• Title/Summary/Keyword: 패션 모델

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The Development of Gangnam and the Formation of Gangnam-style Urbanism : On the Spatial Selectivity of the Anti-Communist Authoritarian Developmental State (강남 개발과 강남적 도시성의 형성 - 반공 권위주의 발전국가의 공간선택성을 중심으로 -)

  • Ji, Joo-Hyoung
    • Journal of the Korean association of regional geographers
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    • v.22 no.2
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    • pp.307-330
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    • 2016
  • This article aims to explain how Gangnam, as a model and standard of compressed urbanization in South Korea, was created. Gangnam and Gangnam-style urbanization need attention not only because they contrast with Korea's urbanization in the past as well as urbanization in the West but also they provide an important model in contemporary Korea's politics, economy and culture. However, there are little studies of how Gangnam's peculiar urbanism was created. To fill this gap, this article will first capture Gangnam's peculiar urbanism as a material landscape and sociocultural lifestyle. Gangnam-style urbanism is (a) materially characterized by high-rise apartment complexes owned by the middle and upper class for dwelling and asset growth and (b) socio-culturally characterized by political conservatism, public indifference, competition over academic performance, appearance, and fashion, and nightlife. Then it will show Gangnam's archetype was created in a spatially and temporally compressed way in and through the spatial selectivity of Korean anti-communist authoritarian developmental state strategies: (1) anti-communism led to the diffusion and accommodation of the population through apartments in Gangnam in the context of its confrontation with North Korea and the fast-growing population of Seoul; (2) military authoritarianism excluded the low-income class and the urban poor from urban development; and (3) the developmental state adopted selective housing policy which treated construction companies and the middle class preferentially through exceptional zoning and price distortions, promoting the construction of apartment in Gangnam and its resultant uneven development.

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Effects of Consumer Tendencies and Positive Emotion on Impulse Buying Behavior for Apparel (의류제품 충동구매행동에 대한 소비자성향과 긍정적 감정 영향)

  • Park, Eun-Joo;Kim, Eun-Young
    • Journal of the Korean Society of Clothing and Textiles
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    • v.32 no.6
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    • pp.980-990
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    • 2008
  • This study tested how impulse buying behavior for apparel was related to hedonic consumption and impulse buying tendencies and emotion in the context of shopping. A total of 290 self-administered questionnaires were obtained from college students during scheduled classes. A structural equation model using a correlation matrix with maximum likelihood was estimated for examining the relationships among consumer tendencies of hedonic consumption and impulse buying, positive emotion, and impulse buying behaviors by LISREL 8.53. Findings showed that impulse buying behaviors for apparel could be classified into planned, reminded, and fashion-oriented impulse buying typologies. Hedonic consumption and impulse buying tendencies had significant effects on positive emotion. Positive emotion had a significant effect on planned, reminded, and fashion-oriented impulse buying for apparel. This study suggests that positive emotion plays an important role in determining impulse buying behaviors relevant to hedonic and impulse buying tendencies. Managerial implications for apparel retailers are discussed.

Development of a smart cane concept for guiding the visually impaired - focused on design thinking learning practices for students - (시각장애인을 위한 길 안내용 스마트 지팡이 콘셉트 개발)

  • Park, Hae Rim;Lee, Min Sun;Yang, Ho Jung
    • Journal of Service Research and Studies
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    • v.13 no.1
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    • pp.186-200
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    • 2023
  • This study aims to improve the usability of the white cane, which is walking equipment that most local visually impaired people use and carry when going out, and to contribute to the prevention of safety accidents and the walking rights of visually impaired people by providing improvement and resolution measures for the problems identified. Also, this study is a study on the visually impaired, primarily targeting the 1st to 2nd degree visually impaired people, who cannot go out on their own without walking equipment such as a white cane, corresponding to 20% among approximately 250,000 blind and low vision people in the Korean population. In the study process, the concept has been developed from the user's point of view in order that the white cane becomes a real help in the walking step of the visually impaired and the improvement of usability of the white cane, the main walking equipment for the visually impaired, are done by problem identification through the Double Diamond Model of Design Thinking (Empathize → Define → Ideate → Prototype → Test (verify)). As a result of the investigation in the process of Empathy, a total of five issues was synthesized, including an increase in the proportion of the visually impaired people, an insufficient workforce situation to help all the visually impaired, an improvement and advancement of assistive devices essential for the visually impaired, problems of damage, illegal occupation, demolition, maintenance about braille blocks, making braille block paradigms for the visually impaired and for everyone. In Ideate and Prototype steps, situations derived from brainstorming were grouped and the relationship were made through the KJ method, and specific situations and major causes were organized to establish the direction of the concept. The derived solutions and major functions are defined in four categories, and representative situations requiring solutions and major functions are organized into two user scenarios. Ideas were visualized by arranging the virtual Persona and Customer Journey Map according to the situation and producing a prototype through 3D modeling. Finally, in the evaluation, the final concept derived is a device such a smart cane for guidance for the visually impaired as ① a smart cane emphasizing portability + ② compatibility with other electronic devices + ③ a product with safety and convenience.

The Usefulness of Product Display of Online Store by the Product Type of Usage Situation - Focusing on the moderate effect of the product portability - (사용상황별 제품유형에 따른 온라인 점포 제품디스플레이의 유용성 - 제품 휴대성의 조절효과를 중심으로 -)

  • Lee, Dong-Il;Choi, Seung-Hoon
    • Journal of Distribution Research
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    • v.16 no.2
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    • pp.1-24
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    • 2011
  • 1. Introduction: Contrast to the offline purchasing environment, online store cannot offer the sense of touch or direct visual information of its product to the consumers. So the builder of the online shopping mall should provide more concrete and detailed product information(Kim 2008), and Alba (1997) also predicted that the quality of the offered information is determined by the post-purchase consumer satisfaction. In practice, many fashion and apparel online shopping malls offer the picture information with the product on the real person model to enhance the usefulness of product information. On the other virtual product experience has been suggested to the ways of overcoming the online consumers' limited perceptual capability (Jiang & Benbasat 2005). However, the adoption and the facilitation of the virtual reality tools requires high investment and technical specialty compared to the text/picture product information offerings (Shaffer 2006). This could make the entry barrier to the online shopping to the small retailers and sometimes it could be demanding high level of consumers' perceptual efforts. So the expensive technological solution could affects negatively to the consumer decision making processes. Nevertheless, most of the previous research on the online product information provision suggests the VR be the more effective tools. 2. Research Model and Hypothesis: Presented in

    , research model suggests VR effect could be moderated by the product types by the usage situations. Product types could be defined as the portable product and installed product, and the information offering type as still picture of the product, picture of the product with the real-person model and VR. 3. Methods and Results: 3.1. Experimental design and measured variables We designed the 2(product types) X 3(product information types) experimental setting and measured dependent variables such as information usefulness, attitude toward the shopping mall, overall product quality, purchase intention and the revisiting intention. In the case of information usefulness and attitude toward the shopping mall were measured by multi-item scale. As a result of reliability test, Cronbach's Alpha value of each variable shows more than 0.6. Thus, we ensured that the internal consistency of items. 3.2. Manipulation check The main concern of this study is to verify the moderate effect by the product type of usage situation. indicates that our experimental manipulation of the moderate effect of the product type was successful. 3.3. Results As
    indicates, there was a significant main effect on the only one dependent variable(attitude toward the shopping mall) by the information types. As predicted, VR has highest mean value compared to other information types. Thus, H1 was partially supported. However, main effect by the product types was not found. To evaluate H2 and H3, a two-way ANOVA was conducted. As
    indicates, there exist the interaction effects on the three dependent variables(information usefulness, overall product quality and purchase intention) by the information types and the product types. As predicted, picture of the product with the real-person model has highest mean among the information types in the case of portable product. On the other hand, VR has highest mean among the information types in the case of installed product. Thus, H2 and H3 was supported. 4. Implications: The present study found the moderate effect by the product type of usage situation. Based on the findings the following managerial implications are asserted. First, it was found that information types are affect only the attitude toward the shopping mall. The meaning of this finding is that VR effects are not enough to understand the product itself. Therefore, we must consider when and how to use this VR tools. Second, it was found that there exist the interaction effects on the information usefulness, overall product quality and purchase intention. This finding suggests that consideration of usage situation helps consumer's understanding of product and promotes their purchase intention. In conclusion, not only product attributes but also product usage situations must be fully considered by the online retailers when they want to meet the needs of consumers.

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