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Analysis of VMD Elements Characteristics of Chinese Lifestyle Shops (중국 라이프스타일 샵의 VMD 구성요소 특성 분석)

  • Kim, Hyeon Ju;Lee, Min Gyung
    • Journal of Digital Convergence
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    • 제19권11호
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    • pp.267-278
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    • 2021
  • This study differentiated it from previous studies by selecting Chinese lifestyle shops in the current situation where lifestyle shops are rapidly emerging due to the increase in single-person households in China and changes in consumption patterns. The purpose of this study is to present basic data for establishing VMD strategies for domestic lifestyle shops wishing to enter China through the analysis of the characteristics of VMD elements. The results of this study are as follows.The research results are as follows. In the display elements of the VMD of Chinese lifestyle shops-GAROSU, CH'IN, and Nome, the appliances and props used differentiated shapes and materials according to the product concept and design. There seemed to be a difference depending on the concept of the lifestyle shop. Also, there were differences in the form of VP and the presentation method of PP and IP in VP, PP, and IP according to the store product group and the amount of products displayed in the presentation element. In a follow-up study, it is considered meaningful to conduct a study on domestic lifestyle shops and a comparative analysis of VMD between Chinese and domestic lifestyle shops.

Mediating Effect of Need of Cognition on Learning Engagement in Distance Education (원격교육에서 학습참여에 대한 인지욕구의 매개효과)

  • Oh, Eun-Young
    • Journal of Convergence for Information Technology
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    • 제12권5호
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    • pp.51-61
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    • 2022
  • The purpose of this study was to identify whether need of cognition have a mediating effect on media multitasking on learning engagement in online education. The subjects were 168 university students who had received online education for more than one semester, and data were collected using questionnaires on media multitasking, need of cognition, and learning engagement. For data analysis, correlation, hierarchical regression and Sobel test were performed using SPSS WIN 20.0 program. As a result of the study, there was a significant positive correlation between media multitasking and learning engagement (r=.52, p<.001), and a between need of cognition and learning engagement(r=.39, p<.001). Media multitasking had a significant effect on learning participation (β=.52, p<.001), and explanatory power was 27%. When need of cognition was input, the effect of media multitasking on learning engagement decreased (β=.52 ⟶ .44), so it was found that need of cognition had a partial mediating effect in the effect of media multitasking on learning engagement(Z=2.77). p<.01). Therefore, it is suggested to use online contents with learning to organizing a g a lesson syllabus for distance education, and to organize activities promoting media multitasking activities. Also, it is proposed to develop and apply various teaching strategies to promoting the need of cognition in the distance education.

A Study on Online Sharing Platforms and Sub-Contents in the Field of the Performing Arts - Focusing on the Case of 『Cirque du Soleil Entertainment』 (공연예술분야 온라인 공유 플랫폼 및 서브 콘텐츠 연구 - 『태양의 서커스 엔터테인먼트』 사례를 중심으로)

  • Kim, Ga-Eun;Park, Jin-Won
    • The Journal of the Korea Contents Association
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    • 제22권2호
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    • pp.22-34
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    • 2022
  • This study examines the forms and current status of online performance content production in the field of the performing arts through diversified video media platforms. For this, it studied the leading case of Cirque du Soleil Entertainment and analyzed the unique brand value innovation elements of Cirque du Soleil, the background and current status of the digital hub platform of "Cirque Connect", and its various sub-contents that have diversified original contents. Digital platform applications and sub-content production in the field of the performing arts require an understanding of the needs of the public, who are familiar with media content appreciation, and strategic planning that takes into consideration everything from the initial stages of performance planning to the creation of varied sub-contents. This will promote the improvement of sub-content quality and increase the product value of digital contents in the performing arts through distinctions made from other various forms of cultural and artistic contents. environments in which information from various perspectives related to performance works can easily be accessed through online platforms will enhance the popularity of the performing arts field and allow the performing arts industry to expand its base in rapidly changing cultural enjoyment methods. For the performing arts field to be competitive within cultural trends that are being diversified, the most important tasks to be completed are gaining brand value innovation that enhances the artistic and cultural value of performance works and based on this, producing various sub-contents.

The Effect of Non-Face-to-Face Class on Core Competencies of College Students in Clothing Major: Focused on Application Case of Flipped Learning (언택트 시대에 비대면 수업이 의류학 분야 대학생의 핵심역량 수준에 미치는 영향: 플립러닝 기법의 적용 사례를 중심으로)

  • Kim, Tae-Youn
    • Journal of Korean Home Economics Education Association
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    • 제34권1호
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    • pp.151-165
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    • 2022
  • The aim of this study is to examine the effectiveness of non-face-to-face classes conducted due to the COVID-19 crisis. In order to achieve this goal, a non-face-to-face class with flipped learning was applied in one subject of clothing major held at 'S' University in Cheongju, Korea. In addition, this study tried to analyze the differences between pre- and post-non-face-to-face classes in problem analysis ability, resource/information/technology literacy, convergent thinking ability as core competencies, and overall learning satisfaction. As a result, after participating in the non-face-to-face class in which the flipped learning was applied, the students recognized that their abilities improved in the three problem-solving competency sub-areas, and their overall learning satisfaction also increased. The effectiveness of non-face-to-face classes in the field of clothing and fashion has been mainly measured in fashion design and clothing construction courses. However, based on the results of this study, it can be suggested that non-face-to-face classes in a theory-oriented lecture-type class can be effective methods for improving students' core competencies such as problem-solving skills if teaching-learning methods such as flipped learning are applied. Therefore, the results of this study will be useful data for designing differentiated non-face-to-face class strategies in a theory-oriented lecture-type class to improve the core competencies of college students.

A Comparative Study on the Brand Experiences of Metaverse and Offline Stores (메타버스와 오프라인 스토어의 브랜드 체험 비교 연구)

  • Gwang-Ho Yi;Yu-Jin Kim
    • Science of Emotion and Sensibility
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    • 제26권2호
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    • pp.53-66
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    • 2023
  • In recent times, more fashion brands have been seeking ways to use metaverse platforms, in which users can actively participate, as their new brand touch-points. This study aims to compare the brand experiences of the fashion brand Gentle Monster's offline store and its equivalent metaverse store. By changing the order of offline and metaverse visits, two groups participated in the field study that allowed them to experience directly the offline and metaverse stores. As a result of the analysis, the following findings were discovered: (1) In the overall experiential response, the frequency of sensory modules responding to new information was much higher than that of feeling experiences; (2) Experiential responses were more active in the offline store where the subjects could touch and use products directly rather than in the metaverse; (3) Among the four types of theme space, the experiential response was the most frequent in the product space; (4) The first group that visited the metaverse store before the offline store showed a more active experience than the second group that visited the offline store first. Finally, the results of this study show that metaverse brand stores in virtual space not only provide differentiated experiences beyond the spatiotemporal constraints of real space but can also be used as a strategic tool to make offline store experiences more meaningful and rich.

A Study on Personalized Emotion Recognition in Forest Healing Space - Focus on Subjective Qualitative Analysis and Bio-signal Measurement - (산림 치유 공간에서의 개인 감정 인지 효과에 관한 연구)

  • Lee, Yang-Woo;Seo, Yong-Mo;Lee, Jung-Nyun;Whang, Min-Cheol
    • Journal of Korea Entertainment Industry Association
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    • 제13권2호
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    • pp.57-65
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    • 2019
  • This study is a scientific approach to psychological factors such as emotional stability among various effects of forest resources. In order to carry out this study, the experiment was conducted on the subjects by setting the forest healing space as various spaces. The subjects who participated in this experiment were the students in their twenties and the average age was 22±1.25 years. The subjects were assessed for emotional words through subjective sequence evaluation in different designated forest healing spot. In addition, the emotional states that they actually perceived were measured by measuring the bio-signals to their perceived emotions. BMP, SDNN, VLF, LF, HF, Amplitude, and PPI were used for the bio-signal reaction experiment applied to this study. The results of this experiment were measured by Friedman test and Wilcoxon test for statistical analysis. n this study, 'good', 'clear', and 'uncomfortable' words were found statistically significant at the spot of forest healing space for subjective emotional vocabulary. In addition, SDNN, HF and Amplitude were statistically significant in the results of quantitative bio-signal measurement at each spot in the forest healing space. Based on the results of this study, we can suggest the application direction and strategic utilization plan of forest healing spot and forest resource utilization field. This is not only a guide for the users who use the facility through the spatial facilities and physical requirements for the emotion based forest-healing, but also can be used as a personalized emotional space design aspect.

A Servicism Model of the New Technology Industry Enterprise System (서비스주의 기술 산업 기업 연구)

  • Hyunsoo Kim
    • Journal of Service Research and Studies
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    • 제12권3호
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    • pp.1-25
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    • 2022
  • This study was conducted for technology development and industrial and enterprise system design for the sustainable life of mankind. Human society is facing a crisis. As the power of mankind has increased due to the development of nuclear weapons and information and communication technologies, the risk of human society has greatly increased. The value of growth and freedom is increasing due to capitalism and democratic systems, so technological innovation is accelerating, and industries and companies are growing significantly. New technologies and industries can greatly develop human society and put it at risk. This study was conducted with the aim of redesigning technology, industry, and enterprise systems so that humans who live on Earth can be more sustainable for a longer time. It presented a practical alternative for a long-term sustainable human society. It suggested alternatives for what philosophy and methodology should be developed for the whole of humanity and in each individual national society, for developing technologies, fostering industries, and operating corporate systems. First of all, the problems of the technology development system, industrial system, and enterprise system of human society were analyzed. The characteristics and problems were analyzed in terms of sustainability of human society. The necessary and sufficient conditions for an alternative system to solve the raised problems were derived. A system that satisfies these conditions was designed and presented. The alternative system was named as a servicism system as a system based on the service philosophy. The structure, operation model, and implementation plan of the new technology industry enterprise system were presented. In the future, follow-up studies are needed to be concreted at the level of individual countries and human society as a whole.

Design Application for Urban Air Mobility(UAM) by STEEP Analysis (STEEP 분석을 통한 도심항공교통(UAM) 디자인 활용방안)

  • Lee, Dong Hun;Park, Hae Rim
    • Journal of Service Research and Studies
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    • 제12권4호
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    • pp.94-105
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    • 2022
  • Urban Air Transportation (UAM) is a three-dimensional transport within the city using eVTOL as an alternative to the saturation of land transportation due to overcrowding in major cities around the world. Design has played its roles in various fields in the development of transport, but research on the design application of UAM, which will be commercialized soon, is insufficient. Accordingly, there is a growing need for prior research on the forecasting the future environment and the design application through phenomenon analysis. The purpose of this study is to derive mega trends through STEP analysis for UAM and present ways to apply design in the UAM field based on this. The research method was conducted in the following order. First, the theoretical background of UAM was established by analyzing prior art documents on UAM. Second, five trends in the future environment centered on UAM were derived through STEP analysis. Finally, in order to derive a design application, five experts in each design area (product, visual, video, environment, service) discussed the design application focusing on the results of STEP analysis and derived a design application plan for each design area in the UAM field. Through this study, it was found that the most frequent design area in the STEEP analysis is product design and service design, and therefore related design development is important. After analyzing UAM's information provision plan, display method, and usage process suggested in this study, it is expected that it will lead to various prior design studies related to UAM, such as customized service design, to establish an infrastructure environment for commercialization of UAM.

Effects of Cognitive Resource on the Purchase Intention of Scarcity Products: the Moderating Effect of Need for Cognitive Closure (소비자의 인지적 자원이 한정 제품 구매의도에 미치는 영향: 인지적 종결욕구의 조절효과)

  • MinJeong Kim;HyongJae Rhee
    • Journal of Service Research and Studies
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    • 제12권4호
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    • pp.125-138
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    • 2022
  • This study has examined the effect of cognitive resource on purchase intention of scarcity products according to the level of need for cognitive closure. In order to find out the effect on purchase intention for products that are presented a shopping environment is supposed, where various timing of consumer promotion reward exist, and where consumers can easily access and experience a lot of cognitive changes. the effect of how these two influences are adjusted according to the level of need for cognitive closure (NFCC). The study divide into two experiments. Research analyzes the behavioral differences of consumers for scarcity message products according to cognitive resource level with a moderating effect of NFCC. As a result of the study, Research according to the level of cognitive resource, when applied scarcity message product showed a negative effect of the cognitive resource (self-regulating resource) depletion level on the purchase intention of high-involvement product with scarcity message (Hypothesis 1). Consumers' purchase intention for limited products was higher at the non-depleted level than at the cognitive resource depletion level, and this difference was found statistically significant. Next, as a result of examining the difference according to the level of NFCC, the difference in the influence of cognitive resource level on purchase intention of scarcity products was found to be statistically significant where the NFCC was low (Hypothesis 2).

A Study on Ways to Increase the Effectiveness of Virtual Models as Influencers for the MZ Generation: Focusing on Medical Institutions (MZ세대에게 가상모델 인플루언서의 효과를 높일 수 있는 방안 연구:의료기관을 중심으로)

  • Heejung Lee;Myounga An
    • Journal of Service Research and Studies
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    • 제13권1호
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    • pp.26-47
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    • 2023
  • In the age of digital media transformation, the rapid rise of social media has changed the paradigm of traditional marketing techniques by leveraging the influence of influencers. However, the influence of influencers cannot be freed from ethical issues that arise as individuals, so virtual influencers are emerging as a countermeasure. This study is a study on how to increase the influencer effect of virtual models with a focus on the MZ generation in medical service. This study investigated whether respondents in their 40s or younger were aware of 'Rosy', a virtual influencer, and then conducted a survey on those who recognized 'Rosy'. As a result of this study, first, both cognitive and emotional motivation had a positive influence on fanship and attractiveness for virtual influencer. In addition, it was found that there was a difference in follow motive according to gender. Second, in order to lead to the intention of visiting hospitals, which is the medical service industry, only the cognitive motives with useful and reliable information and useful information for the virtual influencer were found to be significant in intention to visit.