As automobile drivers' desires become ever diversified with the spreading phenomenon of 'characteristic automobile decorations', it is feared that the design quality may be deteriorated, while the safety be retarded in terms of performance and function. In Korea, the 'Dress-up tuning' becomes the source of the social criticism because of lack of relevant codes and professional tuning services, while automobile drivers are excessively having their automobiles overdressed ignoring the overall aesthetic aspect and functions. Under such a circumstance, this study was aimed at reviewing the practices and dress-up accessories by each automobile part of those foreign automobile makers and professional tuners who have introduced the concept of 'customizing' and developed dress-up accessories and various tuning parts only to satisfy their customers' tuning needs. It is anticipated that automobile styling would tend more to pursue a 'coordination' featuring ordinary consumers' individualistic senses, while customers' needs reflecting their life styles be more refined. Meanwhile, Korean automobile consumers have accommodated the product designs : presented within the producers' frameworks, but they are expected to pursue the design values varying according to changing structures of production, society and industry as well as the resultant design activities. In all, makers and designers are requested to be aware of such changing environment structures and thereby, explore other alternatives, or reflect seriously on the socio-cultural implications inherent in the products, namely on the production and consumption of people's favorites.
We explore the priority between product attributes such as aesthetics and usability in consumer decision-making. In the recent study in Germany, consumers preferred a visually beautiful product but discounted the value of aesthetics in actual product choice (Diefenbach & Hassenzahl, 2009). In contrast to the individualistic culture which values personal needs(e.g., Germany), recognition from other members has great importance in the collectivistic culture (e.g., Korea). We propose that Korean consumers weigh greater value on the attribute easily perceived from the product appearance (i.e., aesthetics). We replicated the procedure of the study conducted in Germany. As expected, participants highly valued aesthetics rather than usability in product choice. As for aesthetics, participants were likely to choose an expensive but beautiful product; on the contrary a less expensive and less usable product were likely to be chosen as for usability (Study 1). Moreover, usability was sacrificed for aesthetics in the trade-off condition (Study 2). The participants who chose the beautiful product reported higher social recognition desire whereas no difference was shown with respect to usability.
Similar to the other cultural contents, the character industry is based on the media which acts as the technological background. In fact, the character industry is the process of that a created character accesses to the consumers via media, builds its value and becomes licensed as a brand in the market. Therefore, it is crucial to select the most effective media for the consistence of a character in the market, as well as for construction of a higher brand quality of the character. Today, "Webtoon" might be considered as one of the marketing means which utilizes the Internet media for raising the character as a brand. Webtoon has apparent strength because it can be produced in shorter period and with less expense than through other media. Furthermore, Webtoon can be simply featured by the easiness of two-way communication and transference to another media through it. For these reasons, and according to the result of analyzing some Korean Webtoons, it seems obvious that the most effective media in character marketing is the Internet. In addition to the Internet, the strategic development in the media-mix is also important for establishing a brand of a character. However, the effective media-mix is available only when the character's external identity meets with the trait of its media. For the purpose of learning how the media-mix works when a character reaches for the consumers, a character "Hamataeng" was born and used in the experiment. This study will explain the marketing process through the use of own-created Webtoon and other contents, and suggest the ways to build a brand of a character. In addition, it is also indicated that a media-mixing strategy for transformation and expansion of the character to other media.
Kim, Yeon-Jeong;Jun, Bang-Gi;Kim, Yoo-Jung;Kang, So-Ra
Journal of Korea Technology Innovation Society
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v.10
no.3
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pp.486-508
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2007
This study identifies key determinants of participation in UCC services. Incorporating insights from the flow theory, we examine the effects of psychological factors of social presence, self expression, arousal, and challenge as well as web-site characteristics variables of media easiness, contents usability, and immediateness. We have done a sample survey of internet users and collected 260 responses. Using Windows SPSS/PC 12.0 Package, we have performed statistical analyses including a correlation analysis, a factor analysis, and a multiple regression analysis. The result of the study is as follows. Psychological variables of perceived social presence, self expression, arousal, and challenge all show positive significant effect on participation in UCC service. Among web site characteristics, media easiness, which consists of a web structure that is easy-to-use, user friendliness, and personalized service, demonstrates a positive significant effect on participation in UCC services. Immediateness also has a positive significant effect. Some of the practical implications of the result are follows. We should improve user access to platforms of UCC service by opening up platforms. This will heighten perceived challenge which has the strongest influence on participation in UCC services. We need to focus on multimedia services and adjust to the cultural code of netizen who crave for visual expressions and on the spot on-line activities. Also suggested is that contributions made by participants need to be acknowledged through such provisions as profit sharing. Needs for individualized service, which is an aspect of media easiness, should also be addressed. Participants tend to value individuality while at the same time accepting broader trends. Information services need to be customized for individuals. In UCC centered internet businesses, netizen consumers are presumer. They are consumers and producers at the same time, and consumer needs should also be explored for the success of internet businesses.
Journal of the Korean association of regional geographers
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v.2
no.2
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pp.113-131
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1996
The purpose of this study is to identify the existence, personal characteristics and behavior of market-participants, and function of urban weekly markets in Taegu City through observation, interview and questionnaire survey. There are four weekly periodic markets such as Seongso(Monday), Chilgok(Wednesday), Siji(Thursday), and Chilgok(Friday) which have recently developed near the new apartment areas on the outskirts of Taegu. The major findings of this study can be summarized as follows: These markets originated from the agricultural cooperative's Friday markets, but were substantially established by mobile traders or merchants for the sake of their livelihood. Therefore, the existence of these markets is not explained by Stine's central place perspective but partially explained by Hay's economic locational and Bromley's socio-cultural perspective. Most traders are male, aged 30 to 40 years and have an educational level higher than high school. Most of them are living in Taegu and itinerantly visit more than two markets among the four markets by small truck. And most of them sell agricultural products and other food materials, except some who sell manufactured goods. Most consumers are housewives, aged 20 to 30 years and have an educational level higher than high school. Most of them are living within 1,000m and go there on foot. Most of them visit the markets around 3 to 5 p.m. on every market day. And they mostly buy vegetables, fruits, and fishes. Weekly markets provide employment opportunities for those who want to be merchants, and also contribute to the increase of farmers' income, because some traders(18.8%) are farmers who periodically visit markets to sell agricultural products. On the other hand, they function as a general food materials markets to neighboring residents. From these facts, both traders and consumers want weekly markets sustained. Therefore, these markets need to be protected by institutional assistance in spite of being informal markets.
Journal of the Korea Academia-Industrial cooperation Society
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v.17
no.9
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pp.543-551
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2016
Recently, the cultural industry has become an attractive industry which is having a dramatic effect with the rise of Hallyu offering many possibilities for development. Specially, the marketing techniques employed by the performing arts industry started to change to respond to consumer tastes and demands like other commodity markets, as the popular performing arts industry began to receive attention as a promising industry. It is important to identify the behavior of consumers in order to actively deal with the demands and tastes of consumers that are becoming increasingly diverse and individualized. The performing arts market needs to recognize the importance of its audience and to apply appropriate marketing techniques. This study attempted to empirically identify the value of performing arts perceived by the audience and to investigate the influence of the relationship between the perceived value, attitude formation and satisfaction with performing arts. In order to examine the influence of the value of performing arts on attitude and customer satisfaction, a reliability analysis and factor analysis were conducted to investigate the dependability and validity of the measured variables. In order to achieve the study's intended purpose, the structural equation model (SEM) was utilized as the core analysis method. As a result, it was found that the perceived value and attitude towards performing arts have a positive effect on customer satisfaction. The results of this study are expected to be used as the basic data for organizations that plan performances to improve their marketing and promotion around the audience and for more specific and detailed research in the future.
For a long time, dramas that everyone has enjoyed at home have become the most popular cultural contents due to the development of digital technology and the influence of Hallyu.(Korean Wave) This study was conducted in-depth interviews and participatory observations on the background, role, identity, and labor experience of TV planning producers who appeared in the drama production process with the implementation of outsourcing production policy in 1991. The number of dramas produced increased sharply in the mid-2000s due to the Korean Wave. Against this backdrop, the planning producer has expanded their scope in the drama production process and emerged as a new drama producer. The planning producer plays a role in creating an environment in which writers and directors can be selected with the identity of "not a creator but a producer of dramas" and lead drama planning. OTT and watching TV on the Internet have made it possible to watch dramas without TV. As this phenomenon accelerates and becomes commonplace, fewer consumers adhere to the traditional way of watching dramas using TV, and consumers' emotional tastes become more demanding. In this environment, TV planning producers are leading the production of dramas, exerting as much influence as writers and directors. They are also building new power relationships among drama producers by securing planning and financial power.
With the broader range of information and communications technology, of which fashion is a foundational medium, to analyze fashion as an information technology in order to better understand the industry's desire for intellectual property protection, popular resistance to such protection, and the most efficacious balance between them in terms of creative expression. It is, therefore to be focused on cultural and historical reasons for the limited degree of intellectual property protection extended in the past to certain categories of human creativity, including fashion design. So, the question of why some tension still exists between creators and consumers of fashion, how information theory can contribute to an explanation for that tension, and what role law can play in its resolution with Louboutin case and Levi case. Consumers and designers alike are better served by promotion of fair competition, lower litigation costs, and the inventive synergy of the fashion industry. Louboutin shows the comfortable, respectful limits of trademark law, while Levi illustrates the dangerous, overreaching deference that a few circuits have granted to famous marks. The Supreme Court could clarify the standard for dilution claims, requiring that a junior mark be "identical or nearly identical" or even "significantly similar" to a senior mark. Courts should need a deference in making dilution determinations and can choose to make this factor quite subjective with the highest degree of similarity.
Many Korean traditional music such as Jongmyo Jeryeak and Pansori are listed as UNESCO World Intangible Cultural Heritage and are recognized for their value. However, compared to other genres, Korean traditional music shows various problems such as low proportion of paying audiences and bias of audience age. Previous studies in the performing arts point out that in order to solve these problems, it is necessary to analyze consumers. Existing previous studies on the Korean traditional music performance remained mainly to grasp the influence of performance quality of service on viewing satisfaction at the one-dimensional level. However, in order to meet consumer expectations, not only the satisfaction factor but also the reasons why performing art consumers do not consume performances. In addition, it is important to identify the factors that can cause service failure before the performance, to prepare countermeasures and to manage them continuously. In this study, the Kano-Timko model was used to classify the quality factors of Korean traditional music performances, and to identify the priority points of service failures of Korean traditional music performances through the potential customer satisfaction index. Through the results of this study, Korean traditional performing organizations and organizations will be able to prepare proactive countermeasures for service failures occurring in Korean traditional music performances and establish effective operational strategies to derive customer satisfaction. In addition, it is important to apply the concept of service failure in order to classify the performance quality of service that was identified only in a one-dimensional manner based on Kano model.
Journal of the Korean Society of Floral Art and Design
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no.41
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pp.45-59
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2019
The characters that could be connected to diverse cultural contents have formed diverse platforms with the development of digital technology, and the size of the relevant industry and market is rapidly growing. Recently, the utilization of character emoticons for smartphone messenger has been rapidly increased, so that the characters are settled down as a tool for non-verbal communication, on top of drawing attention as an independent area. With the expansion of character market, the importance of design that could give interest and familiarity to consumers is more emphasized. The body proportion of characters includes the implicative and symbolic meanings that could express diverse personalities. Thus, this study examined the body proportion of the characters with the high consumers' preference, and then analyzed the characteristics of formative elements of character design in accordance with the body proportion. In the results of the analysis, the exaggerated form of SD characters in two or three-head figure, and the realistic Real characters in seven or eight-head figure were preferred. For the SD characters, the colors with a high chroma showing the cute and cheerful image were used. For the Real characters, the cubic effect was expressed through the colors with active images and the light and shade of color. Even though the SD characters have limited motions due to the omitted body parts, the facial movements of animation characters are exaggerated while the Real characters describe the realistic and dynamic motions.
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