An enterprise is a basic unit to constitute national economy and a unit of independent production economy to pursue profit based on separation between ownership of production means and labor. Even though price and quantity of production are decided by planned economy in order to survive in the mechanism of market economy, quantity of production and of demands can't be same at all because of consumers' different preferences. An enterprise uses audio-visual media like letters, pictures, and voice in order to grasp consumers' taste, to develop products and to advertise them. Advertising is communication that a company, a non-profit organization or an individual, that is shown in the message of an ad, makes through several media. It is time that a company should appeal its image, not only its products, to consumers as a salesman. Marketing strategy of company identity is to visualize a company's intentions, to formalize its motto, slogan or culture, to build up trust of products and the company in consumers, and then, to have the consumers forever. By the virtue of development of www in 1990s, the media has been expanded to online. Development of www has united the world into a network and the market has been changed to unlimited competition. This paper intends to define the concept and characteristics of web identity and investigates and analyzes how web sites of sports shoes express their identities. In addition, it analyzes influences of multinational companies' web identifies (in Korean version) and of local companies' web identities on local consumers. Through survey, it will analyze the effects of web identity and review its operation.
Journal of the Korean Institute of Landscape Architecture
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v.34
no.6
s.119
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pp.87-100
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2007
This study analyzed the key words in Korea's leading apartment brands and newspaper advertisements to examine especially their view-oriented advertising characteristics and green marketing properties. Four study topics were established and examined for this purpose. The following are the results; 1. The key words on apartment brands and catch phrases are $\ulcorner$emotion-oriented$\lrcorner$ words, such as taste, pride, and happiness, and $\ulcorner$environment-oriented$\lrcorner$ to appeal to customers with beautiful views of the nature. Also key words on newspaper advertisement headlines stress views for $\ulcorner$environment-oriented$\lrcorner$ characteristics as well as $\ulcorner$emotion-oriented$\lrcorner$ characteristics for elegance and luxury, and $\ulcorner$function-oriented$\lrcorner$ characteristics for the future. Views, nature and park are key words and everything about illustration that are especially emphasized even on the headlines of newspaper advertisements. 2. Unlike brands or headlines, sub-headlines and body copies stress $\ulcorner$modern-oriented$\lrcorner$ characteristics for life, culture, and accessibility, followed by $\ulcorner$emotion-oriented$\lrcorner$ characteristics. Key words on caption were also highly $\ulcorner$modern-oriented$\lrcorner$, followed by $\ulcorner$environment-oriented$\lrcorner$ and $\ulcorner$function-oriented$\lrcorner$ characteristics for practical aspects. 3. In result of $X^2-test$, $\ulcorner$environment-oriented$\lrcorner$ key words that convey good views, naturalism, parks, and nature are the major representation of green marketing strategies of apartment brands and newspaper advertisements. However, brands were strongly $\ulcorner$emotion-oriented$\lrcorner$, whereas captions were $\ulcorner$modern-oriented$\lrcorner$ and body copies were $\ulcorner$investment-oriented$\lrcorner$. Both apartment brands and advertisements were consistently $\ulcorner$environment-oriented$\lrcorner$, but were not consistent in other factors. 4. Different parts of newspaper advertisements are focusing on green marketing strategies in terms of environmental protection, but are actually leaning toward modern-oriented lifestyles and accessibility. Thus, it is more well-being marketing rather than green marketing. To pursue true green marketing despite the limits of newspaper advertisements, it is necessary to present products and pricing strategies that represent sustainable.
During the boom of museum building in the 1970s-80s two museum wee erected in Germany. They are James Stirling's Neue Stattsgalerie Stuttgart and hans Hollein's Stadtisches Museum Abteiberg Monchengladbach, These two museums share the folowing point of similarity : Stirling's Neue Stattsgalerie Stuttgart and Hollein's Staditisches Museum Abetiberg Monchenbladbach both manifest the conditions of the times in light of their respective cities' local characters and historical contexts without being bound to traditional formality. Stirling and Hollein attempted to grasp the meaning of the 기nuseum as a city in miniature." Taking into account the t two museums’s territorial characteristics of being situated on a slope, both Stirling and Hollein made the walker to pass t through their building complex and introduced the concept of a public square within them. As a result, the museums are not j just two large buildings but are architecture composed of a collage of various structures. S Stirling’s architecture employs the method of attaching additional elements on top of basic constituents, which is suggestive '||'&'||'#61551; of the historical fragment from Shinkel's Altes Museum. On the other hand, Hollein applies a collage-style method as if he w were doing urban planning, maintaining the distinctiveness of each of the various forms and materials of buildings. T The object style buildings of the two museums actively demonstrate the contrast of double meaning to represent the a ambiguous and multifarious characteristics of the modern times. Stirling explores the theme of opposition and coexistence in h his Neue Stattsgalerie Stuttgart by placing a series of opposing concepts, such as the past and present and histor${\gamma}$ and t technology, in one space. Thereby, the contradiction and its appeal are manifested. Hollein made use of the visual illusion and c contradiction in alluding to the irony of the modern reality induced by nature and culture and history and technology. F For the above reasons and methods, James Stirling ’ s Neue Stattsgalerie Stuttgart allowed the penetration of art into daily l life and became the general public’s favored museum for its free and unrestrained environment. Likewise, Hans Hollein’s S Stadtisches Museum Abteiberg Moncbengladbach contribute to the development of museum function as it an expression of art i in the form of a complex piece of scupture on its own.ts own.
Journal of the Korean Society of Clothing and Textiles
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v.33
no.12
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pp.1924-1934
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2009
Mixture phenomena are present in the overall culture due to internationalization in a modern society. A unique feel is required in materials due to the increasing demand for knit wear and there is a need for a strategic plan to achieve this. This study analyzed the appearance frequency and expressive characteristics of mixture phenomena based on selected data from collections related to the mixture phenomena trends in modern women's fashion from 2000 to 2008. Among the mixture phenomena, the mixture of the high and low class cultures had the highest frequency of occurrence and was expressed most often since the expansion of design areas was due to vague high and low concepts. The mixture of sexes showed the sharing of knit wear trends between the sexes with the pursuit of functionality. The mixture of styles showed a tendency to increase since the traditional form was transformed into a mixture of typical styles. The mixture of spaces showed a mixture of old and traditional knit wear patterns from Northern Europe and modern elements. The mixture of other materials showed the partial preceding mixture and the decorative materials that existed beyond it. The mixture of functions refers to the used characteristics of the two items. Imagination will grow and increase the possibility of expressions with the mixture of the other areas.
The purpose of this study is to find the unique image characteristics of Korea and identify the Korea culture by comparing the image characteristics of traditional palaces of Korea, China and Japan. This study identifies the unique image characteristics of Korea through a comparative analysis the image of three nations. Literature research, free association measurement, survey were conducted to select study objects and descriptive words. 5 outside-pictures and 2 inside-pictures of the Changduckung, the Forbidden City, the Nijo castle representing each country's traditional palaces were chosen as study objects. A questionnaire was made with 47 descriptive words and 5-scale measurement. The results of analysis are as follows. The representative words to express the image characteristics of Korea, China and Japan traditional palaces are adornment, stability, openness, lines, unfamiliarity, feminine. This study researched the common and different factors between the image characteristics in traditional palaces of Korea, China and Japan. The common image is the image of lines. The distinctive characteristics of Korea are stability, curved lines and femininity. The characteristics of China are adornment and straight lines. And, the characteristics of Japan are simplicity, unfamiliarity, and openness. Based on the research, it was found out that stability and curved lines are the main characteristics of Korea. This study researches the characteristics of images of Korea, China and Japan. This study shows the common and different factors of image characteristics of in the neighboring three nations of East Asia. Due to the geographical and cultural effect over a long time, the Korea was evaluated as the middle cultural between China and Japan. However, this study found unique characteristics of Korea's image.
It is impossible that the corporation can make up good corporate images with sales promoting and pursuing profits only. To form impressive oorporate images, the corporation should acquire efficient marketing images and social oonfidences with the investment for the culture, the art, the preservation of public health, educations and social welfare programs. The oorporate image is indined to be formed by audiences subjectively even though the corporation makes great efforts to have its unique images. The audience has a tendency to have their subjective opinions about the corporate image based on several informations communicated by the corporation and various sources. The sensitive approach and emotional persuation can be efficient for making good corporate images because corporate images of audiences arise from emotional and sensitive factors rather than rational ones. There are many previous studies verifying that the humor effect should be one of powerful means for inducing concentrations, memorizations and persuations. The majority of popular advertisings are humor touched one and the questionaire proves that almost all university students participating sample test, prefer humorous advertisings to serious advertisings. The questionaire verifies that it is a most efficient method is using humor effects at product advertising to improve the corporate image indirectly. And there are very possitive reactions about applying humor effects for the corporate image advertising and the other advertisement types such as pamphlets and catalogues. The humor effect motivates the persuation with spiritual pleasures and intimacy, and it minimize the negative aspects of advertising for the formation of the corporate image. The humor effect is valuable not only for the formation of the corporate image reflecting the entity of the oorporation itself but also for the ideation of advertising communications. The study on the humor effect related with the corporate image is significant because the humor is a different version of the humanism based on deep oontemplation and oomprehension of human life rather than simple means to motivate laughers.
On-line game gradually grew into a significant part in Korean culture due to rapid development of internet. As icons are utilized as interface, the concept of UI(User Interface) receives spotlight in playing games, and the play bug appears most frequently in MMORPG genre. The introduction of icons brought partial inefficiency in dividing screen sectors while playing games, which means play sector is reduced. On the meantime, components of UI possess different places so that cause considerable confusion to heavy users. This study attempts to analyze the top 5 commonly-played games and to understand the necessity and status of UI components by surveying heavy users. The result of this study shows that there is notable difference between UI of games on-service and preference of heavy users. This study could suggest UI of a better quality by restructuring and rearranging the UI components based on the heavy users' preference as shown in the survey. It is expected that this study can contribute to creating a more effective game play by eliminating possible changes of UI upon different games and realizing broader play sector.
Busan Citizen Park has been taken as the research object in this paper to learn about the categories and types of resting facilities such as seats and Pergolas in the park and analyze the visitors' use patterns of bench and Pergolas. In addition, the analysis of the cultural features and preferences of bench and Pergolas will provide the basic data for the future design of resting facilities. After the research on the categories and types of bench and Pergolas and the evaluation factors through literature surveys, the type, location, and number of resting facilities including bench, Pergolas, sheds, etc. in the entire park have been investigated through field surveys. In addition, the behavioral map analysis has been created through the observation of the use patterns of bench and Pergolas in the morning and afternoon of each month, and the degree of preference and satisfaction of park bench and Pergolas has been grasped through questionnaires. The research results are as follows. Among the ten types of bench and Pergolas, the citizens like the mats and awnings + mats best. The environment is the most important factor for the mats with highest score, followed by the functional and regional factors. In addition, various activities such as eating in mats and sheds that block sunlight are Korean use patterns, which is very common in Korean daily life. These results show that bench and Pergolas in urban parks are not placed arbitrarily and the layout and design of bench and Pergolas should be completed based on behavior and preferences, which are influenced by cultural characteristics.
Embedded System includes touch, GPS, motion, and acceleration sensor, and can communicate with neighbor devices using wireless communication. Because Arduino with embedded system provides good environment for development and application, developers, engineers, designers, as well as artists, students have a great interest. They utilize Arduino in the robot, home appliances, fashion, culture and so on. In this paper, we design and implement a game using Arduino with embedded system which recognizes the human movement by moving away from one-dimensional game of the existing touch method. Implemented embedded system game measures gyro-sensor to recognize human movement and detects the attack success of the opponent by using touch sensor. Moreover, health of the game player is updated in the real time through the android phone-based database. In this paper, implemented embedded system-based game provides GUI screen of android phone. It is possible to select watching mode and competition mode. Also, it has low energy consumption and easy to expand because it send and receive data packet through recent Bluetooth communication.
Journal of the Korea Fashion and Costume Design Association
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v.22
no.1
/
pp.73-84
/
2020
Recently, there has been a change in consumer culture. The paradigm is changing from a consumption model that used to emphasize rationality to an ethical consumption model that focuses on sustainability. Such a change in consumption patterns has also been seen in the cosmetics industry, but studies to empirically assess this trend are incomplete. Therefore, the purpose of this study is to empirically identify the impact of ethical consumption proprieties on attitudes and purchasing intentions for ethical cosmetics. To achieve the aim of this study, 506 adult women residing in Korea were selected as subjects and surveyed. To identify the demographic characteristics of the study participants, a technical statistical analysis and frequency analysis were conducted. To check the validity and reliability of the measuring tools, an exploratory factor analysis was performed, and the Cronbach's α factor was calculated. The analysis method was analyzed using the SPSS 25.0 and the Amos 25.0 statistical analysis programs. The results of this study are as follows. First, ethical spending tendencies had a positive impact on attitudes toward ethical cosmetics. Specifically, interest in ethical issues, altruism, and business ethics perception have had a positive impact on attitudes toward ethical cosmetics. However, consumer effectiveness had no significant impact on attitudes toward ethical cosmetics. Second, attitudes toward ethical cosmetics had a positive effect on purchasing intentions. This study found that for the spread of ethical cosmetics and ethical consumption trends varied according to the age and that attitudes toward ethical cosmetics and differences in purchasing intentions should be kept in mind. It also showed that attitudes toward ethical cosmetics affect purchasing intentions. The results of this study suggested that the analysis of adult women, the main consumers of cosmetics, by age was meaningful for finding the factors for growth in the macroscopic ethical cosmetics industry and that the industry could raise its ethical awareness. If such tasks are systematically established, ethical cosmetics are thought to be able to actively solve social problems and lead a mature cosmetics industry.
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