• Title/Summary/Keyword: Interactive Product

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The effects of manufacturing and sales companies and manufacturing companies' reputation and product types on the perceived product quality: focusing on cosmetic products (제조판매원과 제조원의 명성 및 제품유형이 지각된 품질에 미치는 영향: 화장품을 중심으로)

  • Lee, Suhaeng;Youm, Dongsup
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.71-81
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    • 2020
  • This study the effects of cosmetic product manufacturing and sales companies and manufacturing companies' reputation and product types to the customers on the perceived product quality. For this study purpose, the experiments were conducted targeting 8 groups using 2 × 2 × 2 factor design. Regarding the study results, first, the manufacturing and sales companies and manufacturing companies with higher reputation showed higher perceived product quality than the companies with lower reputation. Second, the reputation of manufacturing and sales companies and manufacturing companies was identified to have interactive effects on perceived product quality. Third, manufacturing and sales companies and product types have interactive effects on perceived product quality. Finally, manufacturing companies and product types have interactive effects on perceived product quality. This study results can provide valuable information for product manufacturing for manufacturing companies and marketing strategy planning for manufacturing and sales companies.

Intelligent Retrieval System with Interactive Voice Support (대화형 음성 지원을 통한 지능형 검색 시스템)

  • Moon, K.J.;Yoo, Y.S.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.9 no.1
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    • pp.29-35
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    • 2015
  • In this paper, we propose a intelligent retrieval system with interactive voice support. The developed system helps to find misrecognized words by using the relationship between lexical items in a sentence recognition and present the correct vocabulary. In this study, we implement a simulation system that can be proposed to determine the usefulness of the product search assistance system which offers applications. Experimental results were confirmed to correct the wrong speech recognition vocabulary in a simple user interface to help the product search.

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Interactive Projection Mapping as a mean maintaining brand identity of corporation - Based on KIA Tigers (기업 브랜드 아이덴티티 유지 도구로서 Interactive Projection Mapping - 기아 타이거즈를 중심으로)

  • Shin, Chang-Woo;Han, Ji-Ae;Kim, Byung-Wook
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.85-86
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    • 2014
  • 본 연구의 목적은 브랜드 홍보 잠재력이 낮아지고 있는 기업 브랜드의 아이덴터티 유지를 위한 도구로서 Projection Mapping의 활용 방안을 고찰하는 것이다. 브랜드 홍보 잠재력이 낮아지고 있는 지역 대표 기업인 기아 타이거즈를 연구 대상으로 선정하고, Brand Identity측면에서 Durability, Differentiation, Coherence, Flexibility 특성 중심으로 Interactive Projection Mapping을 구현하였다. 제작과정은 크게 C4d 를 활용한 홍보 영상 제작, VVVV와 Touch Sensor을 활용한 행동에 반응하는 영상 제어 과정으로 이루어졌다.

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Design of Hot-spot generator for inserting content-based interactive advertising on DMB broadcasting

  • Park, Tae-Jin;Park, Se-Hyun;Lim, Soon-Bum;Choy, Yoon-Chul
    • Journal of Korea Multimedia Society
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    • v.11 no.12
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    • pp.1765-1774
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    • 2008
  • Due to recent increase of product placement(aka. PPL) in TV drama and entertainment program, the audience of these programs is exposed to the advertisement in the form of the props and backgrounds without discernment. Advancement in digital data broadcasting technology enabled advertisers to insert detailed information of the product or associated advertisement link into the content of the broadcast program as an interactive advertisement. With the interactive advertisement, the audience can focus on the content of the program and the advertiser can create an advertisement with a rich content through the interaction between the advertisement and the audience. It is possible because the interactive advertisement is dynamic advertisement behavior only activated by the audience's intention. In this research, we develop a Hot-spot generator to insert interactive advertisement in the DMB broadcast program. We also suggest dynamic Hot-spot generation technique that allows the Hot-spot object to follow not only the shape of the advertising object in the program, but also the movement of the object as the program progresses.

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Interactive Effects of Situation and Personal Characteristics on Perceived Risk, Importance of Store Attributes and Store-Type Choice (상황과 소비자 특성의 지각된 위험, 상점속성의 중요도 및 상점선택행동에 대한 영향)

  • 홍희숙
    • Journal of the Korean Society of Clothing and Textiles
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    • v.20 no.5
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    • pp.877-892
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    • 1996
  • The purpose of this was to test the interactive effects of usage situation and personal characteristics on perceived risk, importance of store attributes and store-type choice. The data were collected via a questionnaire from 601 housewives of ages 20's∼ 50's living in Seoul, Korea, and analyzed by factor analysis and repeated measure two-way ANOVA. The results of this study were as follows: First, the interactive effect of age and situation on economic risk was significant. Second, the significant infraction of age and situation on importance of product price/variety was found, and there were significant intractions of education and situation on importance of service/convenience, discount policy and product information sources/promotion. Third, the interactive effects of situation and personal characteristics (age, income, education or job) on store-type choice (brand chain store, discount store, department store, designer boutique, local store or a wholesale market) were significant.

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A study on Promotional App Development Using an Interactive Movie (인터랙티브 영상을 이용한 프로모션 앱 제작 연구)

  • Yoo, Wang-Yun
    • The Journal of the Korea Contents Association
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    • v.14 no.10
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    • pp.429-437
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    • 2014
  • Product promotion App is developed using an interactive video in order to overcome the existing ATL marketing limitations and to respond to target age groups and lifestyle changes. The product promotion App which is positioned as a smart care center by analyzing customer needs with the Customer Journey Map, is comprised of 3 categories such as interest, information and management reflecting media characteristics of smart mobile contents. It intends to induce viral promotions with comical and interactive alopecia simulator directly described by a specialist doctor which ensures reliability of products. In addition, it is made for customers to continuously manage the alopecia through management tools, and company can expect an effect of being used as a core tool for marketing activities by offering promotional information along with product feedbacks.

The Usage Patterns of MCSs, and the Activation of Knowledge Management Processes for Corporate Innovations : Innovation Openness (경영통제시스템의 이용 행태에 따른 지식경영 과정들의 활성화와 제조기업 혁신 : 혁신의 공개성)

  • Choe, Jong-Min;Bae, Seong-Ho
    • Korean Management Science Review
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    • v.34 no.3
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    • pp.43-60
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    • 2017
  • This study empirically examined the differences in degrees of product or process innovations according to the activation forms of all knowledge management (KM) processes (i.e., socialization, internalization, externalization, and combination), which are influenced by the usage patterns of management control systems (MCS)(i.e., interactive and diagnostic usage patterns). We empirically investigated and identified the links among usage patterns of MCS, the activation forms of KM processes, and the kinds of innovation promoted. Under high competitive conditions, it was found that the interactive usage of MCS is relatively more preferred and enhanced. However, when environmental uncertainty is high, it was shown that the diagnostic use of MCS is more emphasized. Thus, it is evident that the use patterns of MCS are determined by environmental conditions. From the results of this study, it was suggested that under high interactive use of MCS, the activation of socialization and internalization is more enhanced than the facilitation of externalization. It was also observed that when both interactive and diagnostic usage of MCS are high, KM processes are more activated and strengthened. The results indicated that under high activation of KM processes, product innovation as well as process innovation are more frequently occurred. Finally, the results of this study suggested that according to the levels of innovation openness, major innovations are more frequently occurred and promoted than minor innovations.

A Exhibition Design of Digital Pavilion in DMC (디지털파빌리온 전시공간계획)

  • Kwon, Soon-Kwan
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2007.11a
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    • pp.210-213
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    • 2007
  • The direction of this project is creates a future and it experiences ubiquitous world. The subject of the space is 'Ubiquitous Creative World' which Imagining the past becomes actuality and imagining in future become actuality and future when it will approach at once. The storyline of this space is as belows; 1 Zone - Ubiquitous life Gallery : it will be able to experience the future world ; home, office, street, school and the others. 2 Zone - Interactive Play Gallery : it will be able to explore the interactive media with information technology ; digital cafe, imagining jump, digital art and the others. 3 Zone - New product and Business Gallery : it composed with business, new product, and demonstration gallery such as public information space. The space concept makes connection and concentration which uses unit and line for world which becomes accomplished by the network. Connection of digital and the human being to make the center of new digital life.

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