• Title/Summary/Keyword: Brand Experience

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RELATIONAL CONTRACTING: THE WAY FORWARD OR JUST A BRAND NAME?

  • Fiona Y.K. Cheung;Steve Rowlinson
    • International conference on construction engineering and project management
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    • 2005.10a
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    • pp.1013-1016
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    • 2005
  • Accounts of the development of a successful construction project often stress the importance of team relationship, project environment and senior management commitment. Numbers of studies carried out in the past decades indicate there needs to be a change of culture and attitude in the construction industry. In order for a turn around in the industry, relational contracting approaches have become more popular in recent years. However, not all relational contracting projects were successful. This paper details the fundamental principles of relational contracting. It further reports findings of a research currently taking place in Australia, how effective is relational contracting in practice. The problem addressed in this research is the implementation of relational contracting: • Throughout a range of projects • With a focus on client body staff The context within which the research was undertaken is: • Empowerment, regional development and promotion of a sustainable industry • The participating organisations have experience of partnering and alliancing • Success has been proven on large projects but performance is variable • Need has been identified to examine skill sets needed for successful partnering/alliancing The practical rationale behind this research is that: • Partnering and alliancing require a change of mind set - a culture change • The Client side must change along with contracting side • A fit is required between organisation structure and organisation culture Research Rationale: The rationale behind this project has been to conduct research within participating organisations, analyse, rationalise and generalise results and then move on to produce generic deliverables and "participating organisation specific" deliverables. This paper sets out the work so far, the links between the various elements and a plan for turning the research output into industry deliverables.

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Achieving the Naked-eye 3D Effect for Right-angled LED Screen by Off-line Rendering Production Method

  • Fu Linwei;Zhou Jiani;Tae Soo Yun
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.157-167
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    • 2023
  • As a new trend in the development of urban public spaces, the use of right-angle LED screens perfectly combines building facades with naked-eye 3D visual effects, providing designers with a brand-new creative platform. How to create a realistic naked-eye 3D effect on a right-angle LED screen and bring an immersive visual experience to the audience has become a question worth exploring. So far, production companies have yet to announce the relevant design ideas and complete production methods. In order to explore the production principle and production process of the naked-eye 3D effect of the right-angle LED screen, we summarize the basic production principle of the naked-eye 3D impact of the right-angle LED screen through case analysis. Based on understanding the production principle, the actual case production test was carried out, and a complete production process of the naked eye 3D visual effect of the right-angle led screen was tried to be provided by off-line rendering. For the problem of how to deal with image deformation, we provide two production methods: post-production software correction and UV mapping. Among them, the UV mapping method is more efficient and convenient. Referring to this paper can help designers quickly understand the production principle of the naked eye 3D effect of right-angle LED screens. The production process proposed in this paper can provide a reference for production method for related project producers.

An analysis on Disney's animation Through Transbranding theory (트랜스브랜딩 이론을 통한 디즈니 애니메이션 <겨울왕국> 분석)

  • Lee, Min Kyung;Kim, Jai Beom
    • Design Convergence Study
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    • v.14 no.3
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    • pp.61-72
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    • 2015
  • This research attempts to provide greater understandings about 'Transbranding' theory by an analysis of , a 3D animation produced by Disney Studio released in 2013 partly in comparison with . Furthermore, this research shows the branding strategy of "Disney", reputed for its well-devised marketing strategy, in the era of Transmedia. This research analyzes the animation with four components of 「Transmedia Mix strategy」 and the 「2F(Flexible Fit) strategy」. In the 「2F(Flexible Fit) strategy」 analysis, is compared with another Disney-made animation . not just maintains the core values of Disney animations but also implements diverse strategies for developing the evolving interactions, the collaborative creation, and the multi-experience. has achieved successful branding identity/image by securing the strategic flexibility by differentiating itself from the existing Disney animations. Disney also establishes itself as a new and modern brand through 2F strategies.

'Andongpo Village' Spatial Storytelling for Strengthening of Its Placeness (장소성 강화를 위한 '안동포마을' 공간스토리텔링)

  • Bae, Jin-Hee;Kwon, Gichang
    • 지역과문화
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    • v.6 no.4
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    • pp.73-97
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    • 2019
  • This study aims to rediscover the meaning and the value of Andongpo Village to strengthen its placeness through spatial storytelling. It draws the placeness of the traditional village which retains the traditional way of life and the culture of hand-weaving through theoretical consideration, analysis of strengthening of placeness cases in the past and analysis of the village environment and cultural resources to understand the general context of the village. To this end, the theme of spatial storytelling was set as 'the breath of a thousand years', and sub-themes for more specific details were set as 'dedication', 'sharing','memory', 'meeting', 'health', and 'harmony'. It allowed Andongpo-po Village to become a place where traditional culture, creativity and assets of placeness co-exist thus enabling it to produce new contents, which was achieved by assigning appropriate space to each of the sub-themes, making reproduction and creation of a story based on the connection possible. In addition, the study developed a detailed program to enable visitors to become main agents who experience and complete the placeness of the village. As result, the study is expected to contribute to the increase in the brand value of Andongpo Village, the living standard of its residents and the number of tourists.

WE CAN Cookies A Case Study in a Pioneering Social Enterprise in South Korea

  • Chang, Dae Ryun;Choi, Kyongon
    • Asia Marketing Journal
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    • v.14 no.4
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    • pp.23-33
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    • 2013
  • This case focuses on WE CAN Cookies, a social enterprise in South Korea that was founded in 2001 with the support of the Korean Roman Catholic Church. WE CAN Cookies specializes in the making of high quality organic cookies. As a nonprofit organization that uses a labor force of mostly mentally disabled workers, the company faces many challenges that normal companies do not experience. The company had to initially overcome the social prejudice that the handicapped cannot make good cookies. Despite the religious background and social agenda of the company, it started making inroads as a cookie-making business only after its managers, including the nuns who run it began adopting modern management philosophies and practices. The WE CAN Cookies case illustrates three main marketing-related concepts: One, WE CAN Cookies is a good example of how social enterprises face a broader spectrum of challenges when compared to conventional profit-seeking enterprises. Two, WE CAN Cookies demonstrates that social enterprises need flexibility in formulating their business strategies. Even though WE CAN Cookies is subject to many constraints, as a social enterprise it can also take advantage of new opportunities for obtaining support from the government and from the private sector. Three, WE CAN Cookies shows that these types of operations need to create greater balance in their social and business competencies to ensure the long term viability. Social enterprises are certified by governments with the stated goal of improving the lives and the wellbeing of special interest group. As important as achieving these objectives are, social enterprises also must additionally be able to build their operational capabilities not only in manufacturing but also in functions such as marketing.

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Analyzing the Effects of Consumer Value Perception, Environmental Motives, and Perceived Barriers on the Purchase Intention of Vegan Cosmetics (비건 화장품의 구매의도에 영향을 미치는 소비자 가치 인식, 환경적 동기 및 지각된 장벽의 영향 분석)

  • Eun-Hee Lee;Seunghee Bae
    • Journal of the Korean Applied Science and Technology
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    • v.40 no.5
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    • pp.1043-1054
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    • 2023
  • Amidst the rapid growth of the vegan cosmetics market, consumer orientation towards environmental and ethical values has been intensifying. However, research on this subject remains limited. This study delves into the relationship between consumer value perception, environmental motivations, and perceived barriers influencing the purchase intentions of vegan cosmetics. Conducting a PLS-SEM analysis on a sample of 300 women with experience using vegan cosmetics, it was discerned that monetary value, social value, brand value, emotional value, quality value, and environmental knowledge play significant roles in influencing purchase intentions. The moderating effect analysis highlighted image barriers and value barriers as crucial factors. Through Importance-Performance Map Analysis, emotional value emerged as a pivotal element in strategizing to strengthen the purchasing intentions for vegan cosmetics. This research contributes both theoretically and practically to enhancing the competitive edge of the vegan cosmetics market and promoting sustainable consumption behavior.

A Study of virtual experiential marketing factors in the Internet shopping mall (Focused on the Schmitt's experiential marketing factors) (인터넷쇼핑몰 가상체험마케팅 요소에 관한 연구 (Schmitt 체험마케팅 요소를 중심으로))

  • Youn, Soung-Jung
    • Journal of Digital Convergence
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    • v.10 no.9
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    • pp.151-158
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    • 2012
  • This study aims to suggest ways of experiential marketing management plan that the virtual tour service in the internet shopping mall is as a agents and the role of the physical interface of the internet virtual experience. It is a empirical analysis to analyze the relationship among Schmitt's five experiential Marketing elements. By the result, the rankings for high impact experiential marketing feedback relationship of cognitive creativity, composition, relationship between social intimacy, behavioral lifestyle, providing a sense of the acoustic auditory effect, a sense of dimensional visual effects in order. This result means that the intimacy and creativity, giving feedback that the opinion of consumers actively prefer internet shopping mall. In addition, it means more visual rather than auditory experience to provide marketing services and provide the lifestyle behaviors that the customer want in the Internet shopping mall. It is needs to make virtual experiential marketing relationships, strengthen the recognition specificity of these results because of experiential marketing relationship's ultimate purpose is to make the relationship between brand and customer service satisfaction of the Internet shopping mall through strengthening the relationship.

An exploratory Study on Audience Experiences and Interpretations of Movercial - focused on comparative analysis with PPL (무버셜의 수용자 경험과 해석에 관한 탐색적 연구 - PPL과의 비교연구를 중심으로)

  • 이현우;김형석
    • Archives of design research
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    • v.17 no.3
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    • pp.303-312
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    • 2004
  • The purpose of this study is to activate the study on movercial. To accomplish of this, the objectives of this study are two-fold. First, this study attempts to find out how movercial are interpreted and experienced compared to product placement; and secondly, to delineate experience and interpretation in terms of the themes of movie centrality and consumption-specific relevance. This study attempted qualitative approach comparing to the criteria consisted of the themes of movie centrality and consumption-specific relevance to gain in-depth understanding of how movercial which is popped up and regarded as a newly creative format in the diffusion of internet culture and mobile communication environment is experienced and interpreted. For this aim, the moviegoer informants were classified into frequent and infrequent based on the classification method of previous product placement study of Delorme & Reid(1999) and Focus Group Interviews and In-depth Interviews were executed for understanding of how are experienced. Major implications of this study were as follows. First, prior experience of brand exposure from movercial enhanced familiarity for advertising in real-life. Second, movercial can be used to influential tools for purchasing decision with advertising and product placement. Third, informants experienced uncomfortable feeling of change and discomfort against the format of hybrid commercial message such as movercial and PPL which is penetrating into the culture and art at large.

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Suggestion of Customized Professional Guide Services through Domestic and Foreign Travel Platforms (국내외 여행 플랫폼을 통한 맞춤형 전문 가이드 서비스 제안)

  • Kim, Seung-In;Lee, Kaha
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.421-428
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    • 2019
  • This study includes services that require six professional guides - health care, exhibition performance, restaurant, shopping, business and daily life - as well as a trip-based tour, along with solving existing problems that may occur on domestic and overseas trips, and proposes services that connect users with proven professional guides. As a result of previous research, the most needed services among overseas travel were air tickets, accommodation, transportation, and guides, but as Korea enters an aging society, professional guide services are expected to increase daily demand. Based on this, the service technology, user scenarios and brand development were presented. This Service Proposal provides users with a personalized guide to knowledge or experience that they have not previously known, providing them with a wealth of experience. In addition, guides can help develop new fields of expertise and help improve professional guides' capabilities. Finally, the platform service is meaningful in that it enables the creation of jobs by enabling everyone to engage in economic activities, as it allows users to provide services through their own capabilities while at the same time being convenient for them.

A Study on the Application Flow of Virtual Reality in the Apartment Model House (아파트 모델하우스에서 시대별 가상현실 활용 흐름에 관한 연구)

  • Hwang, Byeong Yeon;Lee, Tae Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.5
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    • pp.585-590
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    • 2019
  • The purpose of this study is to summarize the changes in virtual reality utilization in model houses through the time-by-year example of model houses and to study the use and future development of virtual reality technologies in model houses. As a result of compiling and analyzing characteristics of virtual reality utilization flow in model houses of apartments, it is as follows. First, the market for apartment model houses using virtual reality was gradually expanded for the purpose of brand promotion by private construction companies. Second, technologies that utilize virtual reality in apartment sales are changing from virtual space construction to virtual content implementation. Third, it is changing from the existing method of face-to-face and method of accessing actual promotional media to the form of publicizing apartments using virtual reality. Through this research, it is estimated that it will be used as an information medium and a form of experience using physical environment and virtual reality in a physical model house for consumers looking for model houses. This study presents the future direction of the model house, and develops it as a post-sale maintenance / management system through ICT technology (3D scanning, 3D modeling, virtual content) Further research on the technology is expected to be needed.