Journal of the Korea Society of Computer and Information
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v.27
no.9
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pp.157-167
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2022
This study attempted to investigate what kind of perception people in their 20s have about masks and to find out the characteristics of each type by categorizing the perception. The Q methodology was used for the study. The cognition types of masks were categorized into three. Type 1 was a 'always wear impact-important type' that always wears masks and thinks masks affect non-verbal communication and the wearer's image. Type 2 was a 'function-important negative recognition type' that wears masks to prevent germs and thinks that masks have a great negative impact. Type 3 was a 'concealment wear positive image type' that wears a mask to cover the face and thinks that a person looks young when wearing a mask. It is thought that the development of masks of various designs and functions reflecting the needs of consumers should be carried out. Also, it is thought that various products should be developed and sold so that consumers can choose according to important considerations such as design, fit, and function.
Journal of the Korea Society of Computer and Information
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v.27
no.12
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pp.111-119
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2022
The purpose of this paper is to examine the change in perception of 3D virtual fashion before and after COVID-19 using big data analysis. The data collection period is from January 1, 2017, before the outbreak of COVID-19, to October 30, 2022, after the outbreak. Big data was collected for key words related to 3D virtual fashion extracted from social media such as Naver, Daum, Google, and YouTube using Textom. After the collected words were refined, word cloud, word frequency, connection centrality, network visualization, and CONCOR analysis were performed. As a result of extracting and analyzing 32,461 words with 3D virtual fashion as a keyword, the frequency and centrality of fashion, virtual, and technology appeared the highest, and the frequency of appearance of digital, design, clothing, utilization, and manufacturing was also high. Through this, it was found that 3D virtual fashion is being used throughout the industry along with the development of technology. In particular, the key words that stand out the most after COVID-19 are metaverse and 3D education, which are in high demand in the fashion industry.
Journal of the Korea Society of Computer and Information
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v.27
no.10
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pp.67-80
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2022
In this study, I analyzed the inducing and hindering factors of online shopping malls on browsers in the process of browsing fashion products in online shopping malls. In-depth interviews were conducted by presenting browsing-related questions to women in their 20s and 50s who are interested in browsing fashion products online. Based on the answers of the interviewees, using grounded theory, we analyzed and presented six factors such as price factor, promotion factor, purchase review factor, visual information factor, product information factor, and service factor. Based on inducing and hindering factors to browsing analyzed in this study, a strategy to design a browsing environment in terms of shopping malls was suggested, which will be helpful for practical strategies and marketing in related industries. Basic data will be presented in a thesis on a new type of shopping mall browsing environment related to the rapidly developing information and communication technology. In addition, the negative emotions experienced in relation to the detrimental factors of shopping malls in the browsing process are expected to be helpful in researching fashion product browsing related to consumer psychology.
The Journal of the Convergence on Culture Technology
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v.8
no.5
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pp.583-589
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2022
Due to COVID-19, which has thrown the whole world into chaos, it has become an era where many technologies and contents are made non-face-to-face. At the same time, the popularity of the metaverse service is also increasing day by day, and the virtual costume (avatar) industry, one of the sub-industries, is also growing. In this study, we designed and developed a system for creating virtual costumes to be uploaded to ZEPETO, a mobile metaverse service. Unlike the existing service that requires a program that operates in a PC environment, it can be produced only by shooting and simple operation through a mobile device. With the advantage of being able to process all tasks of this system in a mobile environment, small businesses and individual operators who are not familiar with external programs will be able to more easily access the 3D virtual clothing industry.
The online shopping market is expanding, with online shopping malls now subdivided into personal computer(PC) and mobile versions. Meanwhile, various efforts to promote online sales are being carried out in a bid to improve performance, and detailed research is required to inform such strategies. The purpose of this study was to classify online shopping mall types into PC fashion malls and mobile fashion malls with the aim of assessing sales promotion satisfaction and investigating the relationship between sales promotion satisfaction and consumers' behavioral intentions. Data were collected by a survey firm in June 2023, and 248 copies of the data were used for analysis. SPSS 28.0 was used to process the data, and frequency analysis, factor analysis, reliability analysis, and regression analysis were performed. The satisfaction factors for various sales promotions used by PC and mobile fashion shopping malls were empirically subdivided in consideration of consumer perspectives, and potentially effective marketing strategies were presented. Differences were observed in the type of satisfaction with sales promotion between PC fashion shopping malls and mobile fashion shopping malls and in the effect of sales promotion satisfaction on behavioral intention. Based on the study's findings, effective sales promotion strategies that can increase satisfaction and enhance behavioral intention may be developed and implemented through the use of various and different sales promotion strategies in PC and mobile fashion shopping malls.
Journal of The Korea Institute of Healthcare Architecture
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v.29
no.3
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pp.37-44
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2023
Purpose: To decrease cross-infection, it's essential to analyze the spatial composition of the 'PPE doffing area'. Instead of solely relying on manpower standards, we should focus on responding to infectious diseases within the context of space planning. By doing so, we can lower the risk for healthcare workers' infection and ensure a level of safety in various environmental changes or new manpower input situations. Methods: This analysis is conducted specifically for facilities with negative pressure isolation wards. Additionally, interview surveys to obtain feedback from healthcare workers and incorporate their expertise into the design of the 'PPE doffing area' have been carried. Results: In a PPE doffing area, the standard spaces include a PPE doffing room, a shower room, and a clothing room. Depending on the facility environment or the level of infectious diseases, a Decontamination room or Anteroom can be optionally added. Healthcare workers who remove their PPE in the PPE doffing room should avoid re-entering the Negative pressure room. The shower room is often underutilized. When planning for a future PPE doffing area, an aisle space or passageway must be included even if a shower room is planned. Implications: This study examined the space used by healthcare workers rather than patients, with a focus on infection prevention through architectural planning rather than individual efforts. However, the investigation was limited to facilities that have been converted from general wards to negative pressure isolation wards, so it cannot be generalized to all infectious disease facilities.
The Journal of the Institute of Internet, Broadcasting and Communication
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v.23
no.6
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pp.163-170
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2023
With the introduction of the law regarding severe penalties for major accidents, employers, management executives, and corporations have significantly increased the number of safety managers and invested extensively in acquiring ISO certifications to prevent accidents in industrial sites. Moreover, the implementation of the Smart Safety Management System (SSMS) has facilitated the management of personnel and safety equipment. While IoT-based management systems have been applied to safety gear such as helmets, safety harnesses, and protective clothing, the responsibility for safety shoes still primarily lies with on-site managers and individuals, leaving a vulnerability to accidents. In this study, we aim to implement a Raspberry Pi-based sensor device to proactively detect workers' safety shoe usage upon entering the site. The goal is to confirm the usage of safety shoes and prevent accidents that may occur due to non-compliance with safety shoes regulations.
The changing media landscape has diversified how and what is discussed about fashion. This study aims to examine expert discussions about fashion shows on social media from the perspective of fashion criticism. To achieve this goal objectively, a text mining program, Leximancer, was used. In total, 58 videos were collected from the panel discussion section of Showstudio from S/S 21 to S/S 24, and the results of text mining on 24,080 collected texts after refinement are detailed here. First, the researchers examined the frequency of keywords by season. This revealed that in 2021-2022, digital transformation, diversity, and fashion films are now commonly used to promote fashion collections, often replacing traditional catwalk shows. From 2023, sustainability and virtuality appeared more frequently, and fashion brands focused on storytelling to communicate seasonal concepts. In S/S 2024, the rise of luxury brand keywords and an increased focus on consumption has been evident. This suggests that it is influenced by social and cultural phenomena. Second, the overall keywords were analyzed and categorized into five concepts: formal descriptions and explanations of the collection's outfits, sociocultural evaluations of fashion shows and designers, assessments of the commerciality and sustainability of the current fashion industry, interpretations of fashion presentations, and discussions of the role of fashion shows in the future. The significance of this study lies in its identification of the specificity of contemporary fashion criticism and its objective approach to critical research.
This study examines the stage costumes of the creative musical 'Hyecho', which was performed six times in the Chung Ang Art Center hosted by Chung-Ang University's performance & media agency from December 20 to 22 in 2006. The stage costumes were made based on these basic design elements of stage costumes that were dyed : line, silhouette, material, and color. First, the creative musical 'Hyecho' presents a new form of fusion theatre, which blends Korean traditional music and dance with videos. Thereby, the musical has opened a new phase in Korea's creative performing arts. Second, in musical performances that combines dance and songs, stage costumes should be made not only to attract the audience's eyes, but also not to interrupt actors' vocalizations and movements by taking their physical features into account. Also, costumes should be made in consideration of their relationships with visual elements, including stage settings and lighting. Third, the musical features fusion-style stage costumes, which combines Hanbok, the Korean traditional costume, and Indian traditional costumes with modern costumes. For the line and silhouette, costumes show the beauty of curves through the curves of Hanbok and India's traditional costumes and also through irregular pleats of pants. Also, by using cotton materials, which is easy to dye and not readily deformed, costumes feature colors that are found in nature through a gradation dyeing technique. In doing so, it offers visual amusement to the audience by making stage costumes look like a beautiful painting. Fourth, the stage costumes of the chorus feature costumes that use lining and pleated skirts using belts, and various accessories, including necklaces that use strings in order to express evil spirits. Since there is not much time to change costumes during a performance, using such items are helpful to show the unique characteristics of actors effectively during the limited time. Also, coordinating with the lighting director allows the costume designer to make better costumes for the chorus and make the performance more dramatic. Finally, it was not necessary to wash the costumes of the chorus of the fusion musical Hyecho 2006 since it was performed only six times. However, when using dyed costumes for the long-term performance, it might cause problems such as bleaching that result from the washing of costumes and low durability that can result in the deformation of costumes. As performing arts are made in various forms and are diversified, it is needed for stage costumes to change accordingly through new attempts and various ways of expression.
As the competition becomes more severe, the importance of brand confidence is coming to the front mainly because there has been a tendency of the customer for choosing a product or service in conjunction with the confidence. The concept of brand personality has formed as a result of various efforts for establishing a differentiated and confident brand image. The brand personality is regarded a useful mean for meeting objectives of a corporation for establishing a distinctive brand identity as well as customers for expressing their self-image. In line with the growing importance of the brand personality, researchers have attempted to measure it by various methods. However, most of researches were based on verbal and quantitative methods which take a long period of time and lots of efforts to analyze their results. Such methods also have limitations for visualizing the results. In this vein, this study aims to develop a new visible brand personality measurement system by utilizing the purpose-designed avatar. Major findings of the study are as follows: Firstly, the avatar can be an effective mean for visualizing the brand personality. As the avatar can visualize the personalities of human-beings through facial expressions, clothing, attitudes and movements, a specially designed avatar can express the brand personality. Secondly, types of the brand personality can be segregated into distinctive seven classes and such classes are used as guidelines for developing specially designed brand personality avatars. Thirdly, the purpose-designed brand personality avatar can be an effective mean for measuring the brand personality as a result of various tests for the validity. In condusion, avatar can be a more powerful tool than language for measuring the brand personality.
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