• 제목/요약/키워드: Product-type

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증강현실 기반 상호작용과 시뮬레이션을 이용한 휴대용 전자제품의 설계품평 (Design Evaluation of Portable Electronic Products Using AR-Based Interaction and Simulation)

  • 박형준;문희철
    • 한국CDE학회논문집
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    • 제13권3호
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    • pp.209-216
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    • 2008
  • This paper presents a novel approach to design evaluation of portable consumer electronic (PCE) products using augmented reality (AR) based tangible interaction and functional behavior simulation. In the approach, the realistic visualization is acquired by overlaying the rendered image of a PCE product on the real world environment in real-time using computer vision based augmented reality. For tangible user interaction in an AR environment, the user creates input events by touching specified regions of the product-type tangible object with the pointer-type tangible object. For functional behavior simulation, we adopt state transition methodology to capture the functional behavior of the product into a markup language-based information model, and build a finite state machine (FSM) to controls the transition between states of the product based on the information model. The FSM is combined with AR-based tangible objects whose operation in the AR environment facilitates the realistic visualization and functional simulation of the product, and thus realizes faster product design and development. Based on the proposed approach, a product design evaluation system has been developed and applied for the design evaluation of various PCE products with highly encouraging feedbacks from users.

CLASSIFICATION OF TWISTED PRODUCT LIGHTLIKE SUBMANIFOLDS

  • Sangeet Kumar;Megha Pruthi
    • 대한수학회보
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    • 제60권4호
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    • pp.1003-1016
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    • 2023
  • In this paper, we introduce the idea of twisted product lightlike submanifolds of semi-Riemannian manifolds and provide non-trivial examples of such lightlike submanifolds. Then, we prove the non-existence of proper isotropic or totally lightlike twisted product submanifolds of a semi-Riemannian manifold. We also show that for a twisted product lightlike submanifold of a semi-Riemannian manifold, the induced connection ∇ is not a metric connection. Further, we prove that a totally umbilical SCR-lightlike submanifold of an indefinite Kaehler manifold ${\tilde{M}}$ does not admit any twisted product SCR-lightlike submanifold of the type M×ϕMT, where M is a totally real submanifold and MT is a holomorphic submanifold of ${\tilde{M}}$. Consequently, we obtain a geometric inequality for the second fundamental form of twisted product SCR-lightlike submanifolds of the type MT×ϕM of an indefinite Kaehler manifold ${\tilde{M}}$, in terms of the gradient of ln ϕ, where ϕ stands for the twisting function. Subsequently, the equality case of this inequality is discussed. Finally, we construct a non-trivial example of a twisted product SCR-lightlike submanifold in an indefinite Kaehler manifold.

손가락 고정구를 이용한 휴대용 전자제품의 증강현실기반 감각형 상호작용 (AR-based Tangible Interaction Using a Finger Fixture for Digital Handheld Products)

  • 박형준;문희철
    • 한국CDE학회논문집
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    • 제16권1호
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    • pp.1-10
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    • 2011
  • In this paper, we propose an AR-based tangible interaction using a finger fixture for virtual evaluation of digital handheld products. To realize tangible interaction between a user and a product in a computer-vision based AR environment, we uses two types of tangible objects: a product-type object and a finger fixture. The product-type object is used to acquire the position and orientation of the product, and the finger fixture is used to recognize the position of a finger tip. The two objects are fabricated by RP technology and AR markers are attached to them. The finger fixture is designed to satisfy various requirements with an ultimate goal that the user holding the finger fixture in his or her index finger can create HMI events by touching specified regions (buttons or sliders) of the product-type object with the finger tip. By assessing the accuracy of the proposed interaction, we have found that it can be applied to a wide variety of digital handheld products whose button size is not less than 6 mm. After performing the design evaluation of several handheld products using the proposed AR-based tangible interaction, we received highly encouraging feedback from users since the proposed interaction is intuitive and tangible enough to provide a feeling like manipulating products with human hands.

패션 브랜드 컨셉의 유형 및 구성 요소 분석 (Type and Component of Fashion Brand Concepts)

  • 김세희
    • 한국의류학회지
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    • 제38권4호
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    • pp.495-505
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    • 2014
  • This study investigated the type of fashion brand concepts and derived the components of fashion brand concepts. A total of 125 brand concept texts of women's wear brands were collected from "2012/2013 Korea Fashion Brand Annual" (S. M. Kim, 2012). A qualitative research method was employed. To investigate the types of fashion brand concepts, the texts were classified into three types such as functional, symbolic, and experiential concepts, and four complex types such as functional/symbolic, functional/experiential, symbolic/experiential, and functional/symbolic/experiential concepts. Open coding and axial coding provided the components of fashion brand concepts. The results were as follows. First, an investigation of the types of fashion brand concepts indicated differences in the types of fashion brand concepts and the types of general product brand concepts. One content of a fashion brand concept could be interpreted as more than two concept types; consequently, many fashion brand concepts did not fit the notion of the types of general product brand concept. Most fashion brand concepts simultaneously encompassed more than two types of brand concepts at once. Second, the components of fashion brand concepts consisted of 55 subjects, 7 sub-categories (physical/intrinsic product characteristics, symbolic/conceptual product characteristics, target demographics, target consumer behavior, brand capability, brand values, and brand management/marketing) and 3 categories (product, target consumer, and brand).

패션 라이프스타일 숍의 체험마케팅 만족도가 구매 의도 및 충성도에 미치는 영향 (The impact of the experience marketing satisfaction with fashion lifestyle shops on purchase intention and loyalty)

  • 김민경;유지헌
    • 복식문화연구
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    • 제27권2호
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    • pp.109-122
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    • 2019
  • With the greater importance of lifestyle shops and experience marketing, research is needed for the effective experience marketing of lifestyle shops by fashion product type. This study establishes effective and differentiated experience marketing strategies for fashion lifestyle shops by examining the effect of the experience marketing satisfaction with lifestyle shops on purchase intention and loyalty. This study categorizes lifestyle shops by fashion product types into a suit-oriented lifestyle shop, a casual/leisure/sportswear-oriented lifestyle shop and a home fashion lifestyle shop, Then a survey was conducted on participants who had visited lifestyle shop. As an analysis method, factor analysis, reliability analysis and regression analysis were conducted. In this study, we identified the experience marketing factors of fashion lifestyle shops. This study found that the satisfaction from experience marketing factors of fashion lifestyle shops by fashion product types affected purchase intention and loyalty differently. Considering the results of this study, it will be able to increase not only purchase intention and loyalty but also brand sustainability by establishing, applying, and executing a differentiated strategy considering the detailed factors of experience marketing for each fashion product type when planning and operating a fashion lifestyle shop. Through this study, effective marketing of fashion lifestyle shops by fashion product type will be implemented.

온라인 리뷰의 경제적 효과, 유용성과 유용성 투표수에 영향을 주는 결정요인 (The Determinant Factors Affecting Economic Impact, Helpfulness, and Helpfulness Votes of Online)

  • 이상재;최준연;최진호
    • 한국IT서비스학회지
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    • 제13권1호
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    • pp.43-55
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    • 2014
  • More and more people are gravitating to reading products reviews prior to making purchasing decisions. As a number of reviews that vary in usefulness are posted every day, much attention is being paid to measuring their helpfulness. The goal of this paper is to investigate firstly various determinants of the helpfulness of reviews, and intends to examine the moderating effect of product type, i.e., search or experience goods on the product sales, helpfulness and helpfulness votes of online reviews. The determinants include product data, review characteristics, and textual characteristics of reviews. The results indicate that the direct effect exists for the determinants of product sales, helpfulness, and helpfulness votes. Further, the moderating effects of product type exist for these determinants on three dependent variables. The results of study will identify helpful online review and design review sites effectively.

기업의 기술개발(R&D)중시 전략에 관한 연구 (A Study on Improvement of a company's R&D Strategy)

  • 구현서
    • 한국컴퓨터정보학회논문지
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    • 제4권2호
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    • pp.147-154
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    • 1999
  • 기업발전에 있어 R&D부문의 연구개발과 그에 따른 기술개발에 대한 중요도는 그 기업의 장래까지 결정하는 대단히 중요한 고려사항임을 감안할 때 R&D에 대한 투자 및 전략적인 우선권부여는 절대적이라 하겠다. 이 글에서는 무엇보다도 제품기술개발에 대한 기업내의 각 부문별 시너지 전략, 품질전략, 제품관련이론전략, 및 관련마케팅전략등의 중요성에 대해 재인식하고 기업에 있어 무한경쟁시대의 21세기를 준비하는데 보탬이 되고자 한다.

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복합원산지제품의 가격할인에 대한 비교연구 (A comparison study on price discount of bi-national product)

  • 이지원;진성민;강인원
    • 통상정보연구
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    • 제18권2호
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    • pp.169-194
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    • 2016
  • 본 연구는 복합원산지제품의 가격할인이 특정제품의 소비행동에 어떠한 영향을 미치는지를 살펴보고자 하였다. 가격할인은 장기적으로 기업의 출혈경쟁을 야기하고 브랜드 자산에 부정적인 영향을 미치기도 하지만, 기업의 단기적인 수익성 증대에 도움을 주기 때문이다. 이에 복합원산지제품의 가격할인이 어떻게 효율성을 증대시킬 수 있는지 제품유형별, 유통채널별로 차이가 있는지를 비교함으로써 세분시장에서의 전략적 대안들을 모색하고자 하였다. 본 연구는 총 223명의 피험자를 대상으로 실험을 실시하였다. 연구결과, 사치재 복합원산지제품은 고급유통채널인 백화점에서 가격할인을 실시할 때 제품선호수준이 높아지는 것으로 나타났다. 반면 비사치재 복합원산지제품은 유통채널별 상호작용효과보다는 가격할인여부에 따라 선호수준이 높아지는 것으로 나타났다. 가격할인이 복합원산지제품에 대한 소비자의 반응에 미치는 영향을 제품유형과 유통채널별로 살펴본 본 연구의 결과는 기업이 복합원산지제품 전략을 수립할 때 차별화된 대안을 제공해 줄 수 있을 것으로 여겨진다.

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디지털 변화에 따른 뷰티제품의 휴대기능성 연구 (A study in Mobile Functionality of beauty products according to the Digital changes)

  • 방기정
    • 패션비즈니스
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    • 제16권1호
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    • pp.83-102
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    • 2012
  • The instant trend of mobile functionality in the digital age is performing a mediating role of promoting the hybrid tendency in fashion and cosmetics industry. Consumers' needs, which are getting complex and diversified along with development in scientific technology, are requiring product of technology equipped with multi-tasking function in the whole industry. The social and cultural factors, which are shown in cosmetics due to the instant trend of mobile functionality, came to be known on the basis of a ground for classification caused by a change in nomadic lifestyle and by the advance in scientific technology. The irst, The mobile functionality, which is being developed in fashion in the digital age, was indicated to be types such as mobility, one-off, and unity. Second, Even the types of mobile functionality, which are also being developed in make-up and cosmetics in digital age, were indicated to be mobility, one-off, and unity. Third, The trend caused by mobile functionality in fashion was consistent with a type in mobile functionality, which is being developed in cosmetics, thereby having been indicated to be the same type. This implies that there is the same type through independent trend in each sphere even while fashion and cosmetics organically function in the middle of the whole frame, which expresses a human being's external beauty, and implies that even the cosmetics are influenced by fashion. Swift-type beauty product, which is thrown away within one week lengthily and after being used once, are being launched diversely. This quick product can be said to be product that best reflected the characteristic of digital age. However, at this point of time that fast fashion and instant cosmetics, which are thrown away in the wake of being worn easily, are overflowing, the clothing and product with perfection, which has philosophy and thinking of being put more devotion, exert more value and are felt to be necessary.

온라인 의류 점포유형에 따른 점포속성 중요도 (The Importance of On-line Store Characteristics Depending on On-line Store Type)

  • 김은숙;김미영
    • 한국의류학회지
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    • 제31권8호
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    • pp.1310-1320
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    • 2007
  • This study investigated the differences in the importance of store characteristics depending on on-line clothing store type and consumer age. The questionnaires were given to female residents in the ages between 20-39 in Seoul and Kyung-gi province during October 2006. The results were summarized as follows: 1. By analyzing the differences in importances of on-line store characteristics factors it was found that buying process service factor and product searching system factor were important in on-line general merchandise store. and buying process service factor and product factor(all the factors, such as store credit, product, screen-displayed design, searching and approaching system, customer management service) were important in on-line specialty store. 2. By analyzing the differences in importances of on-line store characteristics depending on the store type, buying process system such as refund policy, shipping, high-speed payment and rapid searching, screen-displayed design system, approaching and searching system were more important in on-line general merchandise store when comparing to specialty store. It also showed that the consumer considered the reputation of the store and its image more important in on-line general merchandise store. 3. By analyzing the differences in of on-line clothing store importance depending on age, in the case of on-line general merchandise store, it showed that people in their thirties regarded buying process service factor more important than twenties, and when it came to the product and searching system, it was vice versa. Twenties had a tendency to consider the aspect of product important and, relatively, thirties regarded searching and approaching system factor important. in the case of specialty store. It was found that women in their twenties had a tendency to consider product factor more important.