• Title/Summary/Keyword: Strategies and Elements

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Implementation Measures for Sustainable Smart City (지속가능한 스마트 도시 추진방안)

  • Ban, Yong Un;Kim, Yu Mi;Hong, Na Eun;Han, Kyung Min;Baek, Jong In
    • Journal of the Korean Regional Science Association
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    • v.33 no.1
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    • pp.45-57
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    • 2017
  • This study has intended to propose implementation measures to promote a smart city based on the sustainable development concept. To reach this goal, this study analyzed the issues associated with the U-City, which is the forerunner of a smart city in South Korea, and examined the planning elements of domestic and international cases through reviewing literatures related to sustainable development, smart city and sustainable smart city. The study defined the definition of the sustainable smart city and identified its economic, social, and environmental objectives for each sector of sustainable smart city. Furthermore, this study proposed integrated implementation measures for a sustainable smart city to pursue. The implementation measures included three strategies and 17 major technologies based on the vision of 'transition to a sustainable smart city in respond to the era of the 4th industrial revolution.' These strategies were (1) establishing a sustainable smart city; (2) building and maintaining smart infrastructures; and (3) smart urban regeneration.

A Study on the Method of Digital Signage in the Fashion Store VMD - Focusing on Global SPA Brands in Korea - (패션스토어 VMD에서 나타난 디지털 사이니지의 적용방안에 관한 연구 - 국내의 글로벌 SPA브랜드를 중심으로 -)

  • Kim, Yoon-Hee;Lee, Ju-Hyeong;Han, Hae-Ryon
    • Korean Institute of Interior Design Journal
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    • v.22 no.6
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    • pp.220-232
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    • 2013
  • Ever-evolving diverse communication tools bring numerous changes and improvements into the lives of humans. It is extremely important to provide visual information when communicating with consumers in the commercial arena because humans acquire over eighty percent of the information around them through sense of sight. One cannot compete with just sheer quality in today's world. Therefore, the applications of digital technology in the visual merchandising became crucial, for it can dramatically improve the market value. Among these applications is digital signage, a new media for esthetic experience. I strongly believe that this would be a new marketing tool for the brand's distinctive and unique publicity. This research has been conducted in order to find out how the fast-growing digital signage, defined by the contents, has become not just a mere digital video clip but an esthetic merchandising tool that can produce various effective marketing strategies; and to discover the characteristics that this application has brought out in the visual merchandising field of fashion stores' global SPA brands. Based on the market case study, analyses have been made for the digital signage types and strategies regarding the visual merchandising expressive elements and for the effects the digital signage application will have on publicity. According to the results, the digital signage has proven to be informative, diversely applicable and contributes greatly to the increase in sales and to the improvement of company and brand image. Thus, it is much more than just a media tool for advertisement.

An Exploratory Study of QR Code Utilization for Retailers' Multichannel Strategy (소매업체의 멀티채널 전략을 위한 QR코드 활용의 탐색적 연구)

  • Yoon, Namhee;Kim, Eun Young
    • Fashion & Textile Research Journal
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    • v.16 no.5
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    • pp.730-744
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    • 2014
  • With advances in QR code, mobile is becoming one of important channels in the fashion retail industries. This study attempts to understand the importance of QR code utilization in creating multi-channel business model. Study objectives are to classify types of multi-channel retailing by QR code utilization and to explore the role of QR code technology in strategic marketing elements for types of multichannel retailer. As an exploratory approach, a total of 78 news articles regarding QR code issues were reviewed and analyzed by focusing on 48retailers seleted in this study. The results found seven dimensions of QR code marketing strategies: abundant product information, additional information contents, transaction accessibility, connectedness to channels, location based service, loyalty program and multimedia advertising. Based a combination of channels and level of mobile apps' activation, multichannel retailers utilizing QR code technology were classified into four types; bricks-click-active mobile model, bricks-click-inactive mobile model, bricks-click model, and click-active mobile model. There were differences of using QR code marketing strategies among multichannel models. According to results, for bricks-and-mortar retailers, QR code was critical to integrate shopping experience with merchandise or sales promotions across channels. In addition, for non-store retailers, the QR code utilization was successful in expanding mobile channels, which can promote retail sales by a two-way interaction with customers via the mobile apps.

Importance-Satisfaction Analysis of a Dietary Life Education Program - Focusing on Dietary Life Education Program Participants in Seoul and Gyeonggi - (식생활교육 프로그램의 중요도-만족도 분석 - 서울·경기 식생활교육 프로그램 참여자를 중심으로 -)

  • Park, Suk-Hyun;Jeong, Hee Sun
    • The Korean Journal of Food And Nutrition
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    • v.31 no.2
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    • pp.284-292
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    • 2018
  • This study was conducted to determine the elements that are required and that need improvement in the contents of dietary life education and the educational environment by analyzing the importance-satisfaction of a dietary life education program for dietary life education trainees. The results of the rank test for the satisfactory elements of dietary life education were in the order of competence of instructors, educational contents, time of education, educational environment and affordability of tuition. The importance-satisfaction analysis of the contents and construction of the dietary life education program showed that "suitable contents for the theme of the class", "contents and construction of practice class", "diversity of practice menu" and "diversity of educational contents" had high importance and satisfaction scores and therefore, could be maintained at their current levels. Meanwhile, "adequacy of class time" and "contents and construction of theory class" showed low importance and satisfaction scores, requiring a little effort. Whereas, "time and construction of group practice", "structure of textbook for class" and "duration of course and number of classes" showed relatively low satisfaction compared to importance, requiring major efforts for improvement. Similarly, analysis of the lecture element from dietary life education showed that "professional lecture by instructors", "lectures suitable for themes" and "lecture applicable in real life" had relatively low satisfaction compared to importance, requiring major efforts for improvement. In addition, analysis of the educational environment from dietary life education showed that "adequacy of lecture room space", "cooking equipment", "diversity of cooking utensils" and "sanitary condition of cooking utensils" also require major efforts for improvement. Therefore, dietary life education should not be executed with a simple delivery of knowledge but with both theory and practice classes to increase its application in real life, and active and specific efforts are required to nurture professional instructors and establish educational strategies.

A Study of Perception on the Use of 'Seoul Color' to Establish an Unique Urban Image of Seoul City among Design Practitioners (서울시 도시이미지 구축을 위한 서울시 제정 '서울색' 활용방안에 대한 디자인 실무자들의 의식 연구)

  • Lee, Jin-Young;Kim, Young-Joo
    • Korean Institute of Interior Design Journal
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    • v.18 no.6
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    • pp.166-175
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    • 2009
  • Many cities in developed countries are showing their unique urban image reflecting their own culture, history, and aesthetic tastes. Especially color, one of the major design elements, has greater impact than other visual factors to form an unique urban characteristic. Despite the long history and cultural background, Seoul as a capital city of Korea does not have been successful to show an unique city image with the perspective of color. As a leading city of design, Seoul is trying to make its own urban identity through the symbolic environmental color, 'Seoul Color'. The purpose of this study is to identify the perception on the Seoul Color established by Seoul City among design practitioners and to suggest strategies for implementing the 'Seoul Color' in various fields of environmental design to set up un unique urban image of Seoul City. For this purpose, questionnaire survey was used and 77 questionnaires were analysed. Although most of the respondents did not know the 'Seoul Color', they recognized the importance of it as a major tool of building an unique urban identity of Seoul City. Respondents recognized the representing color image of Seoul as gray. Therefore, it shows a need for environmental policy to make an eco-friendly and lively city image of Seoul instead of current monotonous image. Also in order to make a unique urban image of Seoul city, 'Seoul Color' should be applied to the shape of landscape of Seoul differently. In addition, many strategies including advertisement, education, making up obvious goals for using the 'Seoul Color', and so on were suggested as conclusion.

A Study on Shortform Content Storytelling in YouTube Channel Entertainment Program : Focusing on the Comparative Analysis of Storytelling with TV Entertainment Programs (유튜브 채널 예능 프로그램에 나타난 숏폼 콘텐츠 스토리텔링 연구: TV 예능프로그램과의 스토리텔링 비교 분석을 중심으로)

  • Jiran Zhou
    • Journal of Industrial Convergence
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    • v.21 no.8
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    • pp.13-21
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    • 2023
  • The purpose of this study was to compare storytelling with TV entertainment programs to find out which elements of web entertainment affected the shift of viewers' interest, and to identify the characteristics of web entertainment storytelling. To this end, each of the web and TV entertainment programs were selected for storytelling analysis, and storytelling analyzed the contents of each item by dividing them into images, backgrounds, stories, and characters. As a result of the analysis, unlike TV programs, web entertainment storytelling allows viewers to immerse themselves in content through a composition that runs directly from the beginning to the crisis, and is characterized by a clear formation in a short video through a clear ending narrative. These research results hope that short-form web entertainment programs produced in the future will be able to identify strategies for viewers' immersion and storytelling strategies.

A Study on the Satisfaction with the Configuration of Eating and Drinking Spaces for Solo Diners - Focusing on Korean Restaurants for Solo Diners within Gwanak-gu, Seoul - (1인 식음공간 구성 만족도 연구 - 서울 관악구 내 한식 1인 식음공간 중심으로 -)

  • Lee, Eun-Kyung;Han, Hae-Ryon
    • Korean Institute of Interior Design Journal
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    • v.26 no.5
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    • pp.125-134
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    • 2017
  • This study is aimed at analyzing desired spaces and demands for their improvements, and subsequently proposing the design plan for eating and drinking places for solo diners by surveying the user satisfaction based on the analysis of the space configuration, and the physical environment of eating and drinking spaces for solo diners. Theoretical discussions about eating and drinking spaces for solo diners and their physical environment were reviewed from the previous studies, and an on-site survey was conducted with a checklist, for which the items regarding configuring elements of physical environments for the satisfaction with eating and drinking spaces for solo diners have been derived. Measurable checklist items according to the configuration of eating and drinking spaces were derived for this survey, which had then been conducted with diners in the eating and drinking spaces for 2 weeks. The analysis results are as follows. First, cleanliness is required as a necessity for the user satisfaction in eating and drinking spaces for solo diners. Second, a '-' shaped bar and the spaces to utilize and combine additional facilities are required in the central service space. Third, the self service should be performed in the additional service space. Fourth, the menu composition and the location selection considering main age groups of diners are needed. Fifth, interior design elements need to be improved to allow diners to feel visual interest along with enjoying food and beverage. It is considered that the strategies of spatial design need to be analyzed and proposed from the perspective of design among the physical environments of eating and drinking spaces for solo diners in future studies.

Imitation as a Viable Strategy: The Case of Ediya in Korean Coffee Franchise Industry (모방전략의 유용성에 관한 연구: 이디야 사례)

  • Choi, Jin-Ah
    • Journal of Distribution Science
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    • v.15 no.6
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    • pp.47-56
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    • 2017
  • Purpose - The purpose of this study is to examine the viability of imitation strategy. Imitation strategy is one of the strategic options that a late mover can choose, and by selecting the strategy, the company imitates key elements of the business model of first movers, and modifies them to suit its conditions. The author attempted to explain how the elements of first mover's business models were creatively adapted to suit the conditions of late movers so that they can secure market position face-to-face market leaders. Research design, data, and methodology - For the purpose of the study, Korean coffee franchise industry was selected to compare the strategies of first and late movers and to discuss imitation strategy in detail. The author conducted in-depth case study of first mover and business model innovator Starbucks and Ediya Coffee, one of their imitators. The paper examines how Ediya has imitated and modified the business model of Starbucks to secure its unique competitive position in domestic market by using value chain and generic strategy analysis. Results - Starbucks and Ediya were compared in terms of their interior design, the price level of beverages, the variety of side dishes, and shop locations. Starbucks have invested interior design heavily to shops, offered diverse beverages and side dishes with relatively high price, the shops are located in central areas, whereas Ediya has concentrated on achieving cost leadership in all value activities as maintaining the quality of key products. Ediya succeeded in achieving best-provider strategy, in which it enjoys both cost leadership and differentiation advantages, largely by the strategic alliance with the biggest coffee manufacturer, Dongsuh Foods in Korea. Conclusions - Though Ediya is the imitator of Starbucks, it has modified Starbucks business models and succeeded in providing the 'third place' experience for budget-minded customers. Ediya has also succeeded in benefiting its franchisees by lowering costs and simplifying the various tasks of coffee shop management. Due to these factors, Ediya could become one of the largest number shops as the coffee franchise in Korea.

Design and Implementation of a Motivation Model Using Edutainment Strategy on Mobile Learning Environments (에듀테인먼트 전략을 활용한 모바일 학습 환경에서의 동기 모형의 설계 및 구현)

  • Kim, Chang-Gyu;Jun, Woo-Chun
    • Journal of The Korean Association of Information Education
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    • v.12 no.1
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    • pp.99-107
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    • 2008
  • Over online education based on wired Internet technologies, due to recent development of various mobile technologies, education based on mobile environment becomes popular. In the meanwhile, the young students are more interested in game-based education that provides more interaction and instant feedback than one-way cramming education. The purpose of this thesis is to develop a new motivation model for mobile environment and apply the model to the elementary school students. The proposed model, based on Keller's motivation model, is designed to increase study effects through motivating students with various game strategies. The proposed motivation model has the following characteristics. First of all, the best game genre can be provided for each study theme in early planning stage. Second, the model can allow students to have more interests in their study activity by providing various edutainment elements. Third, a stage of producing game synopsis and concrete scenario is included in motivation model. The stage enables more complete combination of game and mobile motivation strategies. Finally, the proposed model allows contents developed to be appled in teaching plan without any refinement. That is, the model allows a teaching plan to be extracted from study contents instantly.

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A Study on the Systematic TV Drama Production System (방송드라마의 체계적 제작 시스템에 관한 연구)

  • Bae Jin-Ah
    • Journal of Game and Entertainment
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    • v.2 no.2
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    • pp.75-84
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    • 2006
  • In terms of creating widespread popularity and a high value added business, TV drama is recognized as an unrivaled entertainment content above any other TV program genres Although recently some broadcasting companies have been trying to set up a drama production system, it seems that a well-structured system has not been established, yet. This study analyses the practices and mechanisms of drama producing processes based on the in-depth interviews with the experts in the drama production fields in three major broadcasting companies. It is found that the Korean drama production system is 'a producer-director system' and that the strategies for the windowing effects are not systematically applied from the pre-production stage. For the broadcasting companies to strengthen the competitiveness through drama, the expert-producer system should be introduced, the production elements should be systematically managed, and the multi-use strategies should be effectively established.

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