• Title/Summary/Keyword: Market Value Added

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Factors of Attitude and Purchase Intention toward Fashion Cultural Products with a Korean Image - Comparison of Korean and American Consumers - (한국적 이미지의 패션문화상품에 대한 태도 및 구매의도 영향요인 - 한국과 미국 소비자의 비교 연구 -)

  • Cho, Yoon-Kyung;Lee, Yu-Ri
    • Journal of the Korean Society of Costume
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    • v.59 no.4
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    • pp.54-66
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    • 2009
  • An empirical study was conducted on fashion cultural products with Korean image, targeting Korean and American consumers. Its purpose was to identify Korean and English consumers' attitude and purchase intention and to compare difference of its influence factor toward fashion cultural products of which design sources were derived from the Korean culture. The quantitative research using on-line questionnaires was targeted at American and Korean consumers. A total of 400 responses were used in the analysis. Results of data analyses using SPSS 13.0, are as following. First, for American consumers, uniqueness-seeking had a positive effect on attitude toward of cultural product with Korean image, followed by service of salespersons, change-seeking, and appearance of salespersons. For Korean consumers, easy accessibility was significantly related to attitude. Second, for American consumers, uniqueness-seeking and appearance of salespersons had a significant influence on the purchase intention of the cultural product with Korean image. For Korean consumers, no attributes were related to purchase intention. This research about fashion cultural products that will compete in the global market presents exploratory information targeting domestic and foreign consumers and will contribute to the strategic aspect of newly growing high-added-value industries.

A Case Study for successful game media franchise : The maple story (성공한 Game 원 소스 멀티 유즈 사례에 관한 연구 (메이플 스토리를 중심으로))

  • Cho, Hyung-ik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.172-174
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    • 2013
  • Today, one of the most important reasons that Media franchise becomes a core part in the visual contents is that they can create added value and profit optimization easily with main source contents. For succeeding in media franchise, outstanding main contents develop and planning ability which can graft main contents onto other genres are required. This paper will analyze media franchise success cases, with The Maple story as the center, will inquire How he succeed in Korea contents market, and will suggest pointing spot of Korea style media franchise. planning ability and several other causes.

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The Current Status and Problems of Researches about SICAF (서울국제만화애니메이션페스티벌, 그 현황과 과제)

  • Jo, Jeong-Rae
    • Cartoon and Animation Studies
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    • s.22
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    • pp.99-112
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    • 2011
  • Korea cartoon animation industry is recognized as a cultural content that the spread of popular culture, value-added industries. Yet in spite of external growth and support policies tend it sluggish. This aspect of the cartoon animation market status and government policy that best reveals the cultural industry held the status of Seoul International Cartoon & Animation Festival also not irrelevant. This study retrospect Seoul International Cartoon & Animation Festival that started in 1995 and enhances the scale of the cultural industry and popular culture has grown around, and tried to find a solution for establish the identity and the development plan.

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하청형 중소기업의 전략적 기업혁신 -기술베이스의 동태적 다각화를 중심으로 -

  • 류태수
    • Journal of Technology Innovation
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    • v.8 no.2
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    • pp.97-117
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    • 2000
  • TOEM strategy is widely used in Japan and Korea because of the diverse advantages such as cost sharing, technology transfer, equipment lease and base technology acquisition between parent company and OEM supplier. There are, however, some disadvantages that (1)OEM suppliers are likely to be reactive to environmental changes and (2) may have difficulty in building competitive position and long-term growth. When the parent company relocates its plant to foreign countries to achieve lower labor cost or to enhance value added this change will affect directly the OEM supplier's outcome. The parent company's divestiture from existing businesses will also affect the OEM supplier. For the OEM supplier to survive in face of these strategic changes it must enter the new countries with the parent company. Alternatively, the OEM supplier must actively diversify its technologies based on its core capabilities of existing product and process technologies and seek new business arenas. The strategy of aligning its businesses with the parent company's new business strategy allows the OEM supplier to share the new market while it requires the OEM supplier to develop core capabilities. In Korea many small and medium sized OEM suppliers are dependent on a few large companies. For the industry structure in Korea where industry concentration is extremely high OEM suppliers should move away from the past strategy, where they are dependent on the parent company's low profitability businesses. They should actively enter new businesses for which parent companies enter to achieve long-term growth.

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Manufacturing of Wood Charcoal Cup by Using Carbonization Method and Its Water Repellency (목재를 이용한 무할렬 숯잔 제조 및 발수특성)

  • Park, Sang Bum;Lee, Min
    • Journal of the Korea Furniture Society
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    • v.25 no.3
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    • pp.207-212
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    • 2014
  • With increased interests in environmental issues, people are looking for new materials that serve special and bio-activated functions. One of interesting materials is charcoal which has excellent adsorption ability for harmful volatile organic compounds, fireproof performance, far-infrared ray emission, and electromagnetic shielding. Since non-crack carbonized board was developed from wood-based composite materials, carbonization method might be applied to woodcraft products such as wood cup and bamboo. In this study, manufacture of wood charcoal bowl was conducted with carbonization method developed in 2009 in order to activate wood products market. Ash tree(Fraxinus rhynchophylla) cup was carbonized at $600^{\circ}C$ with two pretreatments which were phenol resin and wood tar solution treatment. After carbonization of ash tree cup, non-crack charcoal cup were successfully manufactured. Phenol resin treatment affected on charcoal cup manufacturing both positively and negatively. For a positive way, it prevented shrinkage. For a negative way, it decreased water repellency. On the contrary, wood tar treatment accelerated shrinkage a bit and increased water repellency. Based on the results, wood tar can be used as pre-treatment solution for reducing post-treatment costs. We confirmed woodcraft products can be carbonized without deformation, so carbonization may provide a high value-added products from wood.

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A Study on Development of Movable u-POS System based on RFID (RFID 기반의 이동형 u-POS 시스템 개발에 관한 연구)

  • Jho, Yong-Chul;Li, Zhong-Shi;Lee, Chang-Ho
    • Journal of the Korea Safety Management & Science
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    • v.9 no.6
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    • pp.155-162
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    • 2007
  • Recently, retail store automation appliance market is changed with traditional POS systems techniques and RFID, radio POS system, and self checkout system, etc. in the foreign advanced distribution industry. Retailers and consumers require convenient POS system which can provide more functions and fast service. These requests bring to rapid evolution of various H/W and S/W corresponding with POS system. In this study with the POS systems and the RFID technology we develop core technology of movable u-POS system based on RFID that can use in large store. So we propose u-Cart system that can alternate the current shopping cart and POS terminal and that provide value added services to customer. As the result we present the configuration of u-Cart terminal device(WMDT : Wireless Mobile Data Terminal) including RFID reader module that can provide various information to consumer and some convenient client applications that are running in WMDT and u-POS administration service module.

A Study of the Development of Domestic Animation Industry through the Analysis of the OSMU cases in TV Contents (방송콘텐츠의 OSMU사례고찰을 통한 애니메이션산업의 육성방안 연구)

  • Bang, Kee-Chun;Oh, Seong-Suk;Cho, Hyun-Il
    • Journal of Digital Contents Society
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    • v.7 no.3
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    • pp.211-217
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    • 2006
  • The digital contents industry has now become the most important industry in the 21st century. Among the various digital contents industries, the animation industry has emerged as a higher value-added culture contents business with a strong possibility of growth from the field of image and character to the copyright area. Yet, the overall market structure has not been consolidated except for a few successful projects because of the sharp decline in domestic animation and the upward trend in global animation business. Due to reduced investment in producing TV animations, OSMU is an essential alternative for the animation industry. In this research, we aim to analyze the development of the domestic animation industries by studying the actual condition of OSMU for broadcasting contents.

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Improvement of Quality Evaluation of Educational On-line Game Software (교육용 온라인 게임 소프트웨어의 품질평가 개선)

  • Myung Won-Shig;Han Jun-Tak
    • The Journal of the Korea Contents Association
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    • v.6 no.5
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    • pp.104-112
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    • 2006
  • Game industry developed much from fast development of an information communication technology and an internet technology. Game industry is getting attention by high value-added industry in 21th century And genre of various game appeared. On-line game is taking charge of important role of latest IT industry Now, game software market for education is expanded, but a lot of side effects exist because of wrong game software. In this paper, we investigate existent researches about quality evaluation of on-line game's qualitative improvement. Also, we present improving quality evaluation constituent additionally.

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Impacts of E-commerce on the Farmer's Management Behavior (전자상거래가 농업경영 행태에 미치는 영향)

  • Kwon, Yong-Dae;Kim, Gwan-Hou
    • Korean Journal of Agricultural Science
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    • v.32 no.1
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    • pp.95-106
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    • 2005
  • This study was focused on analyzing the impacts of e-commerce on the farmer's management behavior and suggesting alternatives for the development of e-commerce in agricultural industry. For this study, survey was conducted for 24 farmers who sell agricultural products through e-commerce in Chungnam province. The results of study are as follows; First, farmers have changed their management practices in terms of production, marketing and processing by using the information of consumers' preferences while doing e-commerce business. Second, farmers have attempted to differentiate their product through product brand and customer relationship marketing, because they recognized the importance of developing marketing techniques adapted to e-commerce system for more revenues. Third, if quality certification system of agricultural products is introduced under e-commerce, farmers would use it for their environmentally sounded farming because they expect to increase their income. Fourth, 75% of the farmers sold their product at retail price. It means that e-commerce farmers act as a price maker rather than price taker at e-commerce market, who will be encouraged to have larger business size resulting in more added value. Based on the results of study, we suggest that there should be reduction of service charge for credit card, and encouragement of B2B transaction for the economy of scale and introduction of quality certification system so as to establish e-commerce system of agricultural industry as soon as possible.

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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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