• Title/Summary/Keyword: 브랜드 애플리케이션

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Proposal of an Internet Service Providing Information for Consumers to Find the Best Way to Purchase Bottled Water (생수 구매자를 위한 최적의 정보제공 인터넷 서비스 제안)

  • Minyoung Kim;Junho Ryu;Bomin Kim;Hyeonjin Jeong;Jongwook Jang
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.851-859
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    • 2023
  • This paper proposes a web service that provides consumers with necessary information to make rational purchases of bottled water. The web service or dedicated mobile application introduced in this paper offers brand-specific manufacturer information and bottled water brand information produced by manufacturers. In addition, detailed information about the manufacturer such as location, environmental quality grade of the Ministry of Environment, and brand/capacity-specific prices are provided to consumers who use the proposed service in this paper. By utilizing the proposed service in this paper, users can receive guidance on how to make rational purchases of the bottled water they need, enabling them to consume economically and healthily.

A Study on the Functional Factors, Advertising Effect, and Satisfaction of Smartphone-based Shopping Brand App UI (스마트폰 기반 쇼핑 브랜드앱 UI의 기능적요인, 광고효과, 만족 관계에 관한 연구)

  • Yoon, Hyewon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.5
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    • pp.97-105
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    • 2020
  • As smartphone app use and untact consumption activities become more common, a new consumption environment is starting. The purpose of this study is to measure preference and brand trust as an advertising effect through experience of UI functional factors of shopping brand app and to establish causal structural relationship to satisfaction.Based on theoretical research, the research model was set and the data of 223 people collected in the survey were analyzed using the SPSS 25.0 program.App UI functional factors partially affect advertising effects, and advertising effects have been found to affect satisfaction. This could provide basic research on marketing communications for brand shopping apps.

On the Influence of Branded-app Usage and Motivation on Brand Attitudes, Satisfaction and Intention to Repeat Usage (브랜드앱 이용동기가 브랜드 태도와 만족도 및 지속적 사용의도에 미치는 영향에 관한 연구)

  • Park, Keun-Young;Lee, Chull Young;Kim, Jin-Hee
    • Journal of Digital Convergence
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    • v.14 no.5
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    • pp.157-163
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    • 2016
  • With the rapid expansion of smart-phone based brand app and its marketing implementations, the marketers stake much resources in the success of brand apps so that they are able to reinforce the user satisfaction and intention for repeat use. The purpose of this paper is to understand the characteristics underlying the brand applications and to analyze the usage and attitudes of the users. Self-administered survey on the research variables for respondents of 20-49 age group was conducted and the results as follow. The results are as follows the consumers are more satisfied with its usefulness, entertainment, and design attributes of the brand app. They tend to keep using a brand app that contains useful contents and great entertainment elements. Marketers thus need to reflect those elements when developing and distributing a brand app in order to meet the needs of their customers. The study results would help marketing firms find new competitive edges by providing basic insight for new competition strategies for brand app development.

Smartphones Study of the Determinants of Customer Satisfaction (스마트폰의 고객만족 결정요인에 관한 연구)

  • Choi, Seung-Il;Kim, Dong-Il
    • Journal of Digital Convergence
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    • v.11 no.3
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    • pp.255-262
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    • 2013
  • Modern smart phone on the Determinants of Customer Satisfaction Analysis In this study, the future should be the basis for the development of products to meet customers' phone makers smart. Were the factors that affect the study design, size, and ease of use of the screen, a pandemic, the application of the five items on the customer satisfaction. Customer satisfaction to determine the difference between the factors in the manufacturers appeared to be factors in the design, size, ease-of-use of the screen, after-sales service, durability, pandemic, brand awareness, and application.

A Study on the Influence of Augmented Reality Experience in Mobile Applications on Product Purchase (모바일 어플리케이션의 증강현실 이용경험이 제품구매에 미치는 영향 연구)

  • Kim, Minjung
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.971-978
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    • 2022
  • As a marketing method in a non-face-to-face society, the purpose of this study is to test how AR experience affects purchase intention in the process of consumers recognizing product information to purchase products and to secure the basis for the effectiveness of developing and introducing augmented reality functions in future product brand applications. Literary research methods and empirical research methods were used to verify the research purpose, and to measure this, an application of domestic tableware brand 'Odense', which implements augmented reality functions, was produced and used as an experimental tool. Also, a direct causal relationship was attempted by constituting a questionnaire by deriving a measurement scale for perceived usefulness, perceived ease, perceived pleasure, and purchase, which are factors of technology acceptance theory (TAM), and empirical analysis was conducted using the SPSS 25.0 statistical package to achieve the purpose of the study. As a result of the study, significant results were derived from all factors in the effect of perceived usefulness, ease, and pleasure on purchase intention, and several significant differences were found among factors according to gender, age, and internet shopping usage time in general characteristics. In conclusion, the user experience of the medium in which the augmented reality function is introduced in the information recognition stage of the product has a positive effect on purchase compared to the user experience of existing applications.

Photo System using Augmented Reality (증강현실을 이용한 포토시스템)

  • Suh, Don-Hee;Kim, Jooo-Jin;Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.722-723
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    • 2015
  • 스마트 기기의 확산으로 인해, 보다 다양한 애플리케이션이 개발되고 있다. 증강현실 기법 역시 이미지를 마커로 활용할 수 있게 발전됨에 따라, 광고나 전시 등에서 많이 활용되고 있다. 구현된 포토시스템은 이미지 인식 기반으로 하여, 3D모델과 함께 사진을 찍을 수 있다. 세종문화회관에서 개최된 콘텐츠 전시회에서는 로고 이미지를 이동이 용이한 폼에 부착하여 활용함으로서 브랜드 광고효과도 볼 수 있었다. 본 연구는 스마트 기기를 이용하여, 전시장에서 색다른 포토존 서비스를 제공함으로서, 증강현실 콘텐츠의 새로운 활용 사례를 제시하였다.

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A Study on the Meaning Extension of User-Centeredness in UX Design (사용자 경험 디자인의 사용자 중심성에 대한 의미 확장 연구)

  • Lee, You-Jin
    • Journal of Digital Convergence
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    • v.19 no.8
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    • pp.301-310
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    • 2021
  • The purpose of the study was to induce meaning of the UX design from users' interview. The study covers interviews from 20 untact finance application users in their twenties in written form. It aims to examine previous studies on UX design and to overcome their shortcomings by categorizing usability qualities focusing on verbs used in the interview. The followings are the result: Usability of UX design can be summarized into Unity, Trust, Persistency, Recognition and Approachability of the information to the 20 users in their twenties. As for the data earned from interviews focusing on verbs, usability included Security, Familiarity, Accessibility, Convenience of Operation and Visibility. Each of the qualities fell into related categories such as Security, Information, Brand and Design. In conclusion, analysis based on verb choices led to better understanding of the user-based experience compared to using objective means in previous studies and can be a suggestion to make up for errors in the former evaluation process.

IT Korea 성공을 위한 R&D방향

  • Kim, Heung-Nam
    • Information and Communications Magazine
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    • v.28 no.1
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    • pp.22-28
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    • 2010
  • 외환위기 이후 IT는 우리 경제의 견인차로 인식되어 왔으나 2000년대 초두의 IT 버블 붕괴 이후 극심한 성장정체를 겪으면서 일부 학자 및 정책입안자를 중심으로 IT 역할에 대한 회의론적 시각이 제기되어 왔다. 그러나, 지난 2~3년간의 각종 경제지표를 볼 때, IT는 여전히 우리 경제에서 중요한 역할을 하고 있음을 확인할 수 있을 뿐만 아니라 미래사회에의 대응을 위해서도 IT에 대한 관심 제고가 무엇보다도 절실한 시점이라 하겠다. 특히, 스마트폰의 등장에 따라 스마트폰 환경에 최적화된 다양한 애플리케이션의 등장과 이를 이용한 모바일 서비스의 보급 확산으로 IT 기기 및 서비스 산업의 경쟁구조에 근본적인 변화가 발생하면서 IT 강국이라는 국가적 브랜드마저 위협받고 있는 시점이어서 더욱 그렇다. 스마트폰의 등장으로 국가경쟁력 결정 패턴이 노동과 자본 등 전통적인 생산요소에 기반한 개별 산업분야의 경쟁우위를 기초로 결정되던 형태에서 감성과 창의성 등 소프트 파워의 보유 정도에 따라 결정되는 형태로 전환되었다는 점에서 R&D전략에 있어서도 중요한 전환점을 맞고 있다고 보여진다. 또한, 산업사회와 정보사회에 이어 급격한 기술혁신에 따른 기술간 및 산업간 융합의 정도가 산업 전반의 경쟁구도에 영향을 미칠 것으로 대부분의 전문가들이 예견하고 있으나, 산업현장이나 기술분야에서 실제적으로 발생되는 융합의 양상은 그다지 신속하지 못한 것으로 나타나고 있다. 따라서, 기술간 및 산업간 융합촉진을 통한 전산업 경쟁력 제고를 위한 R&D 방향 모색이 필요한 시점이다. 이에 따라 본고에서는 스마트폰의 등장에 따른 IT산업의 경쟁구도 변화와 글로벌 기업들의 전략, 대응방향 등을 살펴보는 한편 IT의 전반적인 활용도 증가에 따라 더욱 가속화될 것으로 전망되는 기술간 및 산업간 융합시대에 대응한 IT R&D 방향을 살펴본다. 이는 궁극적으로 IT 강국이라는 국가적 브랜드 이미지의 고착화 전략인 동시에 IT 기반의 융합을 촉진시킴으로써 스마트한 IT Korea라는 국가적 미래비전을 달성해 나가기 위한 방향이 될 것이다.

Study on the Influence of Mobile Application Interactivity on flow and purchase intention (모바일 애플리케이션의 상호작용성이 플로우(flow)와 구매의도에 미치는 영향에 관한 연구 -구매등급을 조절효과로-)

  • Kwak, Dong-Sung;Yim, Ki-Heung;Kwon, Jin-Hee
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.165-176
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    • 2012
  • Despite the gradual growth of mobile markets according to an increased mobile distribution rate, empirical studies on the mobile shopping application markets are not sufficient. From the viewpoint of a large number of purchase of brand product in department store by customers and a high growth rate of mobile shopping by means of mobile shopping, we classified a principle variable, the interactivity, into three levels and verified the effects of the interactivity on the flow, effects of the flow on the purchase intention and the control effect of purchase level. In conclusion, among the three levels of the interactivity the customer-customer interactivity and the content-customer interactivity have positive effects on the flow, but company-customer has not. On the other hand, the customer-customer interactivity and the content-customer interactivity have a positive effect on the flow. Furthermore, the flow affects the purchase intention positively. After the verification of the direct effect of interactivity on the purchase intention, the content-customer interactivity only has a positive effect on the purchase intention. Lastly, the purchase level has a control effect when the customer-customer interactivity has a positive effect on the flow.

Implementation on Wi-Fi/IR Gateway and Smartphone Application for Integration and Control of Consumer Appliances (가전제품 통합 제어를 위한 Wi-Fi/IR 게이트웨이 및 스마트폰 애플리케이션 구현)

  • Ryu, Won Jae;Chae, Seog;Shin, Soo Young;Kim, Young Hyung;Jung, Dong Soo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.42 no.4
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    • pp.879-888
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    • 2017
  • Recently, the Smart household appliances to provide Smart services have been actively spreaded by providing IoT(Internet of Things). Also, the appliances which Wi-Fi and Bluetooth can directly control are preferred. But until now, the most household appliances are based on IR(InfraRed) and the each procotols of them are different. In this paper, to solve these problems, we suggested the system to control both smart appliances and general appliances by using Smart phone. The system is "Wi-Fi to IR" gateway which receives the Wi-Fi signal to convert to IR signal and transmit it. Also, we made the remote control function in specific brands' appliances possible to most brands without limitation and tried to control not only one remote controller for one TV brand but also for all brand without limitation.