• 제목/요약/키워드: In-Home Display

검색결과 163건 처리시간 0.032초

의류매장 디스플레이 소도구에 대한 소비자의 시각반응 연구 - 아이트래커를 활용한 시각행동 중심으로 - (A study on the consumer's visual reaction about display props of clothing store - Focus on visual behavior using eye-tracker -)

  • 김영미;김지호
    • 패션비즈니스
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    • 제14권5호
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    • pp.35-48
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    • 2010
  • As measuring visual behavior by utilize eye-tracker, this study examines whether consumer concentrates on visual attention with certain object and measures visual behavior with fixation number, fixation duration, the first fixation, which are visual attention pattern of consumer about Mannequin, hanger, shelve as props of display advertising effect on clothing store. It has experimental purpose to recognize relationships in terms of regardless, appropriateness, purchase intention. During display of clothing store, first experimental consequence to measure visual behavior on consumer did appear to allocate more cautions than other props. Second, in terms of relationships with regardless, appropriateness, purchase intention from consumer, each fixation pattern about consumer's fixation number, fixation duration, the first fixation was confirmed that there is meaningful correlation with each other. Accordingly, as advertising effect of mannequin makes consumer to concentrate more visually cautious, it is translated that high favor about display product with mannequin has positive role on purchase intention. Also, there is a purpose that higher feasibility on study result provides practical point on clothing store's display marketing strategy of corporation.

Wireless Audio-visual Interface over UWB

  • Cui, Wei
    • 한국정보디스플레이학회:학술대회논문집
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    • 한국정보디스플레이학회 2008년도 International Meeting on Information Display
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    • pp.1491-1494
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    • 2008
  • Typically internal mobile LCD display modules are connected to the mobile product baseband PCB with flexible printed circuit board equipped with board-to-board connector. This solution has a drawback of limiting the product concept work to certain solutions that are based on connector size, location, flexible PCB length, bending, etc. in the display module. Also flexible printed circuit board based solutions are not completely optimized from reliability point of view, causing flex circuit board breakings. For the external displays in the PC or Home entertainment market, the cable solution is too expensive and resource demanding. The wireless solution has obvious advantages over reliability, low cost and flexibility. This paper describes a wireless audio-visual interface solution.

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A Study on Reliability of Japanese Home Network Unit Development

  • Jeong, Jin-Woo;Shin, Hong-Jae;Kwack, Kae-Dal
    • 한국신뢰성학회지:신뢰성응용연구
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    • 제9권4호
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    • pp.351-362
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    • 2009
  • This paper describes the issues that must be considered for the diagnosis and improvement of home network systems during the product development phase, and what must be done to resolve the reliability problem when a system is about to enter the Japanese market. It suggests that after the product specifications are determined, an accurate analysis of the environment is needed, and should include factors such as the temperature, humidity and power source of the country concerned. Furthermore, the video standards, residential complex installation environment, wiring specifications, and approval standards must be considered. All the above processes are described in this paper through the case study. The purpose of this paper is that suggested procedures in this research is to be used as a reference for developing similar products in the future.

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청소년의 자기효능감이 소비행동과 소비생활 단원에 대한 학습효과에 미치는 영향 (The Influence of Juvenile Self-Efficacy on the Consumption Behavior and the Learning Effects of the Unit 'Consumption Life')

  • 박은희
    • 대한가정학회지
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    • 제50권7호
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    • pp.1-12
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    • 2012
  • The purpose of this study was to identify the factor structure of self-efficacy, consumer behavior, and the learning effects of the unit 'Consumption Life' and to study the effects of self-efficacy on the consumer behavior, and the learning effects of the unit 'Consumption Life'. Questionnaires were administered to 370 female middle school students living in the Metropolitan City of Daegu. The data was analyzed by using the frequency, descriptive statistics, factor analysis, reliability analysis, multiple regression, and t-test. The findings are as follow. Self-efficacy was composed of five factors such as the capability in work performance, rational performance, fear, anxiety, and the ability to challenge oneself. Consumer behavior was composed of five factors such as emphasis on product display, emphasis on information, emphasis on fashion, emphasis on appearance, and the products/information exchange. The learning effects of the unit 'Consumption Life' was composed of two factors in the economical consumption, and rational consumption. The effects of consumer behavior and the learning effects of the unit 'Consumption Life' on each of the self-efficacy factors like the capability in work performance, rational performance, fear, anxiety, the ability to challenge oneself were explained by factors such as emphasis on product display, emphasis on information, emphasis on fashion, emphasis on appearance and products/information exchange, and economical consumption and rational consumption.

쇼퍼(Shopper) 구매행태(行態)에 따른 가전 브랜드샵 공간배치와 고객동선 특징 - 삼성전자 디지털프라자를 중심으로 - (A Study on Space Arrangement and Traffic Line of Home Appliances Brand Shops by Shopper' Purchasing Behavior - Focuesd on Samsung Digital Plaza -)

  • 유석환
    • 한국실내디자인학회논문집
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    • 제23권4호
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    • pp.190-200
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    • 2014
  • The domestic distribution environment of electronic goods has been placing more emphasis on securing each company's own interests and maintaining the existing customers as the most important purpose of marketing due to the change in consumption environment, the excessive cutthroat competition between retailers, the saturated number of branches for each company, weak revenue structure and declining competitiveness. In addition, the target of marketing has been shifted to specific consumers and the concept of a consumer is sub-divided into a "user" of a product and a "shopper" who buys a product. The purpose thereof is to increase the in-store purchase rate by analyzing the psychology and behavior of a shopper who actually visits a store for purchasing a product. Thus, the purpose of this study is to identify the correlation between the buying behavior of a shopper and product display based on "Digital Plaza" among the domestic electronic goods brand shops, which is selling products at various prices. This study is meaningful since it is utilized as data to plan store display for promoting purchase.

NREH: 다양한 운동과 데이터 수집이 가능한 가정용 상지재활로봇 (NREH: Upper Extremity Rehabilitation Robot for Various Exercises and Data Collection at Home)

  • 송준용;이성훈;송원경
    • 로봇학회논문지
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    • 제18권4호
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    • pp.376-384
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    • 2023
  • In this paper, we introduce an upper extremity rehabilitation robot, NREH (NRC End-effector based Rehabilitation arm at Home). Through NREH, stroke survivors could continuously exercise their upper extremities at home. NREH allows a user to hold the handle of the end-effector of the robot arm. NREH is a end-effector-based robot that moves the arm on a two-dimensional plane, but the tilt angle can be adjusted to mimic a movement similar to that in a three-dimensional space. Depending on the tilting angle, it is possible to perform customized exercises that can adjust the difficulty for each user. The user can sit down facing the robot and perform exercises such as arm reaching. When the user sits 90 degrees sideways, the user can also exercise their arms on a plane parallel to the sagittal plane. NREH was designed to be as simple as possible considering its use at home. By applying error augmentation, the exercise effect can be increased, and assistance force or resistance force can be applied as needed. Using an encoder on two actuators and a force/torque sensor on the end-effector, NREH can continuously collect and analyze the user's movement data.

스마트 폰을 이용한 지능형 홈 네트워크 시스템 설계 (Intelligent Home Network System Design using Smart Phone)

  • 이태웅;김원중;손철수
    • 한국정보통신학회:학술대회논문집
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    • 한국해양정보통신학회 2011년도 춘계학술대회
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    • pp.351-354
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    • 2011
  • 홈 네트워크 시스템은 조명, 가스, 난방 기기 등 가정 내의 다양한 정보기기들을 네트워크로 연결하여 집안 내부에서 제어하고 개인용 컴퓨터, 휴대폰 또는 스마트 폰으로 외부에서도 제어할 수 있도록 한다. 홈 네트워크 시스템을 구성하는 통합 서버와 월패드가 고가이고 네트워크 인프라를 구축하여야 하는 단점이 있다. 또한 서버에 문제가 발생할 경우 집안 내부 기기들의 제어가 불가능하거나 기기들이 오작동을 일으킬 수 있는 위험도 있다. 본 논문에서는 이러한 홈 네트워크 시스템의 단점을 보완하는 스마트 폰을 이용한 지능형 홈 네트워크 시스템을 제안한다. 현재 널리 보급된 스마트 폰은 고사양 입출력 장치로 기존 월패드의 사용자 인터페이스 부분인 디스플레이와 터치스크린을 대처하고, 홈 네트워크의 관리 및 제어기능을 스마트 폰에 집중한 보급형 홈 네트워크 시스템을 제안한다.

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1인 가구의 소비성향 분석을 통한 홈퍼니싱 제품전략 연구 (A Study of Home-furnishing Products Strategy through the Consumption Tendency Analysis of Single Household)

  • 김태선
    • 한국가구학회지
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    • 제27권3호
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    • pp.237-245
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    • 2016
  • Single households currently account for 26.5% of all households and their number is expected to continue to rise, reaching 34.5% by 2035. An analysis of the consumption trends and needs of single households shows that they are rising as a new consumer group with a focus on investment on the individual and favouring: small but high-tech products: efficient use of limited resources: safety and peace of mind: self-improvement and leisure. Products which meet such demands are having an impact on the growth of home-furnishing market. An analysis of companies in Korea's home-furnishing market, with examples like the lifestyle company IKEA, shows a variety of brands such as SPA brand, furniture specialist, distributor and character products. And yet most are OEM products which lack differentiated product lines and compete with similar display and distribution structure. We needs the Single household consumption tendency of home-furnishing market and differentiation strategy through product analysis. In order to increase the value of companies in the home-furnishing market, in addition to differentiated design, product competitiveness must aspire to higher customer satisfaction with easy assembly, innovation in logistics, innovative sales methods such as virtual-reality simulation for products and space, individually-tailored furniture for the needs of single household and products which combine smart technology. For home-grown home-furnishing brands to have competitiveness, they must leverage on the strengths of the industry, offering differentiated and competitive products in a wider range of areas with convergence functions as well as differentiation in consumer interface and application of advancing technology; in-depth product research is called for.

몰입형 가상현실과 모바일 증강현실을 활용한 가정내 에너지절약 인지 경험 비교 연구 (A Comparative Analysis of User Experience in Home Energy Saving Awareness Using Immersive Virtual Reality and Mobile Augmented Reality)

  • 최성호;이명훈;이재열
    • 한국CDE학회논문집
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    • 제21권4호
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    • pp.397-408
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    • 2016
  • VR and AR are widely used in many applications to provide more immersive visualization and natural interaction for learning and experiencing virtual but realistic tasks. Energy saving is considered as one of the most important issues throughout the world in order to overcome global warming and energy crisis. In particular, the awareness of home energy saving is regarded as a first step to deal with this issue. In this paper, we suggest a new learning environment using virtual and augmented reality (VR/AR) for home energy saving experience. In particular, it presents a comparative study of the user experience in home energy awareness using immersive virtual reality and mobile augmented reality. The first person user experience using immersive VR wearing head mounted display (HMD) and the third person user experience using mobile AR are implemented and systematically compared with each other in terms of the learning effect of energy saving and qualitative usability. Implementation results will be given to show the advantage and effectiveness of the proposed approach.

Digital Moire를 이용한 임의의 영사면에 대한 투영보정에 관한 연구 (A Study on Projective Calibration for Arbitrary Display Surface using Digital Moire Method.)

  • 유원재;김도훈;강영준;백성훈
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 2003년도 춘계학술대회 논문집
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    • pp.292-295
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    • 2003
  • Moire topography method is a well-known non-contacting 3-D measurement method. the automatic 3-D measurement by moire topography has been required since the method was frequently applied to the engineering and medical fields. 3-D measurement using digital projection moire topography is very attractive because of its high measuring speed and high sensitivity. In this study, digital two-wavelength phase shilling moire is applied to the entertainment fields. recently. as promoting the growth of the VR-Game, display devices which attract public attention such as HMD or Projector are being appeared in order to deliver effectively the absorption sense. this study realized the Auto-calibrating system for arbitrary display surface using digital moire method which satisfied the shape measurement of display surface and the request of FOV(Field of View) output. also when large screen wasn't prepared, this auto-calibrating system was applied to enjoy games or movies at home with a projector and walls

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