• Title/Summary/Keyword: Fashion Market

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Vision-based Motion Control for the Immersive Interaction with a Mobile Augmented Reality Object (모바일 증강현실 물체와 몰입형 상호작용을 위한 비전기반 동작제어)

  • Chun, Jun-Chul
    • Journal of Internet Computing and Services
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    • v.12 no.3
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    • pp.119-129
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    • 2011
  • Vision-based Human computer interaction is an emerging field of science and industry to provide natural way to communicate with human and computer. Especially, recent increasing demands for mobile augmented reality require the development of efficient interactive technologies between the augmented virtual object and users. This paper presents a novel approach to construct marker-less mobile augmented reality object and control the object. Replacing a traditional market, the human hand interface is used for marker-less mobile augmented reality system. In order to implement the marker-less mobile augmented system in the limited resources of mobile device compared with the desktop environments, we proposed a method to extract an optimal hand region which plays a role of the marker and augment object in a realtime fashion by using the camera attached on mobile device. The optimal hand region detection can be composed of detecting hand region with YCbCr skin color model and extracting the optimal rectangle region with Rotating Calipers Algorithm. The extracted optimal rectangle region takes a role of traditional marker. The proposed method resolved the problem of missing the track of fingertips when the hand is rotated or occluded in the hand marker system. From the experiment, we can prove that the proposed framework can effectively construct and control the augmented virtual object in the mobile environments.

A Study on the enforceability of Shrink-wrap License under the Contract Law of USA (미국(美國) 계약법(契約法)하에서 소위 "쉬링크랩라이센스" 계약(契約)에 관한 일고찰(一考察))

  • Hur, Hai-Kwan
    • THE INTERNATIONAL COMMERCE & LAW REVIEW
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    • v.20
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    • pp.129-150
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    • 2003
  • Software license agreements, to be useful in the mass market, could not be individually negotiated, and had to be standardized and concise. The software license agreement needs to be presented to the licensee-users in a fashion that would allow for mass distribution of software, also for it to enforceable, that would draw the users' attention to the terms and conditions under which the publisher allowed the use of the software. These needs have been accomplished, with or without fail, through so called the "shrink-wrap licenses" Shrink-wrap licenses purpose to transfer computer softwares to their users by defining the terms and conditions of use of the software without implicating the "first sale doctrine" of the Copyright Act. These shrink-wrap licenses have become essential to the software industry. However, in USA, the law applicable to these licenses has been unclear and unsettled. Courts have struggled to develop a coherent framework governing their enforceability. Meanwhile, the National Conference of Commissioners on Uniform State Laws ("NCCUSL") in USA promulgated the Uniform Computer Information Transaction Act ("UCITA") governing contracts for computer information transaction on July 29, 1999. One clear objective of UCITA was to settle the law governing the enforceability of shrink-wrap licenses. In these respects, this paper first introduces the various forms that shrink-wrap licenses take(at Part II. Section 1.), and explains the main advantages of them(at Part II. Section 2.) Here it shows how shrink-wrap licenses value themselves for both software publishers and users, including that shrink-wrap licenses are a valuable contracting tool because they provide vital information and rights to software users and because they permit the contracting flexibility that is essential for today's software products. Next, this paper describes the current legal framework applicable to shrink-wrap licenses in USA(at Part III). Here it shows that in USA the development of case law governing shrink-wrap licenses occurred in two distinct stages. At first stage, judicial hostility toward shrink-wrap licenses marked such that they were not enforced pursuant to Article 2 of the Uniform Commercial Code. At second stage, courts began to recognize the pervasiveness of shrink-wrap licenses, their indispensability to the rapidly expanding information technology industry, and the urgent need to enforce such licenses in order to maintain low prices for consumers of computer hardware or software, resulting in the recognition of shrink-wrap licenses. Finally, in view of the importance of UCITA, this paper examines how it will affect the enforceability of shrink-wrap licenses(at Part IV). The drafters of UCITA, as well as the scholars and practitioners who have criticized it, agree that it validates shrink-wrap licenses, provided certain procedural protections are afforded to purchasers. These procedural protections include the licensee end-user must (i) manifest his assent to the shrink-wrap license, (ii) have an opportunity to review the shrink-wrap license, (iii) have a right to return the product without costs.

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A Study on the Selection Factors in Credit Cards by the Lifestyle of Elderly Groups (실버층의 라이프스타일에 따른 신용카드 선택요인에 관한 연구)

  • Seo, Kyoung Hwan;Kim, Sook Eung
    • Journal of Service Research and Studies
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    • v.6 no.1
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    • pp.29-50
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    • 2016
  • The purpose of this study is to identify the motivation of using and choosing factors in credit cards. These results indicate that considerate of other people factor may emphasize the convenience and safety in using credit cards, while the leisure factor may prefer the real-worth factor as they know that the more they use, the more benefits they would get. As the personality factor and the fashion factor, we can pay much attention to the advertisements, promotions, card designs, the colors, the characters and the social positions of the card holders and that considerate other people factor may like the low annual fees and the accumulating points, buying items on the installments without paying additional interest, which had offered them cash service and card loan. The authors of this paper has suggested an information by which credit card companies can establish the strategies according to the lifestyle of the elderly in silver business market.

A Study on the Comparison of Recognition of Body Types in Korean and Chinese College Female Students

  • Kim, Hyo-Sook;Sohn, Hee-Soon;Soon Im;Son, Hee-Jeong;Kim, Young-Sook;Chang, Hee-Kyung;Kim, Kyoung-Hwa
    • The International Journal of Costume Culture
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    • v.2 no.2
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    • pp.97-118
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    • 1999
  • Ever since China adopted a free market economy, it has been basking in unprecedented economic growth. It has now emerged as one of the most promising markets in the world for the near future. The purpose of this study was to investigate of Chinese and Korea college female students's cognitive body type and to suggest basic informations for high quality clothing merchandising for china export. The subjects in this study were 430 college female students, aged from 18 to 24 living in Beijing(215) and Seoul(215). The survey were taken from June to July, 1999. SAS(Statistical Analysis System) is used for frequency, percentage, average, standard deviation, χ²-test. The results of this study are as follows. The 90% of Chinese collge female students has under 4000 yuan for monthly income, and they consume less than 1000 yuan for clothing purchasing for one year. About 42% chinese students are interested in controlling of physical body shape. The Korean college female students has from 1,000,000 won to 10,000,000 won for monthly income, and the 84% of them consume less than 1,000,000 for clothing purchasing for one year. It represents of economical difference between China and Korea. Examination on the Korean and Chinese self-perception on obesity of the body as a whole showed that both groups perceived themselves as normal or slightly overweight. More Korean respondents regarded their weight as normal than the Chinese did. The Chinese female college students perceived themselves rather overweight, and held a lower satisfaction level about their physical construction. While the Korean female college students showed low satisfaction level about specific bodily parts, they held a normal level of satisfaction about their physical construction as a whole. It is noteworthy that more Chinese respondents generally held lower satisfaction impressions about their physical construction than their Korean counterparts. It is needed to different merchandising project for export clothing in China.

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Self-healing Elastomers As Dream Smart Materials (꿈의 스마트 재료로서 자기치유 탄성체)

  • Kim, Il;Shin, Nam-Ho;Jo, Jung-Kyu;Hur, A-Young;Li, Haiqing;Ha, Chang-Sik
    • Elastomers and Composites
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    • v.44 no.3
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    • pp.196-208
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    • 2009
  • Sophisticated polymeric materials with 'responsive' properties are beginning to reach the market. The use of reversible, noncovalent interactions is a recurring design principle for responsive materials. Recently developed hydrogen-bonding units allow this design principle to be taken to its extreme. Supramolecular polymers, where hydrogen bonds are the only force keeping the monomers together, form materials whose (mechanical) properties respond strongly to a change in temperature or solvent. In this review, we describe some examples of hydrogen-bonded supramolecular polymers that can be utilized for self-healing materials. Synthesis of a rubber-like material that can be recycled might not seem exciting. But one that can also repeatedly repair itself at room temperature, without adhesives, really stretches the imagination. Autonomic healing materials respond without external intervention to environmental stimuli in a nonlinear and productive fashion, and have great potential for advanced engineering systems.

Online Purchase Intentions for Product Categories -The Functions of Internet Motivations and Online Buying Tendencies- (상품 범주별 온라인 구매도 -인터넷 동기와 온라인 구매성향 기능-)

  • Kim, Eun-Young
    • Journal of the Korean Society of Clothing and Textiles
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    • v.32 no.6
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    • pp.890-901
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    • 2008
  • This study explores an initial framework for online product categorization by examining the relationships among Internet motivations, buying tendencies, and online purchase intentions for product categories. A total of 217 usable questionnaires were obtained from respondents in a southwestern state in the United States. A path model using a correlation matrix with maximum likelihood was estimated using LISREL 8.53. Findings indicated that Internet motivations consisted of four factors: Diversion, Economic, Information, and Social motivations. In addition, online products were classified into three categories based on purchase intentions: Sensory, Cognitive, and Search products. Estimated path model showed that diversion and economic motivations affected impulse buying tendency, whereas economic, information and social motivations influenced planned buying tendency in the online context. Also, the buying tendencies were significantly related to online purchase intentions for the product categories. Purchase intentions for sensory products were more strongly affected by impulse buying tendency, whereas purchase intentions for cognitive and search products were more strongly affected by planned buying tendency. Theoretical and managerial implications were discussed for devising an appropriate e-market strategy for specific product categories.

Development of a Bodice Prototype Drafting Method for 20s Plus-size Women

  • Cha, Su-Joung
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.4
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    • pp.99-110
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    • 2022
  • This study attempted to develop a bodice prototype that is the basis for the production of upper body clothing for 20s plus-size women who have distinct characteristics from women with general body types. Through this, it was intended to provide basic data necessary for the development of plus-size women's clothing, which is revitalizing the market due to the increase in the obese population. Through the first evaluation of appearance and abdominal pressure, patterns such as moving the side neck, adding the amount of armhole dart, and adding the amount of sagging were modified. Through the second evaluation, corrections such as vertical side lines, reduction of the neck of the back center line, and adding the amount of armhole darts were performed. Through the third evaluation, the final pattern drafting method was developed by vertically modifying the side line and adding the amount of back armhole darts. In the case of 20s plus-size female body types, a drafting method distinguished from the general body type was required in the method of setting the side and hem due to the protrusion of the abdomen. This study can be said to be meaningful in that it proposed a bodice prototype drafting method suitable for the body type of 20s plus-size women. In the follow-up study, it is thought that the wearability should be evaluated through actual garment wearing.

Retail Product Development and Brand Management Collaboration between Industry and University Student Teams (산업여대학학생단대지간적령수산품개발화품패관리협작(产业与大学学生团队之间的零售产品开发和品牌管理协作))

  • Carroll, Katherine Emma
    • Journal of Global Scholars of Marketing Science
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    • v.20 no.3
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    • pp.239-248
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    • 2010
  • This paper describes a collaborative project between academia and industry which focused on improving the marketing and product development strategies for two private label apparel brands of a large regional department store chain in the southeastern United States. The goal of the project was to revitalize product lines of the two brands by incorporating student ideas for new solutions, thereby giving the students practical experience with a real-life industry situation. There were a number of key players involved in the project. A privately-owned department store chain based in the southeastern United States which was seeking an academic partner had recognized a need to update two existing private label brands. They targeted middle-aged consumers looking for casual, moderately priced merchandise. The company was seeking to change direction with both packaging and presentation, and possibly product design. The branding and product development divisions of the company contacted professors in an academic department of a large southeastern state university. Two of the professors agreed that the task would be a good fit for their classes - one was a junior-level Intermediate Brand Management class; the other was a senior-level Fashion Product Development class. The professors felt that by working collaboratively on the project, students would be exposed to a real world scenario, within the security of an academic learning environment. Collaboration within an interdisciplinary team has the advantage of providing experiences and resources beyond the capabilities of a single student and adds "brainpower" to problem-solving processes (Lowman 2000). This goal of improving the capabilities of students directed the instructors in each class to form interdisciplinary teams between the Branding and Product Development classes. In addition, many universities are employing industry partnerships in research and teaching, where collaboration within temporal (semester) and physical (classroom/lab) constraints help to increase students' knowledge and experience of a real-world situation. At the University of Tennessee, the Center of Industrial Services and UT-Knoxville's College of Engineering worked with a company to develop design improvements in its U.S. operations. In this study, Because should be lower case b with a private label retail brand, Wickett, Gaskill and Damhorst's (1999) revised Retail Apparel Product Development Model was used by the product development and brand management teams. This framework was chosen because it addresses apparel product development from the concept to the retail stage. Two classes were involved in this project: a junior level Brand Management class and a senior level Fashion Product Development class. Seven teams were formed which included four students from Brand Management and two students from Product Development. The classes were taught the same semester, but not at the same time. At the beginning of the semester, each class was introduced to the industry partner and given the problem. Half the teams were assigned to the men's brand and half to the women's brand. The teams were responsible for devising approaches to the problem, formulating a timeline for their work, staying in touch with industry representatives and making sure that each member of the team contributed in a positive way. The objective for the teams was to plan, develop, and present a product line using merchandising processes (following the Wickett, Gaskill and Damhorst model) and develop new branding strategies for the proposed lines. The teams performed trend, color, fabrication and target market research; developed sketches for a line; edited the sketches and presented their line plans; wrote specifications; fitted prototypes on fit models, and developed final production samples for presentation to industry. The branding students developed a SWOT analysis, a Brand Measurement report, a mind-map for the brands and a fully integrated Marketing Report which was presented alongside the ideas for the new lines. In future if the opportunity arises to work in this collaborative way with an existing company who wishes to look both at branding and product development strategies, classes will be scheduled at the same time so that students have more time to meet and discuss timelines and assigned tasks. As it was, student groups had to meet outside of each class time and this proved to be a challenging though not uncommon part of teamwork (Pfaff and Huddleston, 2003). Although the logistics of this exercise were time-consuming to set up and administer, professors felt that the benefits to students were multiple. The most important benefit, according to student feedback from both classes, was the opportunity to work with industry professionals, follow their process, and see the results of their work evaluated by the people who made the decisions at the company level. Faculty members were grateful to have a "real-world" case to work with in the classroom to provide focus. Creative ideas and strategies were traded as plans were made, extending and strengthening the departmental links be tween the branding and product development areas. By working not only with students coming from a different knowledge base, but also having to keep in contact with the industry partner and follow the framework and timeline of industry practice, student teams were challenged to produce excellent and innovative work under new circumstances. Working on the product development and branding for "real-life" brands that are struggling gave students an opportunity to see how closely their coursework ties in with the real-world and how creativity, collaboration and flexibility are necessary components of both the design and business aspects of company operations. Industry personnel were impressed by (a) the level and depth of knowledge and execution in the student projects, and (b) the creativity of new ideas for the brands.

Costume Consumption Culture for Costumeplay (코스튬플레이 의상 소비문화)

  • Jang, Nam-Kyung;Park, Soo-Kyung;Lee, Joo-Young
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.203-212
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    • 2006
  • With interests and participation in the costumeplay that mimics characters appeared on carton or animation in recent days, the costumeplay becomes one of cultural phenomena. Using a qualitative research method, this study identified costumeplayers' costume consumption pattern and explored its meanings from the perspective of consumption culture. Indeed, this study intended to help for understanding costumeplayer group as a consumer, and to provide basic knowledge about new market analysis related to fashion design and marketing. The results from the analyzing participant observation and in-depth interviews data are as follows: first, costumeplayers usually begin costumeplay by friends' invitations or by themselves and then continue on participating. Through the costumeplay, participants have benefits such as fun, departure from the daily life, and social interaction. Second, participants acquire costumes through purchase, rent, producing or combination of daily wear, but both purchase and rent account high. Third, the meanings of consumption culture in costumeplay include consumption behavior repeating possession and disposal. Also, costumeplayers concerns efficiency when purchasing or renting the costumes, and internet is a place where information search, comparison, and actual purchasing are occurred. Based on the results, fashion design and marketing implication, limitation of this study and further research ideas were suggested.

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Promotional Strategies of Local Drugstores

  • Kim, Seung-Mi;Lee, Sang-Yoon;Kim, Pan-Jin;Kim, Nam-Myun;Youn, Myoung-Kil
    • The Journal of Industrial Distribution & Business
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    • v.1 no.1
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    • pp.5-12
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    • 2010
  • The retail business of drugstore was introduced to Korea for the first time 10 years ago. Since Olive Young introduced a retail store in the name of drugstore in 1999 for the first time in Korea, new distribution channel combining drugstore, cosmetic products and dairy products, etc has been made. At initial stage, the new distribution channel grew up slowly because of low specialty and economic stagnation. However, the three big distribution channels, that is to say, Olive Young (CJ), Watsons (GS) and W Store (Kolon Well Care), etc, were established to produce new distribution system following large-scaled discount stores as well as convenience stores. The purpose of the study is to investigate ways making Korean style drugstore be new retail business in addition to traditional markets, department stores, E-Mart and other general super markets and to examine problems preventing the drugstore from being promoted and to find out solutions. The speciality retailers that is called a category killer attacking department stores as well as marts is expanding market quickly. New consumption trend that gives priority to wellbeing is being expanded in accordance with high level of standards of living life: The drugstore is thought to be new alternative of distribution because it keeps special products. Young ladies who are main customers of drugstores respond to the trend sensitively to have more buying power that is thought to be promising. And, consumers' desire has become concrete and special. This is because consumers want not only convenient shopping but also special shopping system that is current trend. These days, so called Multi-shop and Total shop and other special shops have been recently opened. Special multi-shop has been concentrated on fashion product and miscellaneous goods so far: Health total wellbeing shop shall be popular in accordance with wellbeing trends. Drugstores can play an important role. Drugstores were opened for the first time ten years ago. In particular, Olive Young succeeded in going into the black after making efforts for a long time by many persons. Drugstores could succeed in the business owing to many persons in the past as well as customers who liked drugstores. However, drugstores once lost ways and recorded poor business results. The three drugstores, that is to say, Olive Young, Watsons making efforts to go into the black and W-Store pursuing traditional drugstore shall compete each other and make effort to satisfy customers' desire. In that way, the three drugstores can be assured of present business as well as future business. The consumers' demand trend has become special at sub-division so that drugstores that can satisfy the demand can succeed in the business. Large businesses may be more interested in the 4th generation retail business to produce good income and to have bright future. Drugstore business and market are likely to expand and develop owing to large business' participation in drugstore business. Drugstores expanded shop at Seoul and Gyeonggi-do until middle of 2000. Drugstore business at station sphere in Seoul and Gyeonggi-do that have high ratio of temporary population has low customer loyalty to have limitation on continuous growth. Since 2009, drugstores have opened new shops at local towns: From the year of 2010, drugstores need to establish multiple shop strategy by accelerating business speed and to allow customers to drop in the shop anywhere in the nation and to enter consumers' life deeply, so that they can strengthen business base definitely. Drugstores need to have price competitiveness to have multiple shop opening strategy and to satisfy consumers and to supply high quality services that is future subject to solve. And, Olive Young and Watsons that are Korean style drugstore need to keep system in order and to strengthen substance as Korean style drugstore and to expand marketing, so that they can get business outcome within 5 years that was done 10 years before and they become the 4th generation retail business. The study had difficulties at collecting material from the three drugstore because of poor cooperation. And, the author had great difficulty at collecting statistical material that was made in disorder. Further effort is needed considering such problems.

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