumer

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Consumer needs of Digital Textile Printing in Clothing based on Digital Fashion System (디지털 패션 시스템 기반 디지털 텍스타일 프린팅 섬유제품 수요 경향)

  • Cho, Ha-Kyung;Kim, Eun-Kyoung
    • Proceedings of the Korean Society of Dyers and Finishers Conference
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    • 2012.03a
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    • pp.99-99
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    • 2012
  • 소비자의 기호가 다양화되면서 다품종 소량생산에 따른 대량 맞춤화에 대한 관심이 높아지고 있으며, 1990년대 후반부터 급격히 확산되고 있는 인터넷의 발달 및 디지털 기기의 확산에 따라 인터넷을 기반으로 한 전자상거래 환경에서의 대량 맞춤화 프로세스는 최근 의류 분야에서 주요한 경향으로 받아들여지고 있다. 대량 맞춤화 의류 제품의 수요는 인터넷 등 IT 기술의 발달과 맞물려 최근 개인의 특성과 취향을 고려한 인터넷 맞춤서비스를 기반으로 증가추세에 있으며, CAD 등의 테크놀러지의 활용을 통하여 디자인, 패턴제작, 재단 등의 자동 시스템을 도입함으로써 그 영역을 확장하고 있다. 이에 발맞추어 국내에서는 '디지털 패션 시스템'을 통해 3차원 바디 스캔, 3차원 컴퓨터 그래픽스, 3차원 Simulation, DID, DTP, 맞춤주문형 제품의 대량 생산기술 등의 단위 기술이 기업단위로 활용되는 등 가상현실을 이용한 3차원 가상쇼핑 등을 포함하는 기술로서 차세대 섬유패션 산업의 창출에 기여하고 있다. 그 중, 디지털 텍스타일 프린팅은 디자인에서부터 날염까지 전체 공정을 컴퓨터로 처리하여 기존의 복잡한 날염 공정을 단축하여 다품종 소량생산이 가능한 날염 방식으로, 대량 맞춤형 프로세스를 지원하며, 프로슈머(prosumer)로서의 소비자가 직접 참여하여 그들의 욕구를 최대화 할 수 있는 소비자 만족을 극대화 시킬 수 있는 대량 맞춤화 프로세스 중 하나의 단계로 소비자의 수요 반영하는 요소로 작용하고 있다. 즉, 디지털 패션 시스템에서의 디지털 텍스타일 프린팅은 대량 맞춤형 의류 제품에 있어 소비자 만족도와 직결되는 요인으로 분석된다. 따라서, 본 연구에서는 디지털 패션 시스템 기반의 대량맞춤형 섬유제품 및 디지털 텍스타일 프린팅 적용 섬유제품에 대한 기초 평가 문항을 제시하고, 소비자 태도를 분석하여 제시하였다. 또한, 분석된 기초 소비자 태도를 반영하여, 디지털 패션 시스템 기반의 디지털 텍스타일 프린팅(Digital Textile Printing) 의류 제품의 선호도, 인지도, 수요도 및 구입의향을 분석하여 최종적으로 디지털 패션 시스템에 적용된 디지털 텍스타일 프린팅 의류 제품의 수요 경향을 제시하였다.

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Study on Perceived Overload Confusion due to Modular Product's Option Size (모듈형 제품의 옵션 수가 소비자의 과잉혼란 지각에 미치는 영향 -조절초점, 제품친숙도, 자기효능감의 조절효과를 중심으로-)

  • Kim, Keon
    • The Journal of the Korea Contents Association
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    • v.17 no.4
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    • pp.275-284
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    • 2017
  • Modularity has merits in modifiability of product structure management and product arrangement. This feature helps consumer to expand the selection of products and to get customized products. Also consumers are drive satisfaction and reduce a post-purchase dissonance from role in a 'prosumer'. But expanding product's alternative would cause the overload confusion by rising complexity of information handling. Purpose of the study is to verify how interaction about option size and personal disposition are effected consumer's overload confusion. For this purpose we deducted 3 personal dispositions 'Regulatory focus', 'Product familiarity', 'Self-efficacy' that presented lead to potential effect of personal information handling by previous research. By statistical inquiry prevent focus group had perceived more overload confusion than promotion focus group in an expanding option size circumstances. And low Product familiarity and Self-efficacy group had perceived more overload confusion than high Product familiarity and Self-efficacy group in a expanding option size circumstances.

Analysis and Evaluation of Multi-view UCV(User Created Video) Service through Adjusting Camera Angle (카메라 앵글 조정 방식을 통한 다시점 UCV(User Created Video) 서비스 분석과 평가)

  • Sung, Bokyung;Ko, Ilju
    • The Journal of the Korea Contents Association
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    • v.14 no.2
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    • pp.39-47
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    • 2014
  • Fast advancement and dynamic diffusion of Smart device make big change to personal user. They have been extended from consumer only watching video to prosumer recording and sharing User Created Video(UCV). With this reason, as a platform for various kind of content service. Especially, UCVs for the purpose of sharing experience are recorded from same event on limited time and space by some people. These are also produced by various cameras that has each angle similar like broadcasting videos. In this paper, we present multi-view characteristic of UCV and propose Multi-view UCV service that is watching UCVs from same event through adjusting camera angle. Through user satisfaction survey, we knew that adjusting camera angle is preferred for watching UCV including overlapping part more than linear watching.

The Characteristics and Future Trends of Short-Form Animation (숏폼 애니메이션의 특성과 발전방향에 관한 연구)

  • Lee, Sun-Ju;Han, Je-Sung
    • Cartoon and Animation Studies
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    • s.38
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    • pp.29-51
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    • 2015
  • With the progress in high speed internet networks, mobile devices and social networking, the eco-system of the media has shifted from that where the flow of content was one-way from the producer to the consumer. A so-called 'prosumer' culture has taken root where the consumer himself produces media content. Along with these trends, various video-sharing platforms such as youtube has a method of allocating advertisement profit to the content producer, offering a win-win platform for content pro-sumers. This allows the channels to attract several tens of millions of subscribers and raise an annual income of over 10 billion Won, marking a revolutionary change in the content industry. This paper seeks to analyze video distribution channels and short-form media content that are showing continuous growth to identify new markets where animated content can make progress in an era of online video media platforms, as well as provide a future direction for small teams of creators of animated films to survive and thrive in this environment.

Game Fan-dom of Generative the Secondary Culture -Based On Machinima- (게임 팬덤의 이차 문화 생성 -머시니마를 중심으로-)

  • Oh, Seong-Suk;Park, Sung-Jun
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.130-139
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    • 2009
  • This paper introduces the secondary cultural productions of game fandom that have been underestimated. The participatory cultural activities of game users are broadly expanding owing to machinima technology based on game engine. It allows gamers to make the three dimensional digital animations simple and easy way. This paper studies that how simple game consumers change their role as producers through machinima. This study is focused on the relationship between polysemy of participatory Machinima and former fandom's the secondary culture studies using ethnographic research method. It is to clarify relationship between the game users' psychological motivation for culture practice and the machinimas. We verify practically the machinima's effects on fandom culture through analysing viewers' reaction using replies on the machinimas and then find out machinima is a very important tool for expanding the game culture realm as the main body.

A Study on a Design Process Model for Mass-Customized Fashion Product (Part I) -On the Basis of Internet Shopping- (대량 맞춤형 의류상품을 위한 디자인 프로세스 모형 연구 (제1보) -인터넷 쇼핑 환경을 중심으로-)

  • Eun, Myung-Jin;Lee, Joo-Hyeon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.30 no.2 s.150
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    • pp.187-197
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    • 2006
  • The purpose of this study was to search for the effective mass customized fashion design process based on internet shopping, so that a total of fifteen models of mass customized fashion design processes which are different in the customized degree and in the composition of design elements was proposed in this study, and to compare their efficiencies and appropriateness with those of the existing fashion design process. The data was obtained from a survey of 180 Korean females in their twenties and thirties from Nov 17th to 29th, 2002. The results of this study were summarized as follows: First, more than half of the whole respondents appeared to prefer mass customized products. Therefore, the mass customized design process was considered to be applicable to some sectors in the present domestic clothing market. Second, Respondents generally preferred the designs by mass customized design process model to those by existing fashion design process. However, satisfaction on the designs done by the mass customized design process suggesting only one choice to prosumers was lower than that of existing fashion design process. This result suggested that mass customized fashion design process enabling at least two choices should be presented to prosumers in order to increase their design satisfaction. In addition, the design process models suggesting more that three choices presented higher satisfaction than existing fashion design process.

An Exploration according to Clothing Category for Increasing the Sustainability of Fashion and Textiles (섬유의류산업의 지속가능성 증진을 위한 의복종류별 방안 모색)

  • Na, Youngjoo;Lee, Hyunkyu
    • Fashion & Textile Research Journal
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    • v.15 no.2
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    • pp.294-301
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    • 2013
  • Sustainable fashion & textile is more than eco fashion & textile with the concepts for the next generation's happiness, prosumer value, and community responsibility. This study considers methods to enhance fashion and textile industry sustainability in accordance to clothing types (material, product life and washing properties) and to investigate company strategies. Company strategies are of redesign with stock, volunteering & measuring trash amount, participation by evaluation stores, clerk environment education, hiring QC specialist and reinforcing partnerships. For the case of daily innerwear, throwing away and recycling is more efficient for the environment than laundering in the consumer use stage; subsequently, we recommend the use of polypropylene fiber (a cheap and an eco-friendly material) for this item that can be recycled and reformed after use. For the case of single layer clothing (such as sportswear, blouse or pants) we recommend the use of thermoplastic materials with welding or fuse assembling technology instead of a sewing method of seams as well as the recycle design that is simply melted and reformed into new clothing without an after use dissembling process. Secondhand use or resale is suitable for denim/jean items if the clothing has a storytelling or private history tag. Lastly, module-type jacket or coat shows the variety of styles with one clothing worn w/o collar or sleeve details and changed into vest/coat; in addition, it is possible to add or partly tear off some jacket/coat fibers of the felt material to reform it into a new design.

A Study on the Production and Consumption Authentication Power Trading System based on Big Data Analysis using Blockchain Network (블록체인 네트워크를 이용한 빅데이터 분석 기반 생산·소비량 인증 전력 거래 시스템에 관한 연구)

  • Kim, Young-Gon;Heo, Keol;Choi, Jung-In
    • Journal of Energy Engineering
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    • v.28 no.4
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    • pp.76-81
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    • 2019
  • This paper is a review of the certification system required for various energy prosumer business models, including P2P energy trading and participation in small demand response programs, which are based on reliable production and consumption certification. One of the most important parameter in energy trading is ensuring the reliability of trading account balancing. Therefore, we studied to use big data pattern analysis based blockchain smart contract between trading partners to make its tradings are more reliable. For this purpose big data analysis system collected from the IoT AMI and a production authentication system using a private blockchain network linked with the AMI is discussed, using the blockchain smart contract are also suggested. Futhermore, energy trading system concept and business models are introduced.

An analysis of consumption behavior and consumption problem according to the digital convergence (디지털 융복합에 따른 소비행동과 소비문제)

  • Kim, Yeon-Jeong
    • Journal of Digital Convergence
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    • v.14 no.2
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    • pp.149-156
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    • 2016
  • The purpose of this study is to estimate convergence level of digital device and service and analyze group difference of consumption behavior and problem according to digital convergence level. The research method was survey with digital business expert and 343 samples. ANOVA research method was applied. The results of research are as follows. First, the study suggests that with a self-directed consuming attitude associated with both online and offline, there are the possibility to spread social problem which has unclear boundary, the possibility of intrusion into privacy through the network flow, and the matter of the credibility of information in convergence media. Second, since digital devices are important to connect consumers to the network, consumers have anxious dependence on the devices, which causes the fatigue of information to increase rapidly.

The Plan to Improve Creativity through Producing Motion Image based on Modified ASSURE Model (수정된 ASSURE 모델 기반 영상제작을 통한 창의성 신장 방안)

  • Kong, Byeong-gap;Jeon, Byeong-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.161-165
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    • 2008
  • The purpose of this study is to design and apply that teaching and learning methodology of motion image based on modified ASSURE model to improve creativity the competitive power of an information oriented society. To accomplish the end of this study, the following procedure and methods were performed. After the theoretical consideration about education visual image and creativity, we get to the bottom the connection of them. In the result of that, it designed plans for teaching and learning applied by modified ASSURE model. And it had larger efficiency to apply a creativity develop learning model when it spread out teaching and learning process to produce motion image. The main points of the result and the meaning are as follows. Firstly, in the light of the result of this study, student's creativity were enhanced to a large extent as applying this study. It appeared that the average of performance improved from 30.18 to 37.44. Such difference was t=-14.39 (p<0.05), which is a meaningful difference in terms of statistics. Secondly, it laid the foundations for being cultural prosumer as applying this study. Additionally, it anticipated that all the students join in this study become leader group in the age of digital media.

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