• Title/Summary/Keyword: Design Studies

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The Effect of Value-added Promotion and Retailer Uncertainty on Customers' Perceived Value of the Product (부가가치 제공 유형별 판매촉진과 유통업체 불확실성이 제품 가치 평가에 미치는 영향 - 사은품(Freebie) 제공 판매촉진을 중심으로 -)

  • Kim, Hyang-Mi;Lee, So-Young;Kim, Jae-Wook
    • Journal of Distribution Research
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    • v.16 no.1
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    • pp.117-140
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    • 2011
  • The sales promotion strategy can be classified into two categories: cost-down and value-added promotions. Although many studies have been performed on sales promotion in the past, little attention has been given on cost-down promotion, and in particular on its strategy. Also there has been a renewed interest on value-added promotion strategy as means of attracting more customers and delivering value by providing a greater benefit. This study examines the effect of value-added promotion on the evaluation of promotional products. The topic is important because the value-added promotions are not always perceived as a benefit by consumers and they depend on the situational factors. We postulate three hypotheses on the basis of related literature. We conduct two studies: one employing experiment (study 1) and the other, quasi-experiment (study 2) to investigate the effect of two situational factors, namely the promotional package type and retailer uncertainty on the valuation of promotional products. Study 1 employs 2 promotional package types (bundled with freebie type vs. one-plus-one type) by 3 evaluation targets (overall package, a focal product and freebie) in experimental design. Also it is found that consumers devaluate the promotional product when the level of retailer uncertainty is high (t=-4.70, p=.000) as shown in Table 2. As depicted in Figure 2, the interaction effect of retailer uncertainty and package types on the evaluation of promotional product as a whole does not appear to be significant. However, when the level of retailer uncertainty is high, the focal product suffers from lower valuation if it is included in a bundle with freebie type package. The purpose of Study 2 is to cross-check the results of Study 1. The results of Study 2 also show that the consumers devaluate the promotional products as a whole when the level of retailer uncertainty is high. Furthermore, Study2 examines the consumers' willingness to purchase. The willingness to purchase of 2 different consumer groups divided by their reservation prices before and after exposure to a promotional stimuli shows no significant differences(t=1.911, p=.057). The results suggest that the consumers' reservation prices before the exposure to the promotion can be a reference prices of their's. But after the promotional events, the promotional price would become their reference prices. Furthermore, when the level of retailer uncertainty is high, consumers devaluate the promotional product as a whole. Because the promotional offerings activate the persuasion knowledge of consumers and make them incorporate negative inference about the firm's motives into their valuation and consequently, consumers tend to hesitate to purchase.

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A Study on the Analysis of Officials' Cognition on the Management of Green Belt - With Special Reference to Seoul Metropolitan City - (개발제한구역 관리에 대한 공무원 인식 분석 - 서울특별시를 대상으로 -)

  • Maeng, Chi-Young;Cho, Se-Hwan
    • Journal of the Korean Institute of Landscape Architecture
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    • v.36 no.6
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    • pp.126-133
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    • 2009
  • This study aimed to propose the base data to promote the green belt(thereafter GB) regulations and management in Korea. The research took the methods of analysis of citizen's official petitions to the once, of interviews and questionnaire to the of officials of Seoul Metropolitan City who is under the job of managing the GB. The conclusions were as follows. The officials did understand function and necessity of GB well. They especially, put the importance of the purpose of GB on the prevention of the environment of the city and prevention of concentration of population, They recognized that they suffered from the overloaded job on the management of GB in quantity and quality. The seriousness of illegal action of the change of land use, piling-up of materials and productions on the forbidden land, using exclusively of warehouses for agriculture as for commerce and enlarging the area of warehouse with application of leased land for agriculture instead of the agricultural land in law were detected in the officials' cognition. The officials proposed some ideas to prevent above mentioned illegal actions including forcing a person who did illegal actions to punish money to restore environment etc..

Designing female-oriented computer games: Emotional expression

  • Shui, Lin-Lin;Lee, Won-Jung
    • Cartoon and Animation Studies
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    • s.20
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    • pp.75-86
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    • 2010
  • Recently, as the number of female players has increased rapidly, the electronic gaming industry has begun to look at ways to appeal to the largely untapped female market. According to the latest game market investigative report by China Internet Network Information Center (CNNIC), the total number of game players in China increased by 24.8% in 2009, reached 69,130,000 people, and 38.9% of them are female players. This growth in the number of female player is corroborated by a series of investigative reports from IResearch Company in Shanghai, China: from 2003 to 2009, the number of female players grew from 8% to more than 49%. Therefore, no matter how much attention the game production companies have given to male players or how they have ignored the female players before, the companies would be sensible to face up this reality and adjust their marketing policy a bit more. This article analyzes gender preferences in video games which shows that male players are more likely to be attracted to elements of aggression, violence, competition and fast action in electronic game-playing, while female players are drawn to emotional and social aspects of the games such as an understanding of character relationships. The literatures cited indicates that female players also show apparent preference for games with familiar environments, games that allow players to work together, games that have more than one way to win, and games in which characters do not die. It also discusses the characteristics of female-friendly games from the aspect of emotion, pointing out that the simulation games involving pet, dressing-up, and social simulation games are very popular with female players. Because these are the most suitable game types to fill with emotions of love, share, jealousy, superiority, mystery, these are absolutely attractive to female players. Finally, in accord with the above, I propose some principles of designing female-oriented games, including presenting a good-looking leading character, making the story interesting with "live" NPCs(Non-Playing Characters), and finding ways to satisfy female nature instincts such as taking care of others and the inborn interest of classifying and selecting.

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Characterizing Strategy of Emotional sympathetic Robots in Animation and Movie - Focused on Appearance and Behavior tendency Analysis - (애니메이션 및 영화에 등장하는 정서교감형 로봇의 캐릭터라이징 전략 - 외형과 행동 경향성 분석을 중심으로 -)

  • Ryu, Beom-Yeol;Yang, Se-Hyeok
    • Cartoon and Animation Studies
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    • s.48
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    • pp.85-116
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    • 2017
  • The purpose of this study is to analyze conditions that robots depicted in cinematographic works like animations or movies sympathize with and form an attachment with the nuclear person and organize characterizing strategies for emotional sympathetic robots. Along with the development of technology, the areas of artificial intelligence and robots are no longer considered to belong to science fiction but as realistic issues. Therefore, this author assumes that the expressive characteristics of emotional sympathetic robots created by cinematographic works should be used as meaningful factors in expressively embodying human-friendly service robots to be distributed widely afterwards, that is, in establishing the features of characters. To lay the grounds for it, this research has begun. As the subjects of analysis, this researcher has chosen robot characters whose emotional intimacy with the main person is clearly observed among those found in movies and animations produced after the 1920 when robot's contemporary concept was declared. Also, to understand robots' appearance and behavioral tendency, this study (1) has classified robots' external impressions into five types (human-like, cartoon, tool-like, artificial bring, pet or creature) and (2) has classified behavioral tendencies considered to be the outer embodiment of personality by using DiSC, the tool to diagnose behavioral patterns. Meanwhile, it has been observed that robots equipped with high emotional intimacy are all strongly independent about their duties and indicate great emotional acceptance. Therefore, 'influence' and 'Steadiness' types show great emotional acceptance, the influencing type tends to be highly independent, and the 'Conscientiousness' type tends to indicate less emotional acceptance and independency in general. Yet, according to the analysis on external impressions, appearance factors hardly have any significant relationship with emotional sympathy. It implies that regarding the conditions of robots equipped with great emotional sympathy, emotional sympathy grounded on communication exerts more crucial effects than first impression similarly to the process of forming interpersonal relationship in reality. Lastly, to study the characters of robots, it is absolutely needed to have consilient competence embracing different areas widely. This author also has felt that only with design factors or personality factors, it is hard to estimate robot characters and also analyze a vast amount of information demanded in sympathy with humans entirely. However, this researcher will end this thesis as the foundation for it expecting that the general artistic value of animations can be used preciously afterwards in developing robots that have to be studied interdisciplinarily.

Factors which Influence Customers' Intention to Switch from Call-Based Driver-for-hire Services to App-Based Driver-for-hire Services Based on Online to Offline (O2O) Business Model: Focusing on Kakao Driver service (콜 대리업체 서비스에서 O2O 방식이 적용된 대리운전 사업 모델로의 소비자 전환 의도에 관한 연구: 카카오 드라이버를 중심으로)

  • Kim, Daewon;Jeong, Hye Seung
    • The Journal of Society for e-Business Studies
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    • v.21 no.3
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    • pp.51-78
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    • 2016
  • Online-to-offline (O2O) commerce is the new trend that merges online commerce with traditional industries in various fields. The primary purpose of this paper is to find out which factors influence customers' intention to switch from call-based driver-for-hire services to O2O app-based services. This study used variables and factors based on Theory of Switching Intention, and Extended Unified Theory of Acceptance and Use of Technology in order to design research questions. We surveyed 500 users of call-based driver-for-hire services. According to the result of this study, dissatisfaction with the current call-based driver-for-hire services is estimated to be a significant factor that strengthens customers' intention to switch from the call-based driver-for-hire services to the app-based services. Loyalty to the previous call-based driver-for-hire services was not seen as a crucial motivator that causes customers to switch to the new O2O driver service. Switching cost also did not play a key role in explaining the relationship between dissatisfaction with the current call-based service and the intention to use the new app-based service. Performance expectancy, easiness in use, the level of user's knowledge or available assistance in relation to the use of app-based services, and expectancy for reasonable price was found to have meaningful impacts on customers' intention to switch from the call-based driver-for-hire services to the app-based services. Age, gender and user experience on the new service were found incapable of moderating the relationship between aforementioned factors which influence customers' choice of the app-based driver-for-hire service, and customers' intent to switch to the app-based service.

Strategies of Large Park Development and Management through Governance - Case Studies of The Presidio and Sydney Harbour National Park - (거버넌스를 통한 대형 도시공원의 조성 및 운영관리 전략 - 프레시디오 공원과 시드니 하버 국립공원 사례를 중심으로 -)

  • Sim, Joo-Young;Zoh, Kyung-Jin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.44 no.6
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    • pp.60-72
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    • 2016
  • This study aims to suggest strategies of development and management for large parks by examining experimental cases of park governance models related to a shift away from public administration. The shifts towards governance as well as public-private partnership in city parks have involved the need for new public management. This study has analyzed two exemplary cases of Presidio Park and Sydney Harbour National Park in the aspects of planning process and management strategies, as the results derived the meaning and effect of park governance management and is also an essential prerequisite for the achievement of the model. There are six dimensions of research frames--namely policy, governance, partnership, finances and funds, design and maintenance-management, and evaluation-monitoring-taken as the basis for this study. Through the analysis, several key characteristics of these cases were elicited. First, the park planning process must be consistent in carrying a policy from planning to implementation, and furthermore, an independent operation body which can properly authorize an execution and uphold its responsibility from the public could serve in adaptable park services. Second, it has been suggested to build various partnerships with PAs and NGOs, private corporations, community groups, and academic institutes that allow it to expand the diversity of the park activities. Third, there has been experimental exploration to achieve a financially self-sufficient model by establishing internal revenue models and hence allow the reduction of reliance on public finances. The result of this type of park management would allow for improving park quality and make the park space a vital part of the local economy. Fourth, the strategies for a local community's participation are needed to allow the community to become a producer as well as a consumer. This study shows that the direction and significance of the park governance model regarding the fact that the plans sought by the two parks are extending the layout of public-centered discussion to the private sector and the third non-governmental sector including to the local community group. This shows both implications and limitations, such as the risk of privatization through non-governmental activities at the park or the violation of essential functions as a public good due to a profit-generating management policy for securing financial self-sufficiency. At the current point in which plans are under way for the development and management of large parks, a park governance model requires continuous study and expansion of discussion in the future.

Narrative Composition and Visual Representation of Alternative History in FPS Game Trailer -By focusing on (FPS 게임 트레일러 속 대체 역사적 서사구성과 시각적 재현 - <울펜슈타인: 더 뉴 오더>를 중심으로)

  • Choi, Do-Won;Lee, Hyun-Seok
    • Cartoon and Animation Studies
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    • s.41
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    • pp.253-277
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    • 2015
  • When was launched in 2014, it was immediately ranked 2nd in English gross sales record in the first half of 2014, attracting huge attention from avid game users. Colin Moriarty(2014) states that the worldwide popular game, , lies on the alternative history assumption, 'what if Nazi Germany won the second world war? In regard to this, this research addresses how the characteristics of alternative history was adopted and visually represented in FPS game trailer. In terms of research method, firstly, literatures will be reviewed about definition of alternative history and some of the previous examples where alternative history was applied in novels, films and games. Secondly, narrative composition of alternative history is categorized as three sequential phases, (1) borrowing real history material, (2) connection between real and fictional history and (3) reconstruction of history through reinterpretation. Thirdly, the live-action game trailer will be analysed by three sequential phases of narrative composition, and CG game character and background will be analysed by spatial background, characters and props. The phase of 'borrowing' has used the historic images related to the World War II, and the phase of "connection' has composited by "connection through circumstantial events". The phase of 'reconstruction' has unfolded its fictional narrative in the form of "limited fictional history" In addition to this, has constructed dystopia world through composing of historic images and CG characters by SF design. In the light of this, the narrative composition of alternative history successfully extends to game area.

Shadow of War Covering the Steam Punk Animations (스팀펑크 애니메이션에 드리운 전쟁의 그늘 -미야자키 하야오 감독의 작품을 중심으로-)

  • Oh, Jin-hee
    • Cartoon and Animation Studies
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    • s.46
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    • pp.63-84
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    • 2017
  • Overwhelming images of vividly colored aircraft flying across the blue sky and steam gushing from massive machines are reminiscent of Japanese animation films, especially of works by master director Hayao Miyazaki. By presenting together steam engines, which are mechanical devices of the Industrial Age in the past, and aircraft of the future age, the director constructs ambiguous space and time. These special time and space constitute nostalgia for past time, with devices called steam engines as a medium, and a longing for science and the future as represented by aircraft. In addition, the anticipation and disappointment, ideals and regrets of humans who see these two from the perspective of the present are projected on the works. This shares the characteristic of the steam punk genre, which seeks to return to the past rather than to face current problems. A subgenre of science fiction (henceforth "sci-fi"), steam punk reflects fundamental skepticism of science and technology and mechanized civilization, which have developed beyond human control. In addition, as works that clearly display such characteristics, director Miyazaki's and < $Nausica{\ddot{a}}$ of the Valley of Wind> can be examined. With spectacles of steam engines and aircraft, these two works enticingly visualize narratives about nature and humans and about the environment and destruction. Such attractiveness on the part of the master director's works has led to support from fans worldwide. However, often in the backgrounds of director Miyazaki's works, which have depicted ideal worlds of nature, environment, and community as highly concentrated fantasies, lie presuppositions of war and the end of the world. As works that are especially prominent in such characteristics, there are and . These two works betray the expectations of the audience by establishing the actual wartime as the temporal background and proceeding toward narratives of reality. Trapped in the ontological identity of the director himself, the war depicted by him projects a subjective and romantic attitude. Such a problem stems also from the ambiguity of the hybrid space and time, which is basic to the steam punk genre. This is because the basic characteristic of steam punk is to transplant past time, which humans were able to control, in the future from a perspective of optimism and longing via steam engines rather than to face current problems. In this respect, steam punk animation films in themselves can be seen as having significance and limitations at the same time.

Analysis on the Trends of Studies Related to the National Competency Standard in Korea throughout the Semantic Network Analysis (언어네트워크 분석을 적용한 국가직무능력표준(NCS) 연구 동향 분석)

  • Lim, Yun-Jin;Son, Da-Mi
    • 대한공업교육학회지
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    • v.41 no.2
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    • pp.48-68
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    • 2016
  • This study was conducted to identify the NCS-related research trends, Keywords, the Keywords Networks and the extension of the Keywords using the sementic network analysis and to seek for the development plans about NCS. For this, the study searched 345 the papers, with the National Competency Standards or NCS as a key word, among master's theses, dissertations and scholarly journals that RISS provides, and selected a total of 345 papers. Annual frequency analysis of the selected papers was carried out, and Semantic Network Analysis was carried out for 68 key words which can be seen as key terms of the terms shown by the subject. The method of analysis were KrKwic software, UCINET6.0 and NetDraw. The study results were as follows: First, NCS-related research increased gradually after starting in 2002, and has been accomplishing a significant growth since 2014. Second, as a result of analysis of keyword network, 'NCS, development, curriculum, analysis, application, job, university, education,' etc. appeared as priority key words. Third, as a result of sub-cluster analysis of NCS-related research, it was classified into four clusters, which could be seen as a research related to a specific strategy for realization of NCS's purpose, an exploratory research on improvement in core competency and exploration of college students' possibility related to employment using NCS, an operational research for junior college-centered curriculum and reorganization of the specialized subject, and an analysis of demand and perception of a high school-level vocational education curriculum. Fourth, the connection forming process among key words of domestic study results about NCS was expanding in the form of 'job${\rightarrow}$job ability${\rightarrow}$NCS${\rightarrow}$education${\rightarrow}$process, curriculum${\rightarrow}$development, university${\rightarrow}$analysis, utilization${\rightarrow}$qualification, application, improvement${\rightarrow}$plan, operation, industry${\rightarrow}$design${\rightarrow}$evaluation.'

Different Influence of Environmental Interpretation for Increasing Visitors' Interests -The Case of World Cup Park- (사전환경해설이 공원이용객의 환경관심에 미치는 영향의 차이 -월드컵공원을 대상으로-)

  • Jung, Kwan-Woong;Shim, Jung-Sun;Cho, Joong-Hyun;Oh, Hung-Eun;Kim, Yong-Geun
    • Korean Journal of Environment and Ecology
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    • v.21 no.3
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    • pp.213-222
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    • 2007
  • The goal of the study is to provide basic information that can be used to come up with environmental interpretation methods that are appropriate to the conditions of urban parks. For this matter, research was conducted to find out whether the environmental interpretation that was provided to the visitors of the World Cup Park Visitor Center encouraged them to become interested in the environment and to understand how such environmental interest was related to the level of satisfaction that the visitors were experiencing from their visits to the park. At the same time, the research was designed to find out whether the park's visitors were affected differently in terms of their environmental interests and their experience depending on the two different types of environmental interpretations; Interpreter's Interpretation and Self-guiding Interpretation. Experimental result showed no statistically meaningful correlation between environmental interpretation and environmental knowledge, though the experimental group subjected to environmental interpretation was found to have higher environmental knowledge than that of the control group, which was not subjected to environmental interpretation. As for the correlation between environmental knowledge, which was acquired through environmental interpretation, and environmental interest, the group, which showed big changes in terms of the volume of environmental knowledge, was found to have higher environmental interest than that of the group, which recorded a low level of changes in the volume of environmental knowledge. Also, the difference in their level of environmental interest was big enough to be acknowledged statistically. Also environmental interest, which was created thanks to environmental interpretation, was found to affect the level of satisfaction visitors feel when visiting the park. Even though the study was intended to find out how environmental interpretation affects park visitors by means of analysis that can be proved based on facts, it was difficult to control some of the variables due to the circumstances under which the experiments were conducted. Despite this, the study can be considered meaningful in the fact that the researches and experiments were conducted at a park that is actually visited by people. It is also believed that as one of the first studies done on the World Cup Park, it could serve as a basis upon which future studies could be carried out.