• Title/Summary/Keyword: 유행몰입

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The Differences in Color Preference and Possession of Apparel Color Preference by Influential Factors -Focusing on fashion involvement, age, body size and body-cathexis (영향 변인에 따른 색채 선호도와 의복색 소유도의 차이 -유행 몰입도, 연령, 신체 치수 및 신체 만족도를 중심으로-)

  • 이명희;김미영
    • Journal of the Korean Society of Clothing and Textiles
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    • v.27 no.2
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    • pp.188-199
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    • 2003
  • This study intended to analyze the differences in (general & apparel) color preference and possession of apparel color preference(POA) by influential factors(fashion involvement, age, body-size and body- cathexis). We collected data from 303 females in the ages of 20's and 40's living in Seoul. The results were as follows; As a result of factor analysis, the fashion involvement was categorized into three aspects: coordinating fashion involvement, opinion-leading fashion involvement, and innovating fashion involve ment. There were significant differences among fashion involvement groups in the color preference and POA. Also the significant differences in color preferences and POA by ages and body-size were found. But in the analysis based on body-cathexis, no noticeable variance between different groups were found.

A Study on Information Search and Fashion Involvement as related to the Degree of Adolescent Delinquency (청소년의 비행정도와 정보탐색 및 유행몰입과의 관계연구)

  • 이은실;이명희
    • Journal of the Korean Society of Clothing and Textiles
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    • v.23 no.3
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    • pp.402-413
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    • 1999
  • The objectives of this study were to investigate the relationships among the degree of delinquency and clothing buying behavior information search and fashion involvement and to examine the causal relationships of adolescent delinquency demographic variables and fashion involvement on information search. Subjects for this study were 537 high school students(male ; 225, female : 312) in Seoul Korea. the results of the study were as follow. 1. Four factors of adolescent's delinquency derived by factor analysis : F. 1 'general position delinquency' F. 2 'school-norm delinquency' F3. 'personal delinquency' : F.4 'sexual delinquency'. 2. There were partially significant correlations between the degree of adolescent's delinquency and information search and fashion involvement. There were significant relationships between degree of delinquency and degree of clothing purchasing frequency. companion while shopping and source of clothing expenses. 3. In the case of male students fashion involvement and sexual delinquency had a direct effect on information search(R2 =.278) General position delinquency and allowance had a indirect effect on information search through Father's level of education had a direct effect on allowance. the present findings provide that in general the more allowance students received the higher the general position delinquency for both males and females, The higher the general position delinquency the higher the degree of fashion involvement and information search. Therefore it can be concluded that relatively mild delinquency acts such as drinking. smoking and going to discothque have more influence on fashion involvement and information search that serious delinquency acts such as violence and robbery.

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Emotion and Sensibility Comparison between Loanword and Hangul Label in Fashion Industry (의류 패션산업에서 순한글과 외래어 용어에 대한 감성비교)

  • Yoon, Yongju;Na, Youngjoo
    • Science of Emotion and Sensibility
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    • v.18 no.1
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    • pp.79-94
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    • 2015
  • The purpose of this study is to analyze the emotion and sensibility of fashion words in terms of words types, such as loanword and Korean words, Hangul in fashion product label and fashion manufacturing industry. We surveyed 200 persons in their 20s using the questionnaire on the stimulus of product tag label and fashion words with 15 adjectives. Based on daily usage of foreign words in fashion market, we selected 1 item label in 3 forms: 1) Hangul label written in loan words 2) Label written in English and 3) Label written in Hangul and 3 fashion words in 2 forms 1) loanword and 2) Hangul. And the label types and fashion words were analyzed and investigated in terms of consumer's sensibility, preferences and estimated product price. The results are following: consumers preferred loanword label than Hangul label, and they preferred loanword in English than that in Korean. They evaluated loanword more positively, such as refinement, gorgeous and elegant, etc. and estimated the product price of loanword label as higher. But in the sensibility of 'familiar' and 'stability', Hangul label was not significantly different to loanword written in Hangul. That is, label written in English is the highest in all the evaluation, and loanword label written in Hangul is next, and Hangul label showed the lowest result. Consumers showed the evaluation differently between loanwords and Hangul according to their degree in fashion involvement. Consumers of high fashion involvement evaluated the sensibilities of 'refinement', 'elegant', and 'gorgeous' of loanwords as higher, whereas they had tendency to evaluate the sensibilities of 'familiar' and 'stability' of Hangul as higher or similar.

Room Escape Game using VR (VR을 이용한 방 탈출 게임)

  • Ryu, Jun-Yeong;Kim, Deok-Yeon;Joe, Yo-Han;Lee, Jin-Ho
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.11a
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    • pp.920-923
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    • 2017
  • 최근 방 탈출 게임이 두뇌 활성화에 도움이 된다고 알려지면서 유행이 되었다. 하지만 PC, 모바일의 경우 몰입도가 떨어지고, 현실의 경우 시간과 장소의 제약이 생긴다. 이러한 제약 요소를 해소하기 위해 기존의 방 탈출 게임과 VR기술을 접목시킨 몰입형 미션 시뮬레이션 게임을 기획하게 되었다. 본 논문에서는 VR 방 탈출 시뮬레이션 게임을 제작하기 위해 사용된 S/W와 H/W 구성도, 기능 및 시스템 시나리오 그리고 게임을 통해 얻을 수 있는 기대효과를 4가지 유형으로 기술하였다.

The Effects of Live Commerce's IT Affordance on Interactivity, Immersion, and Purchase Intention (라이브 커머스의 IT 어포던스가 상호작용성과 몰입감, 구매 의도에 미치는 영향)

  • Joo, Eunsin
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.734-751
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    • 2022
  • Live streaming is becoming increasingly popular as it is distributed through various platforms around the world. In particular, after the outbreak of the COVID-19, it has shown unprecedented growth in the domestic e-commerce sector. Building a theoretical model from the perspective of IT affordance, this study aims to examine how live streaming affordance influences users' purchase intentions through perceived interactivity and immersion. An online survey was conducted among South Koreans who had experience using live streaming commerce. Our results show that IT affordance, such as visibility, metavoicing, guidance shopping, had positive effects on purchase intentions through the serial mediation effects of perceived interactivity and immersion. Our study highlights the importance of understanding theoretical and practical implications of IT affordance for live streaming commerce.

A Study on the Factors of Impulse Buying of Clothing and Their Relation to Fashion Involvement and Becognized Brand Preference of College Women (여대생의 의복 충동구매 차원과 충동구매에 영향을 미치는 변인 연구 -유행몰입과 유명상표 선호도와의 관련성을 중심으로-)

  • 구자명;이명희
    • Journal of the Korean Society of Clothing and Textiles
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    • v.21 no.1
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    • pp.35-45
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    • 1997
  • The main purpose of this research was to classify the contents of impulse buying of clothing products and to investigate how the impulse buying was influenced by fashion involvement, recognized brand preference, and impulsiveness. Samples were 238 college women in Seoul, Korea. The results of the research were as follows. 1. Four factors of impulse buying derived by factor analysis; F 1 'sensitive aspects of products stimulation'; F. 2 'utility aspects of products stimulation'; F. 3 'consumer situation stimulation'; F. 4 'marketing situation stimulation'. 2. Impulsiveness had a positive relation with impulse buying, fashion involvement, and recognized brand preference. Fashion involvement had a positive relation with recognized brand preference and impulse buying. 3. Impulse buying was influenced by fashion involvement and impulsiveness. The explanatory power of the 2 variables was 9.3%. 4. Fashion involvement was influenced by sensitive aspects of products stimulation, major, recognized brand preference, income, and grade. The explanatory power of the 5 variables was 23.7%. 5. Recognized brand preference was influenced by income, fashion involvement, and marketing situation stimulation. The explanatory power of the 3 variables was 11.2%.

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Development of User Interface for Motion-based Screen Sports Game (체감형 스크린 스포츠 게임 유저 인터페이스 개발)

  • Yoo, Wang-Yun;Oh, Jong-Hwan
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.109-118
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    • 2017
  • The screen sports game is a motion-based game developed by combining the PC game and the sensor so that the user can directly participate in the game. Following screen golf, which was very popular in the 2000s, screen baseball has been on the rise since 2016. Most of the games released today employ the interface of traditional PC games. However, there is a need for a method that allows the user to manipulate the screen baseball in a more intuitive manner. In this study, we utilize a Kiosk independent of the game, which enables users to intervene naturally without disturbing the flow of the game. Such a Kiosk-based interface results in increased immersion in the game.

Evaluations of Apparel Advertising, Fashion Involvement, and Social Attitudes (의류광고에 대한 평가, 유행몰입 및 사회적 태도에 관한 연구)

  • 김효경
    • Journal of the Korean Home Economics Association
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    • v.30 no.3
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    • pp.33-43
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    • 1992
  • The objective of this study were to (1) investigate the relationship between evaluations of apparel advertising, fashion involvement, and social attitudes, (2) examine how evaluation of apparel advertising, fashion involvement, and social attitudes vary according to gender, and (3) investigate the possible differences in purchase attitudes toward the advertised apparels according to gender and advertisement slogan. Questionnaire for evaluations of apparel advertising was comprised of four sections; apparel advertising acceptance, evaluation of advertisement slogan, purchase attitude toward the advertised apparels, and perception of effective media for apparel advertising. For evaluation of advertisement slogan, 5 sets of apparel advertisements were selected. Each set had two advertisements; one advertisement contained an image-oriented slogan, while the other had a quality-oriented slogan. "The Social Attitude Scale' by Kerlinger and 'Fashion Involvement Index' by Tigert, Ring & King were used. All the items were selected on the Cronbach's alpha reliability. The subjects were 217 college male and famale students in Seoul; 60 were asked about purchase attitude toward the image-oriented slogan, 60 purchase attitude toward the quality-oriented slogan, and 97 all the items included in evaluation of the two slogans. The data were analyzed using Pearson's correlation coefficient, X2-test, t-test, two-way ANOVA, and multiple regression analysis. The results of the study were the followings. 1. Fashion involvement had positive relationship with apparel advertising acceptance. The higher the level of conservative attitude males had, the more positive attitude they had in fashion involvement and apparel advertising acceptance. Subjects high in conservative attitude, fashion involvement, and apparel advertising acceptance. Subjects high in conservative attitude, fashion involvement, and apparel advertising acceptance had more positive in purchase of the advertised apparels. 2. Females high in apparel advertising acceptance were more favorable toward image-oriented advertisements. 3. Fashion involvement and apparel advertising acceptance were significantly higher in females than in males. Liberal attitude was significantly higher in males than in females. Evaluation of advertisement slogan did not differ according to gender. 4. Males perceived 'TV' was the most effective media for apparel advertising while females perceived 'display' was the most effective. 5. No significant interactions between advertisement slogan and gender were found in purchase attitude of the advertising apparels. 6. Apparel advertising acceptance was influenced by fashion involvement, social attitude, and sex. The explanatory power of the three variables was 17%.

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The Effect of Nursing Students Academic Achievement in the COVID-19 On-Contact Learning Environment: Focusing on Video production class and Real-time video class (COVID-19 온택 학습환경에서 간호대학생의 학업성취감에 미치는 영향요인: 동영상 제작수업과 실시간 화상수업을 중심으로)

  • Hye Kyung Yang
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.321-328
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    • 2023
  • This study is tried to to identify factors affecting academic achievement depending on the quality of class, learning immersion, level of academic achievement, and class type according to video production classes and real-time video classes in the on-contact learning situation due to the COVID-19 epidemic. The subjects of the study were 122 students enrolled in the nursing department at two universities. As a result of the study, the quality of the class was high in real-time video classes (t=-2.69, P=0.02), learning immersion was high in video production classes (t=1.14, P=0.28), and academic achievement was high in video production classes (t=4.24, P=0.01). Depending on the type of class, the effect on academic achievement is learning immersion in production video classes (β=.37, p<.001) has the most influence, and in real-time video classes, class quality (β=.29, p<.001) had the most influence on academic achievement. Based on the results of this study, it is suggested that it is necessary to develop a strategy for instructional design suitable for class types to improve academic achievement in an on-contact environment.

A Study on the Relationships Among Sought Benefits, Purchase Experiences, and Brand Relationship in Case of Cosmetics (소비재 제품의 제품 추구혜택, 구매체험이 소비자 - 브랜드 관계에 미치는 영향: 화장품 제품을 중심으로)

  • Yoon, Sung Joon;Lee, Hyoung Ju;Kim, Young Mi
    • Asia Marketing Journal
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    • v.13 no.2
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    • pp.1-26
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    • 2011
  • This study tried to investigate the relationships among the sought benefits, consumer-brand relationship and purchase experiences with regard to cosmetics, based on Scmitt (1999)'s Strategic Experiential Modules (SEM) which classified consumer's purchase experiences into five modules (sense, feel, think, act & relate) and provide strategic implications based on the results. According to the result, among the sought benefits of cosmetics, functionality had the most significant impact on purchase experience, and brand affected "sense" and "think-act-relate" experiential modules. Fashion was only found to affect "feel" module. Also, the "think-act-relate" module positively affected all components of consumer-brand relationship. And, "love and passion" component was significantly influenced by sensory experience, while "mutual commitment" and "affinity" were both affected by affective experience. In addition, gender difference was found in fashion, economy, and functionality among the sought benefits, Specifically, women showed higher score on fashion and functionality than men, while men scored higher in economy benefit than women. Also gender was a differentiating factor for "feel" and "think-act-relate" experiential modules, where women scored higher than men. Finally, In terms of causal relationships, "functionality" influenced all three experiential modules (sense, feel, think-act-relate) for both men and women. But, women showed more significant relationship between brand and sensory module, whereas men showed significant relationship between brand and think-act-relate module. At conclusion, the study provides some strategic implications that cosmetics companies need to strengthen brand relationship with consumers in order to provide them with targeted purchase experiences that fit the benefits most sought by them, which will result in competitive strengths.

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