• Title/Summary/Keyword: Designer Preference

Search Result 60, Processing Time 0.024 seconds

Clothing Behavior of Male Popular Music Enthusiasts (남자 대중음악 애호가의 의복행동에 관한 연구)

  • Jo, Sung Hee;Park, Mi Hye;Kim, You Jin;Shin, Ji Young;Park, Soon Jee
    • Korean Journal of Human Ecology
    • /
    • v.24 no.1
    • /
    • pp.79-96
    • /
    • 2015
  • The purpose of this research was to analyze the clothing behavioral attributes of male music enthusiasts. A questionnaire was developed based on previous researches. Respondents were men who were concerned with music in terms of a job, a major or a hobby. A total of 200 responses were analyzed by SPSS 20.0 through factor analysis with Varimax rotation, ANOVA with post-hoc test(SNK-test) and ${\chi}^2$-test. Music preference was classified into 3 factors: New age/jazz, Hiphop/dance, and Metal rock/ballad factor. 5 Clothing purchasing orientation factors were extruded: hedonic, planned, convenience, brand pursued, and fashion pursued purchasing orientation. Using those factor scores, 3 groups were classified: Group1(G1), preferring Hiphop/dance music with lower hedonic and brand/fashion pursued purchasing orientation; G2, preferring Hiphop/dance music with no interest in clothing shopping and fashion; G3, preferring New age music with high convenience and brand pursued purchasing orientation. In addition, there were significant differences among groups in clothing behavior such as social ostentation, individuality, self-expression, fashionability, conformity; in purchase motivation such as hedonic and trend/designer oriented purchase motivation; in information source like advertisement/media source; and in store choice criteria such as store light/music and popularity. The findings showed even the enthusiasts for the same music showed the different sopping orientation and different clothing behavior, suggesting that a personal value or taste can be a plausible factor to figure out attributes of consumers. An interest/involvement in clothing could be helpful to subdivide the music enthusiasts as the target market.

Comparative Analysis of Curriculum and Research Trends Related to Clothing for Persons with Special Needs between Korea and America (특수의복에 관한 실태조사 연구 -한국과 미국의 교과과정과 연구경향분석을 중심으로-)

  • 김찬주
    • Journal of the Korean Home Economics Association
    • /
    • v.27 no.3
    • /
    • pp.13-28
    • /
    • 1989
  • With the purpose of identifying clothing for persons with special needs one of new directions in Clothing and Textiles, this pater comparatively analyzed current curriculum and research trends related to this field between Korea and America. Questionaire was distributed to 25 Korean colleges with Clothing and Textiles department and 4 American colleges known for special clothing study. Questions regarded the name of course, level (grade), number of credit houre, prerequisits and supporting courses, subjects of lecture and projects, way of managing lecture and projects, evaluation system, other special characteristics. Resources for analyzing research trends are Thesis and Dissertations in Clothing and Textiles, Research Journal of Clothing & Textiles/Home Economics Association, College Professors' research reports collection, of both Korea and America. Years of publications are 1972∼1986 (America), 1978∼1988 (Korea). Findings are as follows; 1. Clothing for special needs can be classified into various groups; Clothing for physically handicapped, mentally retarded, elderly, unusual-sized, pregnant/nursing mothers, institutionalized, protective clothing, uniform/career apparel. 2. Management of coursework related to special clothing has several common characteristics specially in America; Building-up coursework, problem-solving orientation, cooperative team-preject, interdisciplinary approach, client-versus-designer preference, community involvement. In Korea, a few school only has special clothing coursework and its scope of study was very limited. 3. Majority of research reports done with the subjects of special clothing had made for physically handicapped people and the elderly. Protective clothing and uniform have recently been paid much interests. 4. Researchers had mainly concerned on Design and Construction Aspects and nextly on social-psychological aspects. However, in America, selection and care aspects and marketing aspects of special clothing have been very procuctive issues recently. 5. Study on clothing for special needs has several opportunities to be stressed and improvements to be strengthened. Opportunities included active participation to the welfare of community society, strong publicity of accurate professional image, share with business and industry, interdisciplinary approach and new job market. Improvements were discussed in terms of strengthening supporting courses/prerequistes, intensifying interdisciplinary cooperation, provoking strong community involvement and securing financial support and research funds.

  • PDF

The Research about Successful Apparel Products in Internet Shopping-mall -Focusing on F/W products- (의류 상품에 인터넷 쇼핑몰 성공 제품에 관한 조사 연구 -F/W 상품을 중심으로-)

  • Kim Seon-Sook
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.29 no.9_10 s.146
    • /
    • pp.1349-1358
    • /
    • 2005
  • Generally apparel products were recognized as an incongruent product type which direct search was needed for. But nowadays apparel products were ranked as a second product type next to electronics in sale amount of internet shopping mall. Therefore more detailed study on which attributes of fashion products are more successful and suitable in internet shopping mall is necessary. This study was executed to analyze common attributes of successful apparel in internet shopping mall on the basis of real sale data, and then to help internet apparel marketer plan marketing strategies more efficiently. Common attributes of successful apparel products in internet shopping-mall in terms of product, price and promotion attributes were identified. 240 products which were loaded in bestseller section of internet shopping-mall for 8 weeks from November to December, 2004 were analyzed. The results are as follows. First, products ratio for women ($76.7\%$) were higher than for men($18.3\%$). And the amount of each apparel product types purchased by consumers were ranked in the order of leather/fur coat, woven coat, inner wear, jacket, T-shirts, pants, training wear, suit, knit wear etc. and basic style dominated in $74.2\%$. General brands ($69.2\%$) that had price competitiveness were preferred to famous designer brand, national brand and PB brand. Preferred level of price was ten thousand to fifty thousand won. For promotion skill, in order of just one product, product adding promotion product and package set were preferred. Regular price, less than $50\%$ off and more than $50\%$ off price showed no difference in preference. Product planning strategy for internet apparel marketer was followed on the basis of these results.

Multi-level Shape Optimization of Lower Arm by using TOPSIS and Computational Orthogonal Array (TOPSIS와 전산직교배열을 적용한 자동차 로워암의 다수준 형상최적설계)

  • Lee, Kwang-Ki;Han, Seung-Ho
    • Journal of the Korean Society for Precision Engineering
    • /
    • v.28 no.4
    • /
    • pp.482-489
    • /
    • 2011
  • In practical design process, designer needs to find an optimal solution by using full factorial discrete combination, rather than by using optimization algorithm considering continuous design variables. So, ANOVA(Analysis of Variance) based on an orthogonal array, i.e. Taguchi method, has been widely used in most parts of industry area. However, the Taguchi method is limited for the shape optimization by using CAE, because the multi-level and multi-objective optimization can't be carried out simultaneously. In this study, a combined method was proposed taking into account of multi-level computational orthogonal array and TOPSIS(Technique for Order preference by Similarity to Ideal Solution), which is known as a classical method of multiple attribute decision making and enables to solve various decision making or selection problems in an aspect of multi-objective optimization. The proposed method was applied to a case study of the multi-level shape optimization of lower arm used to automobile parts, and the design space was explored via an efficient application of the related CAE tools. The multi-level shape optimization was performed sequentially by applying both of the neural network model generated from seven-level four-factor computational orthogonal array and the TOPSIS. The weight and maximum stress of the lower arm, as the objective functions for the multi-level shape optimization, showed an improvement of 0.07% and 17.89%, respectively. In addition, the number of CAE carried out for the shape optimization was only 55 times in comparison to full factorial method necessary to 2,401 times.

A Study on Analysis of Design Thinking Type based on Brain Conjugation Area (두뇌활용영역에 따른 디자인 사고 유형 분석에 관한 연구)

  • Seok, Jae-Heuck;Han, Jung-Wan
    • Journal of Digital Convergence
    • /
    • v.14 no.7
    • /
    • pp.355-362
    • /
    • 2016
  • This research analyzed 'esquisse', that is one of among the visual representation tools of designers in design-thinking process. They were classified into five different types(M, N, O, P, Q) and categorized about preferred type of brain dominance area based on Ned Herrmann's 'Brain 4 division theory'. By contrasting and analyzing five types of sketch tendencies and brain tendencies through Structural left -brain type(M), Emotional limbic-brain type(N), Visual right-brain type(O), Plane expressional right-brain type(P) and Text expressional right-brain type(Q), it was deduced that which utilization the designer with each brain type with various Styles and characteristics shows internally in the design thinking process can be analyzed.

Comparison of Map Display Styles of Vehicle Navigation System on Human Factors (자동차 항법장치의 화면표시형태에 대한 인간공학적 비교)

  • Jeong, Peom-Jin;Paek, Sung-Lyeol;Kim, Ki-Peom;Park, Peom
    • Journal of Korean Society of Industrial and Systems Engineering
    • /
    • v.18 no.36
    • /
    • pp.49-59
    • /
    • 1995
  • The vehicle navigation system is developed for helping driver to retrieve driving information more easily and fastly. Navigation System informs driver many pieces of driving information - roadway structure and system, on-line traffic condition, the position of vehicle, route guidance, destination and other information service. As the style of information is diverse and the amount of information is large, driver may have mental and visual overload. The display of information can disturb the driver's attention and this can cause accidents. This state is caused by the defect of human-machine interactions. When the navigation system is designed, human factors - cognitive, judgment, operating - must be considered. The display style must be designed simply and easily, not to be obstacle of human -machine interface. In this study, outside-in view display style and inside-out view display style are compared each other. Two factors are measured. One is cognitive factor-time of cognition on information that is displayed by screen display, cognition error rate. The other is image of screen display - subject's feeling about several styles of display, degree of subject's preference. The prototype of roadway is four kinds - Cross, T-cross, Y-cross and O-cross. Roadway display for test is taken from paper maps. Traffic condition display style, vehicle position display style and route guidance display style are taken from current display style. Traffic condition display style is symbol. Vehicle position display style and route guidance display style are described as color and symbol. The test on screen display is implemented doing given tasks. Then the test is analyzed statistically, The result of test analysis gives the guideline to the designer for the map display of the vehicle navigation system.

  • PDF

A Methodology for Task placement and Scheduling Based on Virtual Machines

  • Chen, Xiaojun;Zhang, Jing;Li, Junhuai
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.5 no.9
    • /
    • pp.1544-1572
    • /
    • 2011
  • Task placement and scheduling are traditionally studied in following aspects: resource utilization, application throughput, application execution latency and starvation, and recently, the studies are more on application scalability and application performance. A methodology for task placement and scheduling centered on tasks based on virtual machines is studied in this paper to improve the performances of systems and dynamic adaptability in applications development and deployment oriented parallel computing. For parallel applications with no real-time constraints, we describe a thought of feature model and make a formal description for four layers of task placement and scheduling. To place the tasks to different layers of virtual computing systems, we take the performances of four layers as the goal function in the model of task placement and scheduling. Furthermore, we take the personal preference, the application scalability for a designer in his (her) development and deployment, as the constraint of this model. The workflow of task placement and scheduling based on virtual machines has been discussed. Then, an algorithm TPVM is designed to work out the optimal scheme of the model, and an algorithm TEVM completes the execution of tasks in four layers. The experiments have been performed to validate the effectiveness of time estimated method and the feasibility and rationality of algorithms. It is seen from the experiments that our algorithms are better than other four algorithms in performance. The results show that the methodology presented in this paper has guiding significance to improve the efficiency of virtual computing systems.

Analysis of Garden Preferences of Visitors to Korea Landscapes and Gardens Expo in 2017 - Focused on Location and Plant Characteristics - (2017년 대한민국 조경·정원박람회 방문객을 대상으로 한 정원선호도 분석 - 조성 장소 및 식물 특성을 대상으로 -)

  • Lee, Dong-Jin;Roh, Hee-Young;Kim, Min;Cho, Hyo-Jin;Lee, He-Min;Cho, Dong-Gil;Song, Yu-Jin;Cho, Hye-Ryeong;Chon, Jin-Hyung
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.45 no.6
    • /
    • pp.126-136
    • /
    • 2017
  • Gardeners have a desire to not only enjoy a garden but to create the garden themselves and play the role of garden designer. However, they express a great difficulty in gardening activities such as planting and managing plants, the main materials of the garden, due to lack of expertise. Therefore, in order to encourage hobby gardening activities, it is necessary to understand the preferences of the gardeners so that they can easily experience and create a garden, and to provide information on gardening know-how and preferred plants according to places given high preference. This study analyzed the preference for places and plants characteristics according to the purpose of creating a garden. To this end, a questionnaire survey was conducted with visitors to the Korea Landscape and Garden Expo, expected to have been attended primarily by gardening enthusiasts. As a result, gardeners were divided into three groups: appraisal - purposed type, multifunctional type, and participation - purposed type. The group of appraisal purposed type preferred porches and terraces, and private home front yards as well as favored indoor places rather than outdoor places compared with other types. In selecting plants, they prefer plants that can be easily managed in an indoor environment and appreciate natural colors through the colors of flowers and leaves. The multifunctional type group preferred a private home front yard as a garden creation space. Compared with the other types, it showed a high preference for 'unoccupied land in urban housing' and 'community garden' and was analyzed as a group having a high understanding of garden activities. In selecting plants, this group preferred fruit trees or productive plants such as homegrown crops. The participation purposed type group preferred porches and terraces as well as private home front yards as a gardening space. For plants, they preferred plants that are easy to manage. It is meaningful that this study provided preferences for places and plant characteristics according to the creative purpose of the gardener and provided basic data for selecting the place and the plant characteristics of the garden according to the gardener's type.

A Comparative Study on the Housing Viewpoint between Korean and Chinese University Students (한.중 대학생의 주거관에 대한 비교 연구)

  • An, Ok-Hee;Jo, Oung-Mi;Hao, Jia
    • Journal of the Korean housing association
    • /
    • v.20 no.4
    • /
    • pp.121-129
    • /
    • 2009
  • Today, we are living while interchanging with various countries in multilateral measures and residential culture have been changed while interchanging in the same manner. In order to become an internationally recognized residential environment designer in this environment, we must understand the housing viewpoint of residents in that country first. Therefore, this study is intended to obtain the useful materials for residential environment design of Korea and China by comparing the housing viewpoint between Chinese students studying in Korea and Korean students. A survey using questionnaire was conducted on 205 Korean students and 193 Chinese students (Chinese race) from Y University on a random sampling basis. The result of survey is as follows. First, as both Korean and Chinese university students have a similar tendency on previous house type, current house type, and desired house type, it can be understood that they are similar each other in the experience and preference of house type. Second, Korean and Chinese university students consider and as the most important functions of residence, but Chinese university students consider more functions of residence than Korean students. And, both Korean and Chinese students consider a living room as the most important space among housing spaces, but Chinese consider a private room more importantly than Korean. Third, Chinese university students have stronger desire to possess houses, and desire to purchase houses with larger and more rooms at earlier time than Korean university students. Fourth, when selecting the house, Chinese university students give a higher consideration in terms such as , , , , and than Korean university students. Fifth, satisfaction level of Korean students on current houses was average as a whole, and most Chinese students were generally satisfied with their houses. Sixth, as both of Korean and Chinese university students have higher level of consideration in the items such as safety>, , , , , , , , , , and compared to the level of satisfaction, thoughtful consideration should be given to those items in housing planning.

A Study of character and dungeon size correlation in MMORPG game (MMO RPG 게임에서 캐릭터와 던젼과의 크기에 대한 상호관계의 연구)

  • Kim, Do-Kyung
    • Journal of the Korea Society of Computer and Information
    • /
    • v.14 no.11
    • /
    • pp.53-60
    • /
    • 2009
  • This paper is focusing on the optimal size of internal space in which various functions are expressed by means of analogizing appropriate size of passage fitted to characters and reverse-calculating it in comparison with preexisting games, and thus increase the objectivity of data. To this end, the work of making the data objective was conducted in advance, and the experiment proceeded in the way that specially-designed Dungeon can make its way through the passage and in the situation where small-scale combats take place. In addition, the efforts were made to standardize the outcome of experiments by restricting the types of game graphics to MMO RPG. Further, the enhance the objectivity of size of the characters, the game types were limited to RPG games, and it is also adjusted to the character's face size based on the graphic designer's preference. The size of shoulders and arms of characters, inter alia, was selected as distinguishing points to be adjusted to the passage. By analyzing these data, the size of passage was re-organized according to the main characters in the MMO RPG games. Four experimental data was utilized by the 200 game experts in order to select the optimal size of passage in the game. As a consequence, the proportional correlation between character and passage movement was evaluated as successful in terms of emotional recognition.