• 제목/요약/키워드: Customer Policy

검색결과 868건 처리시간 0.022초

Development of the 3D Hair Style Simulator using Augmented Reality (증강현실을 이용한 3D 헤어스타일 시뮬레이터의 개발)

  • Kim, Sung-Ho
    • Journal of Digital Convergence
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    • 제13권1호
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    • pp.249-255
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    • 2015
  • Recent, there is increasing interest in AR(Augmented Reality). And various AR application programs using the latest Augmented Reality technology have been developed. In particular, researches about hair style simulator have been conducted for a long time. It can experience real-time a variety of hair styles to fit the taste of the customer. And some company has conducted the hair style simulator services. However, the most service products are the 2D hair style simulator did not apply the AR technology. Even though 3D hair style simulator has applied AR technology, a function of the NUI was lack. Therefore, in this paper have developed the 3D hair style simulator based on the core technology of AR like NUI as well as EHCI. 10 people was experienced the 3D hair style simulator. Finally, in this paper verifies the effectiveness of the 3D hair style simulator.

The Design of Conceptual Framework and Platform for Collaborative Innovation and Convergence (공동혁신과 융합을 위한 개념적 프레임워크 및 플랫폼 설계)

  • Park, Young-Jae
    • Journal of Digital Convergence
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    • 제13권5호
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    • pp.101-109
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    • 2015
  • Traditionally, the value of a product or service was provided to customers by the manufacturer. However, in modern society, participation of consumers in the production of goods and services is widely integrated into the general activities of corporations. Collaborative innovation refers to the company and customer working together in creating value with the customers participating in the designing, production, marketing, and sales of products. Accordingly, it would be ill-fitted to conduct collaborative innovation using previous business methods. Though collaborative innovation in the business sector is expected to increase, there are limits to its implementation at present. This study proposes framework in developing collaborative innovation-purpose business models and a conceptual platform for its execution.

A Study of History of Korean Wedding Styling (한국 웨딩스타일링의 변천사 연구)

  • Ro, Hyo-Kyung
    • Journal of Digital Convergence
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    • 제13권1호
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    • pp.515-523
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    • 2015
  • This study investigated the history of Korean wedding styling, which has been the basis for today's wedding styling and analyzed wedding styling trends and characteristics. This study sought to explain how Korean wedding styling has evolved under the circumstances that wedding styling, which contains personal propensity, personality and identity, draws great attention from the world as well as from single women and is perceived as a fashion item The study results found the following: For nearly four decades since the 1960s, there have been specific changes in Korean wedding styles such as silhouette and color. Depending on customer personality, preferred styles clearly varied. In addition, favorite makeup, hairstyle and accessories have also changed over time. This study has verified changes in different wedding styling trends over time. Wedding styling has created a particular mood suitable to a bride's appearance or offered significant characteristics over time.

Mobile Shopping Motives and Fashion Application Acceptance (모바일 쇼핑동기와 패션애플리케이션 수용)

  • Lee, Mi-Jin;Lee, Kyu-Hye
    • Journal of Digital Convergence
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    • 제11권1호
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    • pp.153-163
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    • 2013
  • The application demand has been rapidly increasing along the growth of smart devices. Companies actively use the application as marketing tools. In particular, fashion businesses expect the improvement of customer loyalty and brand image by using the applications as the communication channel with consumers. This paper investigated the relationship between mobile shopping motives and mobile shopping acceptance. Influence of such variables on perceived importance of various fashion application attributes was also accessed. Data from male and female respondents were analyzed for the empirical study. Results indicated that mobile shopping motives were classified into convenience, ubiquity, impulsiveness and economic motives. Fashion application attribute was classified into contents, continuous management, design/visibility, downloading and community. Mobile shopping motives had significant correlation with fashion application acceptance. Shopping motives and fashion application acceptance had significant impacts on perceived importance of various fashion application attributes.

A Design of N-Tiers Platform for Building Enterprise Framework with Development Productivity (개발 생산성 있는 엔터프라이즈 프레임워크 구축을 위한 N-Tiers 플랫폼의 설계)

  • Lee, Myeong-Ho
    • Journal of Digital Convergence
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    • 제11권10호
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    • pp.411-417
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    • 2013
  • Enterprises utilize software development strategically within digital convergence of information technology. Software development direction of IT takes advantage of new technology through integration of across-the-board data and business process standardization and integration. But, software development environment of enterprises which globalization is accelerated gradually is doing cost-cutting effort with controls and administration about various reform activity. Nevertheless, have not normalized in customer's requirement according to project, there is visual point that excessive software development integration work and administration are necessary according as connection is not harmonious with new system. Therefore, in this study, to construct these real-time integration environment, do to propose database implementation that have productivity by deent,ing N-Tiers platform for building enterprise framework with development productivity presentation, middle(business) and data(EIS) tier that take advantage of MVC design pattern.

A Comparative Study on Hospital Choice Factors between First-visit and Revisit patients in General Hospitals (초진과 재진환자의 종합병원 선택요인 비교분석)

  • Yang, Jong-Hyun
    • Journal of Digital Convergence
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    • 제15권7호
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    • pp.231-238
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    • 2017
  • The purposes of this study is to analysis the differences of the hospital choice factors between first-visit and revisit patients in general hospitals. The samples used for data analysis are 499 outpatients of G, H, S, U hospitals using a standardized questionnaires in 4 provinces. In case of first-visit patients, human, effectiveness and accessibility factors were found to have a significant positive(+) effect on hospital choice factors. In case of revisit patients, human, physical, accessibility, image of hospital and salary factors were found to have a significant positive(+) effect on hospital choice factors. Based on these results, this study suggests implications to improve customer satisfaction, profitability and provide a high-quality medical service by making effectively use of planning strategies of hospital management with a variety of factors.

A Study on University Students' Use and Assesment with Digital Devices and Services for Realizing Smart Campus (스마트 캠퍼스 실현을 위한 대학생의 디지털 기기/서비스 활용성 및 유용성 조사)

  • Lee, Jin-Myong;Jo, Eun-Bit;Li, Hua-Yu;Rha, Jong-Youn
    • Journal of Digital Convergence
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    • 제15권7호
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    • pp.27-39
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    • 2017
  • To grasp the current status of smart campus and look for future directions, this study investigated the usage rate and perceived usefulness of digital devices and services by conducting online survey of 580 university students. The main results are as follows. First, smartphones have the highest ownership rate, followed by laptops, desktops, and digital cameras. Purchase intention of virtual reality devices is highest followed by smart watches/bands, and tablets. Second, mobilization in campus life is almost realized, however the usage of desktops is still high in education and administration context. Digital devices have been perceived particularly useful when searching and sharing information. Third, students use digital services such as search engines, messengers, and online libraries in their learning, and they use messengers, music and video services in their lives. Service usage rate and perceived usefulness are not proportional.

A Study of One-to-One Custom Application for Breast Cancer Patient -Focusing on Service Design Methods- (유방암 환자를 위한 1:1 맞춤형 애플리케이션 연구 -서비스 디자인 방법을 중심으로-)

  • Chae, Min-Young;Kim, Seung-In
    • Journal of Digital Convergence
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    • 제15권7호
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    • pp.367-373
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    • 2017
  • The study aims to suggests mobile application service that helps to reduce physical and mental suffering after surgery for breast cancer patients constantly increasing. At first, I analyze literature research to understand the breast cancer and similar services for achieving study purposes. After I finally design a mobile application that offers to customed one-to-one specialist coaching service focused on post-treatment management by using a double diamond design process model. In detail, first, I analyze the current program and comprehend user needs through interviews with the person such as breast patient, protector, nurse, salesperson in cancer center. Second, I specify the entire scenario, concept and keyword based on the persona and the customer journey map representing user. Third, I propose the mobile application for the ultimate goal by producing prototype to effectively communicate with specific functional descriptions. I hope this service will improve the quality of their lives.

A Study on the Effect of Type and Personal Characteristics of Digital Signage (디지털 사이니지의 유형별 효과에 개인특성 변수가 미치는 영향)

  • Ju, Tae-Wook;Kim, Hyun-Seok
    • Journal of Digital Convergence
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    • 제18권4호
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    • pp.193-200
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    • 2020
  • In this study, we investigated the effect on digital signage, a new outdoor advertising medium. Specifically, this research examined the differential effects of interactive digital signage and simple touch digital signage through control variables such as involvement and self-efficacy. As a result, interactive digital signage showed positive advertising effect compared to simple touch digital signage. In addition, interactive digital signage has a more positive effect than simple touch digital signage when involvement is self-efficacy is high. However, the effect of the digital signage types was not significant when the self-efficacy was low. Lastly, involvement did not affect the effects of digital signage types. In this study, we can help to establish a customized customer strategy that can maximize digital signage effect.

Research on the Impact of interactive Digital Signage Advertising on Consumption Tendency (Interactive Digital Signage에 광고의 마케팅이 소비 경향에 대한 연구)

  • Yang, Bo
    • Journal of Digital Convergence
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    • 제18권4호
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    • pp.411-417
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    • 2020
  • In this study, the Interactive advertising in the Outdoor Interactive Digital Signage is taken as the research object, and the effect of the advertising in the Outdoor Interactive Digital Signage compared to the traditional advertising on consumer propensity is studied. Based on the research methods of literature data and case analysis, we first researched and analyzed the impact of the development of the Internet and artificial intelligence on Interactive Digital Signage advertising, combined with consumer trends and habits, according to the characteristics of Interactive Digital Signage advertising, and '199IT-Internet data Based on the data in the Resource Library, and using an example analysis method, three reasons for the impact of Interactive digital signage advertisements on consumer spending tendencies are proposed. The purpose is to provide reference for future companies to use Interactive digital signage for ad placement and help companies. Increase product sales to increase product value and customer trust in the brand.