• Title/Summary/Keyword: Online Fashion Mall

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A Survey for the Development of a 3D Printing Related Course in Fashion Design Department (3D 프린팅 관련 교과목 개발을 위한 기초 연구 - 전문대학 패션디자인과를 중심으로 -)

  • Jeong, Hwa-Yeon
    • Journal of the Korea Fashion and Costume Design Association
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    • v.19 no.3
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    • pp.33-47
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    • 2017
  • The purpose of this study is to provide fundamental data for the development of new course on 3D printing in the fashion design department. In order to investigate the perception of and educational needs in 3D printing, the data were collected from 266 students (female 68.8%, male 31.2%) majoring in fashion design aged 18-25 living in the capital area. The results of this survey showed that when investigating perceptions of 3D printing, it was found that 68.8% of answerers had indeed heard of 3D printing. Regarding the path they came to know about 3D printing, mass media such TV was the most frequent answer (54.6%). On the other hand, to the question asking about their intention to take the subject if given, approximately 71% said "Yes". Also, if a modeling class were given, the division that they wanted to explore most in the fashion industry was fashion jewelry. Finally, to the question asking interest in starting a business, 71.1% answered that they had interest. Out of those that answered that they had interest, when questioned about in which field they wanted to start a business, the most frequent answer was fashion online shopping mall. Finally, NCS-based 3D printing courses were suggested in the Fashion Design area. As 3D printing techniques are actively applied to the fashion industry overseas, creative education is needed through the integration of fashion and 3D printing technology by introducing 3D printing related programs in colleges.

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The Influences of Consumer's Brand Attitude on Brand Clothes Purchasing Behavior in On-line Mall (소비자의 브랜드 태도가 인터넷 브랜드 의류 구매행동에 미치는 영향)

  • Ji, Hye-Kyung
    • Journal of the Korean Society of Costume
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    • v.62 no.5
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    • pp.171-180
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    • 2012
  • Purchasing behavior of brand clothes in internet shopping mall is largely used on the purpose of having a good quality of clothing, price advantage and shopping efficiency. This study aims to find out consumer's evaluation on the properties of brand clothes in internet shopping mall according to consumer's brand attitude(brand identification and brand pursue value). The influences consumers' evaluation of the properties of brand clothes on the purchase satisfaction and off-line brand image evaluation were also investigated. This study surveyed male and female consumers in their 20s~40s for empirical analysis in August 2011 who have purchased brand clothing through internet shopping malls. The survey was conducted on 254 subjects who were selected through online convenience sampling. Data were analyzed by using SPSS for Windows 12.0, and descriptive statistics, reliability analysis, factor analysis, and regression analysis were done as well. The results are as follows. First, it was identified that consumers' brand identification and brand pursue value had significant influence on the evaluation of physical, functional, and expressional product properties. Second, it was identified that consumers' evaluation on the brand clothing properties significantly influenced on internet purchase satisfaction and brand image evaluation. Especially, expressive property of brand clothes appeared to be the most influential factor on purchase satisfaction and brand image evaluation. The results of this study will help clothing companies with prestigious brand names to administer the product qualities with differentiation policy from off-line sales and satisfy the consumer needs in internet shopping, hence enhancing the brand image of the company.

A Recommendation Method of Similar Clothes on Intelligent Fashion Coordination System (지능형 패션 코디네이션 시스템에서 유사의류 추천방법)

  • Kim, Jung-In
    • Journal of Korea Multimedia Society
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    • v.12 no.5
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    • pp.688-698
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    • 2009
  • The market for Internet fashion/coordination shopping malls has been enormously increased year by year. However, online shoppers feel inconvenient because most of Internet shopping malls still rely on item classifications by category and do not provide the functionality in terms of which shoppers can find clothes they want. In an effort to build a fashion/coordination system for women's dress adopting the Heuristic-based method, one of the Context-based methods, we present a method for defining characteristics of a woman's dress as attributes and their inheritance relations, which can be input by a product manager. We also compare and analyze various methods for recommending the most similar clothes.

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Purchase Behavior and Risk Perception in Cosmetics Purchases at Online Shopping Malls (인터넷 쇼핑몰에서 화장품 구매시 위험지각에 따른 구매행동에 관한 연구)

  • Kim, Ju-Hee;Ha, Jong-Kyung
    • Korean Journal of Human Ecology
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    • v.19 no.6
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    • pp.1003-1012
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    • 2010
  • This study analyzed purchase behavior according to the risk perceptions when customers buy Cosmetics at Internet Shopping Malls. Participants were 232 women in their 20s and 30s with more than one buying experience at an internet fashion shopping mall. Data were analyzed using factor analysis, Cronbach's analysis, cluster analysis, one-way ANOVA and a Duncan test. Results were as follows. Firstly, five factors of risk perception were identified: These were the payment risk, service risk, quality risk, price risk and experience risk. Secondly, customers of internet shopping malls could be categorized into three groups: A low risk perception group, a payment risk perception group and a high risk perception group. Factor analysis showed significant differences between these groups( p<.001). Thirdly, purchase behavior based on the purchase standards, purchase items, information searching were investigated according to the different groups of risk perception of internet shopping malls and results again significant differences between groups (p<.05, p<.001).

Development of Men's suit Easy-Order Prototype using Cyber Fitting 3D Avatar (Cyber Fitting형 3D 아바타를 활용한 신사복 이지오더(Easy-Order) 프로토타입(Prototype) 개발)

  • Lim, Ji-Young
    • Fashion & Textile Research Journal
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    • v.11 no.2
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    • pp.308-314
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    • 2009
  • In creating an avatar, consumers can find out for themselves their own sizes to be entered. Also, putting in a face creation main-page menu option enables clients to make up their faces and match them to their bodies. Through this process when purchasing clothes through the internet consumers can enter their own body sizes and create avatars that are identical to their body shape. The uniqueness of developed prototype is that it creates an avatar similar to one's body shape according to body size inputs and demonstrates visually to customers the on-line comfort test which was only available off-line traditionally. The avatar follows the movement of mouse from left to right which enables 3 dimensional visualization. Through maximizing the visual effect this research focuses on enabling consumers to feel subjective parts as if they are off-line. This study seeks to provide a type of prototype of an online shopping mall that meets the demand of the consumers using the 3D avatar.

A Study on the Analysis and Design Development of Licensed Fashion Products of Professional Baseball (프로야구 라이센싱 패션제품 현황 분석 및 디자인 개발)

  • Lee, Misuk;Chung, Kyunghee
    • Journal of Fashion Business
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    • v.23 no.2
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    • pp.89-109
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    • 2019
  • The purpose of this study was to develop licensed fashion products based on the analysis of Korean professional baseball licensing. This study reviewed the introduction of sports marketing, licensing programs, and analyzed the current status of licensing brands and products in Korean baseball clubs. Based on this analysis, high value added licensed products were developed for Korean professional baseball clubs. The results of this study were as follows. First, all Korean baseball clubs operated offline shopping malls in their home stadiums and posted online shopping mall links on their websites. Moreover, licensed products were developed through agreements with sports and licensing companies, and sales were being done through official shopping malls, open markets, and shopping malls. Various marketing for specific events or targets were not done well. Second, licensed products were mostly fashion products such as clothing and hats. Most of them were unisex wear, but the proportion of fashion products for women was not large. Also, while the licensed products used elements that made the baseball team feel symbolic throughout, they sometimes sold products that did not reveal the identity of the professional baseball team, with an emphasis on motifs that were unrelated to the team. Third, this study selected KIA Tigers and developed 27 kinds of women's licensed fashion products including textile designs. Through this research, it was derived that there is the need for integrated marketing of Korean professional baseball, diversification of consumer-based licensing products, and enhanced entertainment products for the Korean baseball cheering culture.

Influence of Digital Experience Factors on Purchase - Focusing on Moderating Effects of Digital Experience Frequency - (디지털 경험 요소가 구매에 미치는 영향 -경험빈도의 조절효과를 중심으로-)

  • Jung, Sang Hee;Chung, Byoung Gyu
    • Journal of Venture Innovation
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    • v.3 no.2
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    • pp.23-39
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    • 2020
  • The 4th Industrial Revolution and Covid 19 are moving the fashion industry from offline to online. Fashion shows that took place offline are being replaced by online. Online is greatly increasing consumers' digital customer experience based on digital technologies. In this study, we studied the effect of digital experience factors on digital customer satisfaction based on the Schmitt(1999)'s experience marketing. The effect of digital customer satisfaction on purchase, continuous use intention, and recommendation intention were also studied. In addition, the moderating effect of experience frequency was studied. We randomly sampled 180 individuals among fashion mall users.. SPSS 24, AMOS 23 and Process Macro 3.5 were used for statistical analysis. In the study in which digital experience factors influence digital customer satisfaction, all except the digital act showed positive influence. The impact of influence was digital sense (β = .366) > digital think (β = .225)> digital feel (β = .191) > digital relate(β = .163). Digital customer satisfaction have been positive impact on purchasing, continuance use and recommendation intention. In the moderating effect of digital experience frequency, between digital feel, digital act and digital customer experience showed a statistically effective relationship. Based on the this study, We suggested theoretical and practical implications.

The Effect of Emotional Responses to Out-of-Stock (OOS) Event Experience in Online Shopping on Behavioral Responses

  • Kim, Joohyun;Lee, Jinhwa
    • International Journal of Costume and Fashion
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    • v.18 no.2
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    • pp.85-100
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    • 2018
  • The purpose of this study is to research the level of emotional responses and corresponding behavioral responses of consumers who have experienced out-of-stock (OOS) shopping. Answers were gathered from 526 people in the 20-49 year age range, residing in a metropolitan area. SPSS 18.0 was used to perform factor analysis, reliability measures and regression analysis. The subordinate concept of emotional responses from consumers who experience an OOS event while at an on online shopping mall is the first subject of research for this study; this is tied in with three central factors; namely, anger/annoyance, anxiety and feeling regret. These can be further categorized into a positive emotional response and a negative emotional response. The experiment scrutinizes how emotional responses towards an OOS event experience affect behavioral responses. It then focuses on positive emotional responses as the second subject of this research: namely, how regret significantly affects the product substitution (S), and how anger/annoyance, anxiety and regret significantly influence a delayed purchase (D). Anger/annoyance, anxiety and regret significantly affect the incomplete store switch over (L1), and anger/annoyance and anxiety significantly influence the complete store switch over (L2).

A Research on the Characteristics of Virtual Reality Stores -Focused on Hyundai VR Store and eBay VR Department Store- (가상현실 점포의 특성에 관한 연구 -현대백화점 VR 스토어와 eBay VR 백화점 사례를 중심으로-)

  • Jang, Ju Yeun;Chun, Jaehoon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.42 no.4
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    • pp.671-688
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    • 2018
  • This study investigates the characteristics of VR stores that emerged as new fashion communication media. Two case studies on Hyundai and eBay VR Department stores were conducted along with a discussion of the function and meaning of the fashion VR store. The results showed that both stores provide novel shopping experiences; however, the two were differentiated in terms of production method and technology implementation level. Functional aspects such as providing shopping efficiency and purchasing service was insufficient in both stores. Instead, they were complementing by means of product rotation, recommendation system, voice guidance, or linkage with an online shopping mall. In experiential aspects, both stores provided a strong sense of immersion. Hyundai VR store enhanced immersion with a high resolution image of a real offline store; however, it lacked in the ability to provide multisensory stimulation such as kinetic sense or auditory stimulation. The eBay VR Department store intensified the immersion experience by providing auditory stimulation as well as visual stimulation that enhanced the speed and distance sense through the utilization of animation. However, the extent of experience was limited in terms of agency and transformation because of the low interactivity found in both store systems.

A Behavioral Study of Cyworld Mini Homepage Users' Fashion Consciousness and Their Online Clothing Purchase Patterns in Relation to the Level of Self-disclosure (싸이월드 미니홈피 사용자의 자기노출 정도에 따른 패션 의식 및 온라인 의복 구매행동 연구)

  • Kim, Yeon-Ji;Kim, Chil-Soon
    • The Research Journal of the Costume Culture
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    • v.18 no.5
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    • pp.991-1002
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    • 2010
  • Nowadays, personal media is a new tool for communication as digital cameras and mobile phones are developing rapidly. We are concerned over Cyworld users who could have different personal characteristics which will influence on buying patterns in on line shopping behaviors. The purpose of this research was to observe fashion attitudes and purchase behavior of Cyworld mini homepage users, for establishing marketing strategies by understanding consumers. For this study, one line survey was used for 500 male and female subjects who are 20 to 40 years old. Only reliable 441 questionnaires were used for analysis. The SPSS program was used for frequency, K-means cluster, t test, and chi-square test. A total of 441 respondents were clustered on the basis of 8 item self-disclosure scale, using the K-means procedures. The results indicated that respondents were clustered into two segments; 267 respondents(active attitude towards self-disclosure) and 164 ones(not active). We examined fashion attitudes in mini home page and buying behavior by self-disclosed variable. Those who are involved actively in self expression and self-disclosure considered more fashion style and trend. The major motivates of web surfing was finding a good design, and good price. High self-disclosure group tends to search many shopping mall for right design and low self disclosure group tends to search them for the right price. High self-disclosure group tend to shop the fashion products more, while low self disclosure group tend to purchase books more through the internet. We realized that active group in self-disclosure purchased their clothing accidently when they visit Cyworld.