• Title/Summary/Keyword: 실버산업

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A Study on Exploring Factors Having Influenced on Silver Industry to Activate Senior Start-up : Using Big-Data (실버산업의 영향요인 탐색을 통한 시니어창업 활성화: 빅데이터(BIgData) 분석)

  • Park, Sang Kyu;Kang, Man Su;Son, Hee Young;Cho, Sung Hyun
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.11 no.6
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    • pp.185-194
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    • 2016
  • Recently, as the popularization of the mobile and the internet, the need of big data technology using a vast amount of data which contains the information has emerged. Big data technology has been used in various fields but use of the public sector is still insufficient. So, this study applies them. This study explores factors influencing silver industry as keywords, graving has effect on the present as well as future society. Results, five variables are 'silver Industry', 'senior citizen who lives alone', 'aging', 'birth' and 'retirement' were searched, and it was confirmed that they are correlated with one another. Results of analyzing the influence of the other four parameters on "Silver Industry", they have an effect significantly. In addition, it proposed the need of the 'providing living space of senior citizen who lives alone', 'childbirth support policy', 'support to vitalize silver startup senior manpower of technology' as an alternative to develop the silver industry. This study provided the theoretical implications that is exploring factors through a quantitative approach using big data and the practical implication is to suggest an alternative.

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A Study on the Domestic Older People's Color Preference for Silver Product (국내노인의 실버용품 색채선호도에 관한 연구)

  • Lee, Mi-Ran;Lee, Jae-Hwan
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.11a
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    • pp.179-182
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    • 2009
  • 본 연구에서는 고령화 시대에 발맞춰 실버산업의 한 분야인 실버용품 디자인 시 계획되어야 할 중요한 요소인 색채에 대해 다루었다. 현재 국내 노인 관련 색채 연구는 미흡한 실정이며 특히 실버용품을 위한 색채 연구는 매우 부족한 실정이다. 따라서 본 연구는 실버용품 사용주체인 국내 60세 이상의 노인을 대상으로 색채연구를 진행함으로써 향후 실버용품 색채 계획에 대한 기초자료로 활용하고자 한다. 본 연구에서는 실제 실버용품의 색상 및 색의 3속성(색상, 명도, 채도)에 대한 노인들의 심리적 선호도를 조사하였다. 본 연구를 통하여 얻은 결론은 남녀 모두 명도가 높은 밝은 색상을 선호하였고, 여성의 경우 무려 89%가 수수한 무채색 보다는 원색인 화려한 색상을 선호하였으며, 남자들 또한 52%가 화려한 색을 선호하였다. 이 결과는 현재 시중에 판매되고 있는 실버용품이 무채색인 흰색, 회색, 검정색이 대부분인 것을 감안하면 실버용품의 색채계획이 노인의 실제 선호색과는 다르다는 것을 보여준다. 본 연구를 통하여 조사된 색채선호도는 향후 실버용품 색채계획 시 주요한 고려사항으로 활용될 수 있을 것으로 기대된다.

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A Study on the Jewelry Product Marketing Plan for the New Silver (뉴 실버세대를 위한 주얼리 상품 마케팅 방안에 관한 연구)

  • Ji-Eun Jeong;Seung-Geun Ko
    • Journal of Industrial Convergence
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    • v.22 no.2
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    • pp.45-54
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    • 2024
  • This paper attempted to analyze the concept of the New Silver Generation and the New Silver Generation's perception and consumption structure of jewelry products. A survey was conducted focusing on those interested in jewelry, and through this, we sought to find a direction for future marketing plans and identify the characteristics and consumption patterns of the new silver generation and the types of jewelry they prefer. Through the survey results, we sought results on jewelry marketing plans and methods for the new silver generation, and as a result, we were able to suggest a marketing direction for the new silver generation. There is a need for research on the development of design products for the future jewelry market based on our response to the future silver industry and marketing directions to generate profits in the business area.

Smartphone tutorial application development (스마트폰 사용법 교육 서비스 앱 개발)

  • Lee, Seung-Gyu;Choi, Bum-Su;Kang, Yunjeong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.386-387
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    • 2017
  • 실버세대들도 노령화사회가 된 이 시점에서 현대사회에 큰 영향을 끼치고 스마트폰 사용연령대도 높아지고 있으므로 스마트폰 보급에만 신경쓰는 것이 아니라, 실버세대들이 스마트폰기기 쉽게 사용할 수 있도록 돕기 위하여 연구를 시작하였다. 여러 실버산업의 발달에 스마트기기가 이용될 것이며, 이러한 스마트기기를 사용하고 싶어하는 노년층들이 증가하므로 이러한 노년층들을 공략한 스마트폰을 어떻게 사용하는지 알려주는 서비스를 통해 실버 모빌리언, 키치실버에 걸맞는 계층을 구성하려 한다.

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A Study on Lifestyle and Store Choice Factors for Elderly Women Consumer - Focus on Clothing Products - (여성 노년층 소비자의 라이프스타일과 점포선택요인에 관한 연구 - 의류제품을 중심으로 -)

  • Kim, Sook-Eung;Kim, Gyo-Bun
    • Journal of Industrial Convergence
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    • v.9 no.1
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    • pp.15-31
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    • 2011
  • Recently, elderly populations are coming out as the first magnitude consumers. The purpose of the study is analyze the basic data useful to get the public attention concerning the development of the market for elderly by looking into the types of lifestyle and the store choice factors which may influence the elderly women consumer. This survey was performed on individuals of age 50 and older women. the types of lifestyle for elderly women consumer were classified into 3 types; self-oriented. traditional, family oriented, family oriented. Each group showed different store choice factors that affect purchase of clothing; ease of returning product, discount for best customer, delivery service, convenience in-store and parking, all fashion item, store ambience and interior decoration were significant difference. The result of the study will be very useful in establishing the relevant elderly marketing strategies and in providing the business opportunities of the market for elderly consumers.

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Research Analysis on the Present of Koreas Silver Industry and Silver Product Design (한국의 실버산업과 실버용품디자인의 현황 조사분석)

  • 윤형건
    • Archives of design research
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    • v.16 no.2
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    • pp.151-160
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    • 2003
  • Out of the OECD countries, Korea is showing the fastest growth of elderly population. Taking into account the rate of increase of the elderly and average lifespan, we can deduct that the future society will be an elderly society . Therefore, the market in Korea targeted to this group will quickly increase into a large market. Leading nations already into the elderly society , have actively pursued studies into silver generation product design and compared to these countries, Korea is far behind them. There is an immediate need for a detailed overall study on the design of products used daily by the elderly, This study has based its focused on the elderly society and silver generation products and was accompanied by thorough interview research method through questionnaires. The result showed that the Korean elderly were very aware about silver generation industry. However, they Pointed out that there are many Problems regarding silver generation products. Therefore, a need for a new design reflecting more of the lifestyle of the elderly is required. Also, there is an immediate need for development of more comfortable products and a well-structured system that enables easy access to these products.

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The Effects of ICT Education on Aging Adaptation in the 4th Industrial Age (ICT교육이 4차산업 시대에 실버세대들의 적응에 미치는 영향 연구)

  • Lee, Hae-in;Chung, Jong-In;Kim, Chang-Suk;Kang, Shin-Cheon;Kim, Eui-jung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.314-318
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    • 2018
  • This study is influenced by the artificial intelligence based IOT which is emerging in the fourth industrial age. Also, at the time when the elderly population is soaring in the age of aging, the new knowledge and information literacy ability of the elderly population will be focused on the adaptation of the elderly people due to the ICT education effect. The purpose is to find out. The results of this study are as follows. First, it can be concluded that IT education has positive effects on digital capacity and quality of life of elderly generations and on actual IOT - based web mobile use. However, there were differences in competency depending on the existence and duration of information education and the division according to various criteria such as occupation and education, and accordingly, the provision of customized education in the fourth industrial age and quality of life, It also provides a comprehensive discussion and course presentation in the direction.

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Prototype Tangible Bicycle Game Contents for the Silver Generation (실버 세대를 위한 체감형 자전거 게임 콘텐츠 개발)

  • Han, Yoon-Seok;Kim, Eun-Seok;Lee, Hyun-Cheol;Kim, Beom-Seok;Joo, Jea-Hong;Hur, Gi-Taek
    • The Journal of the Korea Contents Association
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    • v.9 no.8
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    • pp.166-177
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    • 2009
  • As the aged have increased due to the progress of medical science and the low birth-rate, the various cultures and industries for them are on the rise. The aged want to enjoy the diverse social activities and the culture content for spending their spare time. But they are liable to be restricted by the activities due to the physical, psychological, and mental disorder. This paper suggests a tangible bicycle game content and interface with the function of training and improving the lower part of body that is necessary to the old people's movement. The suggested game content can attract the interest of the aged by the familiar device, bicycle, and the game design for the old people. We develop the sensory interface for augmenting the immersion in the game. The aged can enjoy their spare time doing both game and exercise through the sensory interface and the real-time display of 3D graphics.