• Title/Summary/Keyword: Future store

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Doing Business in India: The Lotte Mart Case

  • Kim, Yong June;Lee, Joon Hwan
    • Asia Marketing Journal
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    • v.11 no.2
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    • pp.21-35
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    • 2009
  • In December 5, 2006, "The Economic Times", India's the most famous economy daily newspaper, reported Korea Lotte Mart is planning to enter into India's market. Lotte group, marking number 7th in Korea's list of conglomerates, established VRIC(Vietnam, Russia, India, China)'s strategy. This strategy is targeted to enter into emerging markets such as Vietnam, Russia, India, China and etc. As of 2007, Lotte Group aggressively is placing its subsidiaries such as Lotte Department Store in Russia and China, Lotte Mart in Vietnam and China and Lotte Confectionery in China and India, into emerging markets. From this case, Based on the assumption of Lotte Mart's India market entry scenario, this study considers various decision-making factors such as market attractiveness evaluation, timing of entry, entry mode, location, scale, positioning, operation strategy, and others, while developing an overseas market entry strategy. This case study also provides India's distribution market environment that Korean companies can utilize when entering into the Indian market in the near future.

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A Study on Fake Data Filtering Method of CCN (콘텐츠 중심 네트워킹 환경에서의 Fake Data Filtering Method 연구)

  • Kim, DaeYoub
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.24 no.1
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    • pp.155-163
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    • 2014
  • To enhance network efficiency, content-centric networking (CCN) proposes that intermediated network nodes on a content-delivery path temporally cache transmitted contents. Then if an intermediated node receives a content request message (Interest) for previously cached content, the node directly transmits the cached content as a response message (Data) to requestors and finishes the transmission of the received Interest. Since Interest is performed by intermediated network nodes, it is possible to efficiently transmit contents and to effectively solve a network congestion problem caused around contents sources. For that, CCN utilizes both content store to temporarily cache content and pending Interest table (PIT) to record Interest incoming Face. However, it has mentioned the possibility of denial service attack using both the limitation of PIT resource and fake Interests. In this paper, we briefly describe the presented PIT flooding attack utilizing fake Interest. Then we introduce new attack possibility using fake Data and propose a countermeasure for the proposed attack. Also we evaluate the performance of our proposal.

HTML5 Game Engine Mobile Game Development Technique Research -Focused on the Development case using Construct2 Engine- (HTML5 게임 엔진을 이용한 모바일 게임 제작 기법 연구 -Construct2 엔진을 활용한 게임 제작 사례 중심으로-)

  • Lee, Dae Hee;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.183-190
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    • 2015
  • Construct2 Game Engine is development by in United Kingdom production company Scirra. Construct 2 game engine to be used globally, the most excellent technical strength and visibility in the 2D game engine has grown to high engine. The game engine created by the 'Kongbin&Domino'. 'Kongbin&Domino' game, it began commercialization in the Google store and Apple's App Store. It advances the quality evaluation of the case of the production process and the game engine. Researched that can contribute to a better production. In the future, throughout the Research, it is to be contributed to the development of the game industry is conducting research to support the game development process which can be facilitated by the game content creation.

Analysis of Requirements Using Quality Function Deployment (QFD) in Virtual Reality(VR) (가상현실(VR)에서 품질기능전개(QFD)를 활용한 요구사항 분석)

  • Park, Jihye;Kim, Mincheol
    • Journal of Distribution Science
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    • v.17 no.2
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    • pp.101-107
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    • 2019
  • Purpose - The purpose of this study is to analyze the user requirements and developer requirements in virtual reality(VR), and suggest ways to increase the satisfaction of users who experience virtual reality. Specifically, focused on experience store of VR as a distribution retailer, user requirements were analyzed according to the results of previous research that the characteristics of Affordance, Presence, and Head Mounted Display (HMD) affect user satisfaction. Research, design, data, and methodology - Based on previous studies, in this study, we analyzed the importance of immerse, interaction, perception, and presence for the satisfaction of the user through the questionnaire, and the user experiences virtual reality (VR) The importance of HMD, Presence, Affordance, and experience satisfaction were analyzed. Based on this, we analyzed the user requirements and the developer requirements based on the questionnaires and interviews of the experts, starting from the user's desire or preference using QFD technique. Results - As a result of the analysis, the development factors that occupied a big part in the virtual reality field appeared to be visual. In detail, this showed that there was a lack of sense of presence for users. This should be improved. This paper shows that the requirements for visual, auditory, and tactile development are necessary. For the satisfaction of the users of virtual reality (VR) users, it is necessary to develop them according to their priority in consideration of importance and difficulty in the future. Conclusions - In this study, it was suggested that development according to priority should be considered, considering the difficulty level. Based on the results of this study, the following suggestions are made. First, we tried to search the list of user requirements as much as possible, but it is likely to change due to the development of VR technology. Therefore, it is necessary for developers to continually supplement user requirements with recent research literature. Second, development priorities according to difficulty level should be considered. This aspect should be considered in the actual VR development process, so if the numerical value of the difficulty is calculated, it should be presented in the research.

Analyzing Characteristic of Business District in Urban Area Using GIS Methods - Focused on Large-Scale Store and Traditional Market - (GIS 기법을 활용한 도시지역 상권 특성 분석 - 대형할인점과 전통시장을 중심으로 -)

  • SONG, Bong-Geun;PARK, Kyung-Hun
    • Journal of the Korean Association of Geographic Information Studies
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    • v.20 no.2
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    • pp.89-101
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    • 2017
  • The study used GIS methods to analyze a business district consisting of traditional markets and large-scale stores, to determine the level of support needed for small enterprises in an urban area of Changwon-si, Gyeongsangnam-do. Data gathered on the area was analyzed using GIS tools such as Kernel density, Network analysis, and Huff modeling. Traditional markets are concentrated in areas where large-scale stores are located, and data analyses show that the number of consumer'use of large-scale stores (157,071) was three times that of traditional markets (59,953). One explanation for these results is that the large-scale stores are located either in densely populated areas or are adjacent to the traditional markets. Therefore, standards and regulations are needed to support small enterprise business districts. In the future, the results of this study can be used as a reference for planning and supporting traditional market business districts.

Revitalization Plan of Calligraphy in Outdoor Store Sign Design - Focus on the District of Gyeyang at Incheon - (옥외간판디자인에서 캘리그라피 활성화 방안 - 인천시 계양구 중심으로 -)

  • Kim, Jung-Hee
    • The Journal of the Korea Contents Association
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    • v.10 no.2
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    • pp.184-192
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    • 2010
  • In the current so-called age of emotion marketing, the independent form of handwriting of calligraphy is being revitalized in various fields such as advertising, book designs, film titles, posters, packages, BI, and even fashion. Thus centered on Gyeyang-gu at the city of Incheon, 100 outdoors signs that used calligraphy were chosen and we researched a reform plan that could revitalize calligraphy in outdoor signs by classifying them according to current conditions of the use of calligraphy, actual conditions of practical use, expression tools, and analyzing the use of colors. The result was trial requests not only from the formalities industry, but also the financial sector, public corporations, and several other businesses, but in order to provide not only for franchise brand logotypes manufactured by expensive experts, but also provide production of high-quality calligraphy for low costs for small private enterprises, the development of a diverse calligraphy education program, centered on the regional society, will be needed. In the midst of globalization, in order to advertise the beauty of Korean alphabet and to create our own unique street culture, a variety of tools and tactile expressions are demanded, in the future the research on the calligraphy of outdoor signs must be revitalized.

Analysis of Survey on the Brand Space with Emotional Evaluation - Focused on the Premium Supermarket in Seoul - (브랜드공간에 대한 사용자 감성평가조사 - 서울시내 프리미엄 식품관을 중심으로 -)

  • An, Se-Yun
    • Korean Institute of Interior Design Journal
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    • v.24 no.2
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    • pp.134-141
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    • 2015
  • Brand space is one of the important elements of urban cultural space and can stimulate the urban culture as a significant landmark. Thus, it is necessary to develop factors for evaluating the communication with users in brand spaces. In particular, factors for evaluating the psychological, emotional aspects of users is essential. This study is aimed at developing evaluation factors with a space marketing perspective through an user behavioral analysis. As for research method, the emotional responses of users will be examined and analyzed through an eye-tracking device. First, The researcher will visit brand spaces and take photos of them to collect data and analyze the status. Second, we filled out the questionnaire based on analytical framework and selected 20 architectural students for survey. Third, Eye-tracking experiment will be conducted. Forth, Space design marketing evaluation factors will be established based on the results. Final, suggestions for future research based on the analysis results. When the 30 images of premium supermarkets were used for the survey, men were more sensitive to the store design. But women were more sensitive to the quality or store accessibility. Also, the furniture factor was most important for women, and spatial factor was most important for men. When the eye-tracking experiment was done as to the 5 selected brand spaces, both men and women looked at the furniture factor that includes the showcases more than anything else. It shows the same result as the previous survey.

A study on the Utilization and Satisfaction of Commercially available Lunchbox by Dietary Lifestyle (식생활라이프스타일에 따른 판매 도시락 이용 실태와 만족도에 관한 연구)

  • Kim, Hyosuk;Huh, In-Joon;Lee, Sim-Yeol
    • Korean Journal of Community Nutrition
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    • v.25 no.4
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    • pp.267-279
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    • 2020
  • Objectives: This study investigated the utilization and satisfaction of lunchbox by considering the dietary lifestyle of the consumer, in order to refine the purchasing behavior of adults with experience in using lunchboxes, and to provide basic data for efficient menu configuration and direction towards improvement. Methods: A total of 600 adults in Seoul and Gyeonggi-do answered a self-administered questionnaire designed to investigate general characteristics, utilization, menu preference, satisfaction, prospection, and improvement of lunchbox, according to the dietary lifestyle. Results: The study subjects were classified into 5 groups: 'taste seeking group', 'safety seeking group', 'health seeking group', 'economic seeking group' and 'convenience seeking group. Considering purchase value of the lunchbox, the 'taste seeking group' had a high utilization rate (35.1%) for prices less than 4,000 won (P < 0.05). Lunchboxes were mainly purchased at the lunchbox store (43.3%) and convenience store (37.7%). The important factor that contributed to purchasing a lunchbox was taste (61.3%), which was highest in the 'taste seeking group' (P < 0.01). The 'health seeking group' showed the highest preference for the low-salt diet lunchbox menu (26.0%) (P < 0.05). The satisfaction of 'health seeking groups' was lowest when considering addition of condiments (2.34%), origin of ingredient (2.59%), and provided calorie (2.81%) (P < 0.05). The overall response indicated future use of the lunchbox (69.6%) (P < 0.01); 35.8% respondents recommended the purchase of lunchbox, where convenience of purchase was the highest factor contributing to recommendation (50.2%) (P < 0.05). Conclusions: Taken together, our results indicate that taste was emphasized in every group purchasing the lunch box. Convenience of purchase was the highest factor contributing to satisfaction, which was relatively low when considering addition of condiments, nutrition and origin of ingredients. We propose that it is necessary to improve the development of various menus for increasing satisfaction by selecting the right ingredients contributing to good health of the consumer.

A Study on the Utilization of Intellectual Property Rights Convergence in Mobile Games through Market Analysis (시장분석을 통한 모바일게임 융복합 지식재산권 활용 연구)

  • Lee, Hyun-Ku;Kim, Tae-Gyu
    • Journal of Digital Convergence
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    • v.18 no.1
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    • pp.309-314
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    • 2020
  • In this study, look into the future prospects of mobile games produced using IP, in the domestic market and to present more effective IP selection criteria when producing new mobile games using IP. To this end, classified IP-enabled mobile games and analyzed IPs used for IP-enabled mobile games by each type for games that are located in the top 200 in sales ranking of Google Play Store. According to the analysis, the mobile game using IP has shown significant performance in terms of sales performance, and the trend will continue in 2020. It was analyzed that 'Game' types of IP using games(based on domestic games) can achieve the highest sales results. Since the success of a game affects a variety of factors other than IP, further research is needed in more diverse ways on the impact of IP on the success.

Quality Improvement Priorities for Cosmetic Store Service Using Kano Model and Potential Customer Satisfaction Improvement Index (Kano 모델 및 잠재적 고객만족 개선 지수를 이용한 화장품 매장 서비스 품질 개선 우선순위)

  • Song, Ji-Ahn;Jang, Seong-Ho
    • The Journal of the Korea Contents Association
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    • v.20 no.6
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    • pp.342-353
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    • 2020
  • The purpose of this study is to identify priority factors for improving service quality of cosmetic stores in drug stores(DRS) and department stores(DES) and to provide basic data for improving service quality of cosmetic stores by analyzing the service quality based on the Kano model and the Potential Customer Satisfaction Improvement (PCSI) Index. As a result, most items of quality factors of cosmetic stores in both stores were evaluated as attractive quality factors. As a result of PCSI Index comparison, the quality factors of 'Reliability', 'Responsiveness', and 'Empathy' items for DRS and 'Empathy' and 'Reliability' items for DES had higher priority for improvement. That is, if these factors are improved, there is a high potential to improve customer satisfaction. Through this study, practical implications were provided by identifying service quality factor classification and priorities for customer satisfaction improvement of DRS and DES. This is expected to contribute to the guidelines for improving customer satisfaction in the future.