International Journal of Advanced Culture Technology
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v.8
no.4
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pp.25-32
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2020
Currently, Korean museums use gamification in addition to various viewing methods, such as video and VR/AR. However, museums using museum gamification are still progressing to a special program level. The purpose of this paper is to make the contents of the museum easy to understand and to give the viewers fun. This paper goes beyond the existing museum gamification and proposes a museum story gamification that combines story elements with gamification. This proposal system collects information from each museum in cooperation with museums, art galleries, and exhibition halls and proceeds with related story games. Museum Story Gamification provides related stories according to the theme of the museum and allows viewers to select their own stories. Also, based on the story, you can directly select the difficulty level that suits you and play a personalized game. Unlike the general museum program, the methodology proposed in this paper allows visitors to experience the museum with various story contents. In addition, it will contribute to the development and implementation of programs with gamification in other tourism fields as well as museums.
Purpose: Today, we often hear complaints from customers: poor quality, poor service, expensive prices, etc. Customer complaints are an indication that the company's products and services do not meet customer requirements, which in turn causes customer complaints. An important content of corporate marketing practice is how to use the opportunity of handling customer complaints to win the trust of customers and gain a competitive advantage. According to the concept of marketing, the way for an enterprise to obtain profits is to continuously meet the needs of customers. However, with increasingly fierce market competition and the overall formation of a buyer's market, providing high-quality products and high-efficiency and high-level services have become the eternal theme of enterprises. Therefore, meeting the actual needs of customers and effectively handling customer complaints are issues that we must take seriously. Research design, data, and methodology: This article mainly analyzes the causes of customer complaints, proposes relevant solutions for different types of complaints, builds a customer complaint management system, improves the efficiency and ability of handling complaints, and provides more references and basis for enterprises to solve customer complaints. Conclusions: To further improve the quality of enterprise products and service standards, to help enterprises increase customer loyalty and satisfaction, and to enable enterprises to gain advantages in the increasingly competitive global market.
Purpose: This study aims to investigate an overview of the reputation of e-commerce from 2001-2021. Research design, data and methodology: This study uses a bibliometrics technique involving published results from the Scopus database. Keyword tracking uses the terms e-commerce + reputation. The data collected meets the criteria for the type of journal publication. Data was collected using the Publish or Perish (PoP) program and exported into VOSviewer. Bibliometrics examines certain fields of science based on several components such as author and co-author, citation and co-citation, keywords related to theme mapping, origin, and source of publication. Data was collected using the Publish or Perish (PoP) program and exported into VOSviewer. Results: The results show the total citations from 118 papers are 1429, with citations per paper of 12.11 and citations per year of 68.05. The trend of publications from 2001-2021 shows the dynamics of increasing or decreasing, but this trend is still developing. Conclusions: This paper also presents articles that have contributed greatly to the study of e-commerce reputation, the most productive authors, and clustered themes regarding e-commerce reputation. Reputation is an important area of e-commerce research. Reputation is also essential factors for e-commerce in facing business competition and needs to be a consideration for digital business practitioners.
The purpose of this study was to compare the appearance similarity between a 3D virtual wedding dress, and a model wearing real dress, and production efficiency, and the possibility of achieving similar results with 3D digital technology. Five wedding dresses for small weddings under the theme of 'Dream Series', were designed and produced in virtual and real dresses to quantitatively compare and analyze the appearance similarity and production efficiency. Experts compared the appearance similarity on the silhouettes, colors, materials, and details, and production efficiency was compared with time and cost. Based on our results, 3D virtual images of four out of the five dresses were similar to the real images. Our efficiency evaluation results showed that the manufacturing time was 45.4% shorter, and the manufacturing cost was 46.1% less than the existing method. This indicated that the wedding dress manufacturing process using 3D virtual software was time and cost saving competitive. Our results also confirmed that 3D virtual software technology has the potential to increase the efficiency of designing and production, and therefore an increase in competitiveness and sales of wedding dresses. Furthermore, 3D technology allows consumers to select and order wedding dresses online through 3D virtual software. This is a great advantage, and it highlights the significance of this research study.
Azhar ALAM;Ririn Tri RATNASARI;Ari PRASETYO;Muhamad Nafik Hadi RYANDONO;Umniyati SHOLIHAH
Journal of Distribution Science
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v.22
no.2
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pp.21-30
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2024
Purpose: This study explores the development of zakat distribution studies and the integration of existing studies. This study is expected to complement a systematic literature review in the field of zakat distribution to inspire further research directions. Research design, data, and methodology: This research method uses a systematic literature review assisted by the Nvivo application and the PRISMA system, which selects from 427 articles to 53 articles to be analyzed based on publication and classification of the theme of its findings. This study describes publications, authors, themes, cited articles, and research themes. Results: This study shows the dominance of Malaysian writers and significant developments in 2020. In addition, the study shows the most popular articles based on the most citations and word cloud analysis. The primary topics of zakat distribution publications are management strategy, development, the zakat institution, and the recipient. Conclusions: The study advises that Future research could focus on zakat distribution's asnaf characteristics. Next, a study on administration expenses and scalability concerns in zakat collection and distribution planning can avoid wasting cash. This topic hinders zakat institutions' distribution services.
As a representative reuse paradigm, the theme of service-oriented Paradigm (SOC) is largely centered on publishing and subscribing reusable services. Here, SOC is the term including service oriented architecture and cloud computing. Service providers can produce high profits with reusable services, and service consumers can develop their applications with less time and effort by reusing the services. Design Patterns (DP) is a set of reusable methods to resolve commonly occurring design problems and to provide design structures to deal with the problems by following open/close princples. However, since DPs are mainly proposed for building object-oriented systems and there are distinguishable differences between object-oriented paradigm and SOC, it is challenging to apply the DPs to SOC design problems. Hence, DPs need to be customized by considering the two aspects; for service providers to design services which are highly reusable and reflect their unique characteristics and for service consumers to develop their target applications by reusing and customizing services as soon as possible. Therefore, we propose a set of DPs that are customized to SOC. With the proposed DPs, we believe that service provider can effectively develop highly reusable services, and service consumers can efficiently adapt services for their applications.
The purpose of this study is to investigate the direction of communication design through in-depth interviews on the topic of gender equality, which is an active theme of social issue happening worldwide, and to suggest a direction to provide better social issue communication direction. In order to do so, firstly, I researched case studies and investigated the characteristics of gender magazines such as If, Ferm and Womankind. Secondly, I conducted an empirical study of in-depth interviews to identify the emotional adjectives by women and men by different age groups from gender equality storytelling magazine experience. As a result, I was able to grasp two points necessary. First of all, for the gender equality content messages closely related to everyday stories level down the barrier and become easier to empathize with. Second of all, the more complex the social issues are, the more sustainable and credible if the content developed steadily and contingently. This study is meaningful in that it suggested a series of directions for communicating gender equality issues. Future research should complement the suggested directions for gender equality communication design and contribute to guiding further directions.
Journal of the Korea Fashion and Costume Design Association
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v.24
no.3
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pp.73-84
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2022
This study aims to present the direction of research for rational clothing design and production and improve the productivity of the fashion industry by analyzing the most recent 11 years (from 2010 to 2021) with regard to the clothing construction field. Analyzing the research trends in the field of clothing construction, which is deeply related to clothing production, will suggest the direction of research for clothing design and production. To analyze the current status of research in the field of clothing construction, research trends were analyzed, focusing on 525 research journal articles from six Korean clothing-related journals with terms related to torso and upper and lower limbs. The analysis results of this study are as follows. First, the rapid development of IT technology requires changes and innovations in all processes of clothing construction, including body shape analysis and pattern design. Therefore, it is believed that both body shape and pattern research should be continuously conducted to produce clothes with an excellent silhouette and fit depending on the body shape through studies, such as developing 3D patterns and converting 3D body figures into 2D patterns, among others. Second, since body shape studies are concentrated on young, middle-aged, and the elderly, it is believed that various body shape studies should be conducted on infants and elementary, middle, and high school students who have significant changes in body shape due to changes in the living environment. Third, if the content of pattern research is expanded to various items and is widely conducted, it will contribute to the production of clothing that has an excellent fit. Fourth, at a time when aging in society is accelerating, it is believed that research on patterns and clothing systems that can increase the fit of clothing by analyzing the body types of elderly male and female consumers should be actively conducted. Because the analysis was conducted only among six Korean academic journals, there is a limitation in the expanded interpretation of the results derived from this study.
Journal of the Korean Institute of Traditional Landscape Architecture
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v.29
no.2
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pp.52-62
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2011
By studying the classic poetry and prose with a theme of Plantain, I would like to study why Plantain has been planted in our traditional garden for a long time. Also, through this study, I want to find when Plantain was introduced to in our country. We use description study method for studying the classic poetry and prose with a theme of Plantain. As a result, we found a few things like below. First, the introduction of Plantain to our country traces back to unified Silla in the poetry of Choe Chi Won. Also, Plantain was planted and loved generally as a general garden plant in the middle of Goryeo through poetry and paintings. Second, the meaning of Plantain is like this. 1) It means development and enjoyment of arts of summer because the leaves of Plantain were used for drinking alcohol and writing and poetry instead of papers. 2) In Buddhism, Plantain was thought to awaken 'gong(空)', 'mua(無我)', and 'brevity' of lesson of Buddha by the special shape and the image of falling rain to the leaves. Also, it was used widely in Buddhist temples because of the story of 'Hye ga dan bi(慧可斷臂)'. 3) In Confucianism, it is the emblem of lesson 'a wise man tries to be strong and tries not to stop following to God'(自强不息). 4) The large leaf of Plantain is called 'bongmi(鳳尾)' thanks to the image of likeness with tails of Bongwhang(鳳凰). Third, design use of Plantain is like this. 1) The large leaf of Plantain was used for giving an image of freshness and brightness in the garden in summer. 2) Our ancestor thought 'the sound of falling rain to Plantain'(芭蕉雨聲) as a picturesque sound in summer. Also, Plantain was highly utilized because our ancestor thought Plantain is the best plant for implementing 'soundscape'. Thus, the most characteristic use of several design uses is 'acoustic use'. 3) Plantain was also planted in a indoor pot for viewing. 4) Plantain was used for making food and medicine in the palace and private house as a practical use. The limit of this study is that I mainly use the text translated into Korean of database of overall Korean classics. We hope the new things related to this study would be added up to this study by translating original texts into Korean more.
Journal of the Korea Fashion and Costume Design Association
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v.19
no.2
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pp.29-37
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2017
Due to the pursuit of individuality by modern consumers, the day has come when it is hard for design to be sustained solely by external beauty. Accordingly, products with the psychological value and brand stories are appearing, so that products that reinterpret traditional crafts are now being appreciated for their merits. Handmade goods defined as new luxury goods or products of high-quality craftsmanship are being used to enhance the consumer's individual image, and has created an unprecedented consumer stratum structure. Japan is one of the countries that actively applies traditional crafts to contemporary design and this study aims to investigate cases that are being reinterpreted in modern fashion in the theme of Boro, which is not as well known among Japanese traditional crafts. The purpose of this study is to offer basic data for designers by investigating the cases of the reinterpretation of traditional crafts. In addition, in reinterpreting traditional crafts into other fields, it is regarded as a meaningful way to contribute to a variety of other ideas. As the research method, first, the definition and kind of Boro were investigated utilizing the related literature information about the traditional fabric of Boro, which is the starting point and basis of the research. Second, Japanese aesthetic sense defined in the previous research was classified and the relationship of the anti-decorative aesthetic sense and Boro investigated. Third, after classifying the reinterpretation cases of Boro that have appeared in four major fashion collections and designer brands from 2011 to 2016 by the selected aesthetic sense, its characteristics were investigated. The search for examples of the reinterpretation of Boro uses the results of the keyword search of Boro and Boro Fashion via the internet search engine Google from April 2016 to December 2016. In addition, the search results were selected on the basis of whether the designer specified borrowing from Boro or whether Boro on the collection order was included or not. In addition to introducing an unknown fabric craft, this study also raises the methodological problems of the reinterpretation of traditional crafts. Products containing psychological value are expected to come into the spotlight in the upcoming consumer market. Therefore, as a follow-up study, it is suggested to research examples in which various crafts are being applied as products before one knows, how this creates new originality, and the limitations involved in this.
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