• Title/Summary/Keyword: Leisure experience

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Fashion Bag design study with wearable technology (착용가능한 기술을 적용한 패션 가방디자인)

  • Hong, Sungdae
    • Journal of the Korea Computer Graphics Society
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    • v.18 no.4
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    • pp.17-23
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    • 2012
  • The convergence of IT technology and fashion is a marked trend in recent years induding sportswear, m-dress (mobile phone dress), and wearable computing. Despite continued research and record high development in the field, however, there still are unsettled issues like power supply, fit, washability and mobility when it comes to commercializing technological fashion product. In this context, this thesis is to propose feasible technology effectively applied to a portable bag. The first case is a bag designed to maximize sensitivity for a family who enjoys leisure activities often. The second one is a limited editionHaute Couture style bag targeting single women in their 20s and 30s. These two case studies are an attempt to demonstrate the possibility of applying wearable technology to a product design.

Fatigue in People with Cancer : Concept Analysis (암환자 피로 : 개념 분석)

  • 이은현
    • Journal of Korean Academy of Nursing
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    • v.29 no.4
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    • pp.755-765
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    • 1999
  • Most people experience fatigue at some point in their lives, and they say the word ‘fatigue’ in their ordinary conversational speech. The ordinary word is used as a military or engineering term and has been studied in various different disciplines, such as ergonomics, physiology, psychology, medicine, and nursing. In spite of its widespread uses, however, fatigue has not been well defined. The term of fatigue Is thus often used with different meanings and is applied in diverse contexts that had led to a confusion of ideas. In people with cancer, fatigue is reported as a major distress. Despite the importance of fatigue in cancer patients, the phenomena of fatigue is poorly understood. Therefore, the purpose of the present study is to analyze the concept of fatigue in people with cancer. The process for the concept analysis was guided by Walker and Avant's conceptual analysis methodology. The identified attributes of fatigue in the present study were subjective feeling, lack of energy, sustenance, and multidimensions. The antecedents were cancer treatment and economic status. The consequences were decreased daily, vocational, leisure, and social activities, uncertainty, and difficulties in adjustment. Symptoms (pain, anorexia, and insomnia) and emotional disturbance were not clear whether they are antecedents or consequences. However, they are related with cancer related fatigue. Even though still in the beginning stage, instruments measuring cancer related fatigue have been developed by some nursing investigators.

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The Effect of Fashion Brand Personality on Consumer's Brand Identification and Brand Loyalty (패션브랜드 퍼스낼리티가 소비자의 브랜드 동일시 및 브랜드 충성도에 미치는 영향)

  • Jang, Soo-Jin;Rhee, Eun-Young
    • Journal of the Korean Society of Clothing and Textiles
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    • v.32 no.1
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    • pp.88-98
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    • 2008
  • The purpose of this study were to examine the effect of fashion brand personality on the consumer's brand loyalty and to investigate the role of brand identification as mediator. The questionnaire data from 218 women who had purchase experience of fashion luxury brands were collected. Factor analysis and multiple regression analysis were used in data analysis. The results of this study were as follows. First, the consumer's fashion brand personality was composed of eight factors; Status-oriented, appearance-oriented, trend-oriented, leisure-oriented, physical activity-oriented, self achievement-oriented, fun-oriented and relation-oriented factor. Second, brand identification had significantly influence on brand loyalty. Third, fashion brand personality significantly influenced on brand loyalty and brand identification. Especially, the status-oriented, appearance-oriented, trend-oriented and self achievement-oriented fashion brand personality was proved to have a crucial role in brand identification and brand loyalty. Fourth, the status-oriented, appearance- oriented, trend-oriented and self achievement-oriented fashion brand personality had both direct and indirect effects on brand loyalty mediated by brand identification.

Merchandising Process Analysis of Outdoor Sportswear Brands (아웃도어 스포츠의류 브랜드의 상품기획 현황 분석)

  • Sung, Hee-Won
    • Journal of the Korean Society of Clothing and Textiles
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    • v.35 no.3
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    • pp.243-253
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    • 2011
  • The outdoor sportswear market in Korea has received increased attention due to the interest in health and leisure activities promoted through the well-being trend. This study examines the merchandising process for outdoor sportswear brands and focuses on textile planning in order to identity the opportunities for Korean textile companies. Data were collected through an interview method of nine outdoor leading brands (six national brands and three license brands). The interviewees were merchandisers with two to nine years of career experience in the company. The majority of interviewed brands implemented a merchandising plan twice a year. Basic goods took 80% and reorder or spot goods took 10-20% of the total quantity, which possessed a substantial possibility to substitute imported textiles for Korean ones. After the 2008 global economic crisis, outdoor brands have increased the quantity of Korean textiles up to 70% of the total amount of sales because of low price per quality, lead-time accuracy, convenience for handling, and communication. The most important factors when selecting materials were functionality, quality, design, price, and lead-time for orders. The managerial implications for Korean textile companies were also discussed.

A Study on the Changes of Low-rise Residential Neighborhood with the Spread of Consumption-biased Cultural Space - Focused on the Yeonnam-dong Area - (문화소비공간의 확산에 따른 저층주거지 변화 특성 연구 - 연남동 일대를 중심으로 -)

  • Kim, Shinsung
    • Journal of the Korean housing association
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    • v.27 no.4
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    • pp.77-88
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    • 2016
  • Low-rise Residential neighborhoods of Hongdae area, Garosu-gil, Samchung-dong, Itawon etc. are currently emerging new spaces for cultural consumption in the city. Nonetheless undiscerning excessive commercialization often results in monotonous urban space and deportation of residents and leaders of change; Due to commercialization and popularization recently this phenomenon is influencing surrounding low-rise residential neighborhoods. The main objective of this study is to examine how surrounding low-rise residential neighborhood transforms according to the expansion of culture-commerce spaces. Hongdae area's culture-commerce spaces and its expansion into Yeonnam-dong is investigated in specific. Especially attributes and main causes of transformation in physical and experiential space of neighborhood living facilities and residential buildings, when changed into culture-commerce related use is examined in detail. The expansion of culture-commerce space of Hongdae to Yeonnam-dong area has positive meaning in aspects of everyday experience. First, physical alteration of street-building relation increases direct and indirect contact of people. Contact opportunity carries important meaning in sense that it is prerequisite for next stage contact of network and exchange. Second, culture-commerce related programs provide the third place, where various leisure activities can take place. Attributes of transformation and positive meaning of culture-commerce spaces expanding its territory presents the need of management.

A Study on the Interior Design of Hotel Design through Brand Marketing Collaboration (브랜드 콜라보레이션 마케팅을 통한 디자인호텔의 실내디자인에 관한 연구)

  • Park, Si-Yoon;Kim, Jeong-Ah
    • Korean Institute of Interior Design Journal
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    • v.23 no.4
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    • pp.52-62
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    • 2014
  • The rapid growth of economy improves not only the life quality of people in this modern society but also standards of value in connection with how those people would spend money as they engage in various leisure and cultural activities. That being the case, hotels are currently changing into places of new concepts depending on those new lifestyles of these people, and in those new places, people can entertain and experience as enjoying cultures. The marketing collaboration of the hotels with brands can be used as a more inclusive way to enhance brand images. In addition, as having infinite possibilities of the collaboration's being able to create a new-concept space with an identity of a brand included, this collaboration makes it possible for the design hotels to decorate their interior spaces differently from those of other hotels. In the light of that, the brand collaboration is basically divided into three groups which are the fashion collaboration, the technique collaboration and the designer collaboration, and the brand collaboration is also able to express the interior spaces of the design hotels as working on those six components, such as reproduction, events, alteration, messages, culture and image. After all, through the brand collaboration marketing, this thesis expects an interior design of a new-concept design hotel which would play a role as a complex cultural space.

Visitor perception survey on the Saemangeum reclamation district (새만금 사업 지구의 방문객 인식 조사)

  • Son, Jae-Gwon;Kim, Seong-Su;Choi, Jin-Kyu;Jang, Dong-Heon
    • Korean Journal of Agricultural Science
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    • v.39 no.4
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    • pp.595-602
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    • 2012
  • Main objective is to examine visitors the image, awareness of Saemangeum to examine its image, awareness, expected projects, and areas of improvement. This can establish measures for publicity and nation-wide participation. Main results are as following. First, visitors are broadly distributed to all age groups. Majority of visiting is travel and rate of returning visit is high as well. Second, the Saemangeum project is positively recognized and it is expected to be a prime development of the west coast in the future. Third, TV has significantly contributed to the visit to Saemangeum but the internet has larger effects in younger generations. Furthermore, rest and experience facilities, accommodations, and food items are major areas of improvement. Fourth, visitors have high expectations for tours, leisure, and ecosystems. Therefore, efforts should be made to become the Mecca of greed-development and cultural tourism. Fifth, many people replied that Saemangeum is an assistance to the national development but water quality management should be continued. In addition, the public participation should be made centrically cultural and economical participations.

Study on Computer Knitting for Patterns on Porcelain of Underglaze Iron (컴퓨터 편기를 사용한 철화자기 문양의 편성에 관한 연구)

  • Kim, Ji-Hyun
    • Journal of the Korea Fashion and Costume Design Association
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    • v.10 no.2
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    • pp.91-103
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    • 2008
  • Because of comfortable texture and easy treatment, more and more knit products has been required for leisure such as sports, traveling, hobbies, and various social activities. Therefore, the demand of knit is gradually increasing in the clothing industry. There are, however, several issues, which require solutions, and we must develop higher value-added products, which differentiate from those of developing countries allowing us to compete and win in the world market. The patterns on porcelain of underglaze iron, which had been popular from late-l5th century to mid-16th century, are diverse, unique, and traditional--so valuable patterns of our own. The computer hitting machine enables the designer to conceive new designs and produce samples of fabrics within a few minutes, which allows us to save time for mass production. Therefore, it is an essential tool for the knitting industry. After collecting, analyzing, and choosing various patterns on porcelains of underglaze iron, This study reflects the actual experience of hitting the fabrics with the patterns through the computer knitting machine which is also used to produce patterns after designing the new patterns through Adobe Illustrator and Photoshop, which has several merits. This article compares and analyzes them for production, which uses the patterns that has been designed from the patterns on porcelains of underglaze iron.

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A Study on the Design Gaming Method for a Designing the Elementary School -Focused on Students' Preference of Physical Environments- (초등학교 설계를 위한 디자인게임 방법에 대한 연구)

  • Kim, Hye-Jung
    • Journal of the Korean Institute of Educational Facilities
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    • v.16 no.6
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    • pp.29-41
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    • 2009
  • The purpose of the study was to determine the way to improve the school environments especially focused on the elementary school through design gaming with children. Main purpose of the study was to establish the method to find how children experience school environments and the way to find their needs, feelings, and desires of the school facilities. The methods which have been used are design gaming consisted of picture card game, drawing favorable and unfavorable places, and making the wish list. 46 children in Seoul area participated in the study. The main physical environments which have been focused in the study are as follows; the type of classroom, atmosphere of library, indoor and outdoor leisure activity space, indoor and outdoor play area, and the pedestrian way from home to school and from school towards home. Quantitative and qualitative analysis were used to attempt to develop children's preference of each place and their wish about school environments. The results have been summarized based on the general preferences and differences of favorite and unfavorite places. The differences between grades and gender have also been discussed focused on the picture game and drawings of favorite and unfavorite places.

A study on the use of lighthouse as marine tourism resources (등대의 해양관광자원으로서 활용방안 연구)

  • Lee, Han-Seok;Shim, Mi-Sook
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2009.06a
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    • pp.498-501
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    • 2009
  • With increase of people's leisure time for marine facilities it is expected to increase the demand for marine tourism. It is necessary for lighthouse to meet the demand for marine tourism. Now, the lighthouse is not only functioning as a traditional aids to navigation for vessel, but also it becomes the new facility and space for all civilians who might visit and experience the marine culture. This research suggests how to use the facilities of the lighthouse as marine tourism resources by reviewing the cases of domestic lighthouses.

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