• 제목/요약/키워드: Social Preference

검색결과 787건 처리시간 0.026초

Artificial Intelligent Clothing Embedded Digital Technologies

  • Lim, Ho-Sun;Lee, Duck-Weon;Shim, Woo-Sub
    • 패션비즈니스
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    • 제14권6호
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    • pp.70-83
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    • 2010
  • With the rapid development of science and technology and the increased preference by consumers for high-function products, many products are being developed through the fusion of technologies in different industries. Among such fusion technologies, digital clothing which combines clothing with computer functions is being examined as a new growth item. The objectives of this study are to examine the concept, history, development, and market of intelligent clothing, in order to discuss future directions for the development of digital clothing technology. intelligent clothing (wearable computers) originated in the 1960s from the concept of separating computing equipment and attaching it to the body. This technology was studied intensively from the early 1980s and to the early 1990s. In the late 1990s, studies on wearable computers began to develop intelligent/digital clothing that was more comfortable and beneficial to users. Depending on the user and purpose, intelligent/digital clothing is now being developed and used in diverse industrial areas that include sports, medicine, military, entertainment, daily life, and business. Many experts forecast a huge growth potential for the digital textile/clothing market, and predict the fastest market growth in the field of healthcare/medicine. There exists a need to find solutions for many related technological, economic, and social issues for the steady dissemination and advancement of intelligent/digital clothing in various industries. Further, research should be continued on effective fusion technologies that reflect human sensitivity and that increase user convenience and benefits.

패션 머천다이징 교육(敎育) 방향(方向) (The Direction for Fashion Merchandising Education)

  • 전혜정
    • 패션비즈니스
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    • 제4권1호
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    • pp.87-96
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    • 2000
  • Merchandiser continue to play an important role in the exchange process by providing products for consumption. Merchandisers must still understand customer demands, analyze sale trends, select and present salable products. However, due to the competitive pressures in the apparel industry and the innovations required under QR business systems, the demands placed on merchandisers are changing. The purpose of this study is to present of the direction for fashion merchandising education. The direction for fashion merchandising are education summarized as follows; 1) Merchandising technology is the systematic application of information technology and Telecomunications to planning, developing, and presenting product lines in ways that reflect social and cultural value. Statistic Methods are developed and used to analyze data arising from a wide variety of applications. 2) Merchandising technology is to practise the technical and economic aspects of apparel production. Analysis of specific apparel manufacturing and management issues such as efficient manufacturing methods. 3) Merchandising technology is to forecast fashion trend according to consumer preference. Culture influences what people purchase and how those items are used forecasting fashion trend. 4) Merchandising technology is to practise communication skills used in formal and informal organization including interviews in particular language suited to their own business and professionnal careers. 5) Merchandising technology is to planning merchandise budgets and merchandise assortments based on more diverse forms of information. 6) Merchandising technology is to use techniques related hardware and software. 7) Merchandising technology is to learn participate in internship programs.

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아파트 단지 옥외생활공간에 대한 거주자 반응분석 연구 (An Analysis of Resident's Response to the Quality of Outdoor living Space in Apartment Housing Complexes)

  • 곽윤정;이기석;박찬규
    • 한국산학기술학회논문지
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    • 제11권11호
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    • pp.4604-4613
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    • 2010
  • 본 연구는 대전광역시에 위치한 아파트 단지 내 옥외생활공간을 조사하고, 이를 기초로 하여 거주자의 만족도, 이용빈도, 선호도, 중요도를 파악하는 것이다. 이것은 거주자의 변화하는 요구와 관심을 파악하는 것이 미적인 설계보다 우선으로 고려해야 할 사항이며, 나아가 사회적 요구로 반영될 수 있는 기초자료로 제공하는데 그 의의가 있다. 따라서 아파트 단지 옥외생활공간에 대한 다양한 접근은 단지설계의 쾌적한 주거환경과 공동주택의 설계향상에 역할을 담당할 수 있을 것이다.

레이블 전파에 기반한 커뮤니티 탐지를 이용한 영화추천시스템 (Movie recommendation system using community detection based on label propagation)

  • 신장 캄파폰;비라콘 폰싸이;이한형;송민혁;박두순
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2019년도 춘계학술발표대회
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    • pp.273-276
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    • 2019
  • There is a lot of information in our world, quick access to the most accurate information or finding the information we need is more difficult and complicated. The recommendation system has become important for users to quickly find the product according to user's preference. A social recommendation system using community detection based on label propagation is proposed. In this paper, we applied community detection based on label propagation and collaborative filtering in the movie recommendation system. We implement with MovieLens dataset, the users will be clustering to the community by using label propagation algorithm, Our proposed algorithm will be recommended movie with finding the most similar community to the new user according to the personal propensity of users. Mean Absolute Error (MAE) is used to shown efficient of our proposed method.

의예과 학생들의 리더십 교육 후 자기리더십과 자기효능감의 변화 (Changes in Self-Leadership and Self-Efficacy After Leadership Training of First-Year Premedical Students)

  • 유동미;강화선
    • 의학교육논단
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    • 제18권2호
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    • pp.83-89
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    • 2016
  • The purpose of this study was to elucidate to what extent the goals of the leadership training program implemented in a medical college were achieved. Study subjects consisted of 74 first-year premedical students at the College of Medicine of The Catholic University of Korea. All participants completed two questionnaires: an 18-item self-leadership questionnaire asking self-expectation, rehearsal, goal setting, self-rewards, self-judgment and constructive thinking, and a 28-item self-efficacy questionnaire asking preference toward difficult work, efficacy of self-control, and confidence before and after the leadership training program. Students also competed a program satisfaction survey after the program. The collected data were analyzed with a paired t-test, descriptive statistics by IBM SPSS ver. 20.0 (IBM Co., Armonk, NY, USA). Students' overall satisfaction with the program scored 4.06 out of 5. The scores of self-leadership and self-efficacy increased after the leadership training program except for 'confidence' in self-efficacy. The results indicate that an intensive leadership program in a short period of time could help to enhance social competencies such as communication skills, empathy, self-reflection, and teamwork of premedical students.

여과필터를 포함한 세척이 가능한 수도꼭지 어셈블리 하우징 개발을 위한 최적설계 연구 (Optimal Design Study for Development of Washable Faucet Assembly Housing Including Filtration Filter)

  • 손인수;배상대
    • 한국산업융합학회 논문집
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    • 제24권5호
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    • pp.581-587
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    • 2021
  • In recent years, contamination of drinking water sources has emerged as a serious social problem, such as a large number of impurities in tap water or groundwater or the supply of suitable water due to rust of pipes. Although the government and public institutions are implementing various measures to protect water sources, they cannot improve water quality in a short period of time because of the enormous cost involved. Therefore, in recent years, preference has been given to a device that converts tap water, which is hard water, into soft water by installing a separate water softener at the faucet from which tap water is discharged. However, the existing filtration device has a problem that filtration performance is gradually lowered when impurities accumulate in the filter, requiring continuous filter replacement. In this study, the optimal design of the filter housing was performed to develop a water softener that can be washed when impurities accumulate on the filter inside the water softener connected to the faucet. For optimal design of the filter housing, fluid and fluid-structural interaction analysis were performed on the design pressure to determine the shape and thickness of the housing, and design review was performed through prototype.

A Study on Activity in Reading of Men in terms of Brain Science

  • Jeong, Dae Keun
    • International Journal of Knowledge Content Development & Technology
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    • 제9권1호
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    • pp.57-79
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    • 2019
  • This study attempts to seek a solution, in terms of brain science, to stimulate reading activities of men to whom no attention has been given from the field of reading. In order to do so, brain pattern, reading tendency, reading preference, reading effectiveness and influence of reading were analyzed. As a result of the analysis, first, it showed that respondents' characteristics did not affect brain patterns, but school and social influences on reading were found to affect brain patterns. Second, reading propensity according to gender was observed to be different in terms of personal health, personal self - esteem, and cultural artistry. On the other hand, reading effectiveness was found to be different in terms of reading engagement and the willingness to continue reading whereas reading propensity according to the brain pattern was different in books related to humor and family matters. Third, reading satisfaction, reading engagement and willingness to continue reading all were observed to affect the reading activities of men. Suggesting measures to stimulate reading activities of men based on such findings, first, implementing dynamic reading education programs and finding reading models for men are needed. Second, when selecting books for reading program operations, books should be recommended according to gender rather than being selected en bloc by libraries. Third, since reading education at home shows high influences on both male and male-type brain pattern, the starting point of reading education should be made at homes. In particular, fathers, who can become a role model for men, need a reading role model, and reading education programs for fathers are also required.

New Marketing Strategies for Fast Fashion Brands in South Korea: An Exploration of Consumer's Purchasing Experiences

  • Kim, Eun Hee
    • 한국의류산업학회지
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    • 제20권6호
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    • pp.629-644
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    • 2018
  • Global fast fashion brands have been popular and most of them have entered the Korean market. With their success, Korean apparel companies launched domestic fast fashion brands; however, recently they have become fiercely competitive, and consumers are demanding better design and quality and cheaper prices than before. The purpose of this study is to explore consumer purchasing behavior of the global as well as domestic fast fashion brands sold in Korea and to suggest marketing strategies for the brands sold in Korea. The study includes interviewing 61 Korean consumers to ask about their purchasing behavior and experiences. This study found four themes from these in-depth interviews: 1) demand of product glocalization which considers both globalization and localization for better style, quality, and assortment plan, 2) satisfaction with the reasonable price range of fast fashion brands but dissatisfaction with price discrimination among countries, 3) importance of easy, comfortable, and convenient accessibility to fast fashion brands, and 4) preference for good brand reputation related to corporate social responsibility(CSR) and nationality. From these four themes, this study developed the four elements of the marketing mix: product, price, accessibility, and reputation to adapt to a new marketing environment that emphasizes the development of information technology, consumer-centric marketing, and corporate ethics. The findings of this research could contribute useful information to both global and domestic fashion companies as well as consumers.

보는 게임의 이용 속성에 관한 연구: 청소년의 이용동기와 만족, 게임 이용의도와의 영향 관계를 중심으로 (A Study on the Use Attributes of Watching Game: Focusing on the Relationship between Adolescent's Motivation, Satisfaction and Intention to Use)

  • 김형지
    • 한국게임학회 논문지
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    • 제21권4호
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    • pp.95-108
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    • 2021
  • 본 연구는 청소년의 보는 게임 이용동기를 탐색하고, 이용만족 및 이용의도와의 영향 관계를 살펴보았다. 분석을 위해 청소년 274명을 대상으로 설문 조사하였다. 분석결과는 첫째, 청소년의 보는 게임 이용동기는 총 5개 요인이 추출되었으며, '정보 습득 동기', '사회관계/멀티태스킹 동기', '게이머/크리에이터 선호 동기', '도피/습관 동기', '대리만족/재미 동기'였다. 둘째, 대리만족/재미 동기는 보는 게임의 이용만족, 이용의도에 영향을 미쳤다. 셋째, 게임이용량에 따라 이용동기의 영향력에 차이가 있었다. 이 연구는 게임 시장의 활성화 요인을 탐색하고, 성인과는 다른 청소년만의 게임 이용심리를 분석했다는 점에서 연구의 의의가 있다.

학령기 거부집단 아동의 친구관계 특성 (Friendship Characteristics of Rejected Children in Middle Childhood)

  • 신유림
    • Human Ecology Research
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    • 제57권3호
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    • pp.307-314
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    • 2019
  • This study investigated children's friendship factors such as number of friends, friendship quality, and friends' characteristics as a function of children's sociometric status. The concordance between children's and their friends'perceptions of friendship quality was examined. Subjects were fifth grade students recruited from two public schools. The peer nomination index assessed peer rejection and acceptance. Positive and negative nominations as well as social preference identified children into rejected and popular groups. Children who nominated each other on their list of friends were considered mutual friends. Children reported the quality of their friendships using the friendship quality scale. The results showed that rejected children had fewer mutual friends compared to popular children. Rejected children as well as their friends perceived their friendships less positively. Moreover, rejected children's perception showed lower correlations with their friends'perceptions than popular children's perceptions. Furthermore, rejected children were similar with friends in respect to peer rejection level. It was concluded that rejected children's problems in their peer group and dyadic friendships may mutually influence each other. The findings from this study highlight the need for future research on friendship quality and psychosocial adjustment for rejected children.