• 제목/요약/키워드: digital fashion system

검색결과 124건 처리시간 0.038초

화장품업체의 내부마케팅이 방문판매원의 직무만족, 조직몰입, 고객지향성 및 판매성과에 미치는 영향 (Effects of Internal Marketing of Cosmetic Retailers on Door-to-Door Salesperson's Job Satisfaction, Organization Commitment, Customer Orientation and Sales Performance)

  • 이민지;정성지;안시현;장미순;최소라;김나미;김태은
    • 한국의상디자인학회지
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    • 제18권3호
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    • pp.1-19
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    • 2016
  • This study tried to find out implementation factors of internal marketing for a cosmetic retailer, and to look into their effects on Salesperson's job satisfaction, organization commitment, customer orientation and sales performance. For this, this study inquired into the concepts and relationships of internal marketing, job satisfaction, organization commitment, customer orientation and sales performance through literature review; and tested the relationships between the variables by setting up a research model and hypotheses. The findings of this study may be summarized as follows: First, it was found that the better the education & training, the supervisor support and the compensation system among internal marketing factors of a cosmetic retailer were, the higher a door-to-door salesperson's job satisfaction was. Second, it was found that the better internal communication and the education & training among internal marketing factors of a cosmetic retailer were, the higher a door-to-door salesperson's organization commitment was. Third, the higher the job satisfaction of a door-to-door salesperson in a cosmetic retailer was, the higher the organization commitment was. Fourth, it was found that the higher the organization commitment of a door-to-door salesperson in a cosmetic retailer was, the higher the customer orientation was. Fifth, it was found that the higher the organization commitment and customer orientation of a door-to-door salesperson in a cosmetic retailer were, the higher the sales performance was. In conclusion, the internal marketing increases door-to-door Salesperson's job satisfaction, and enhances the sense of belonging to their cosmetic retailer. Further, they come to have a customer-oriented attitude in serving customers, which is directly connected to sales performance, and thus the retailer can create profits through internal marketing. Therefore, a cosmetic retailer will need to strengthen internal communication activities through diverse methods, expand and activate employees' professional education, and develop fair and just compensation system; and supervisors will need to give support to employees, trusting their judgment.

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LIDAR 데이터와 수치항공사진을 이용한 건물 자동추출 (Automatic Building Extraction Using LIDAR and Aerial Image)

  • 정재욱;장휘정;김유석;조우석
    • 대한공간정보학회지
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    • 제13권3호
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    • pp.59-67
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    • 2005
  • 도시지역의 대부분을 차지하는 건물에 대한 3차원 공간정보는 지도제작뿐 아니라 무선 통신망 설계, 카 내비게이션, 가상도시 구축 등에 근간이 되는 주요 정보이다. 대표적인 수동센서(passive sensor)로부터 얻어진 수치항공사진은 높은 수평 위치정확도를 가지는 반면 중심투영과 폐색지역에 의한 원천적인 문제로 인하여 자동화 과정이 어렵다. 반면 능동센서인 LIDAR 시스템은 지표면에 대한 비정규 점군 형태의 3차원 정보를 빠르고 정확하게 제공한다. 하지만 데이터 취득 특성상 건물의 외곽선과 같은 정보의 획득에는 어려움이 있다. 본 연구에서는 수치항공사진과 LIDAR 데이터를 용합하여 건물의 외곽선을 자동으로 추출하는 방법을 제안하였다. 실험 결과 본 연구에서 제안한 방법은 복잡한 형태의 건물의 외곽선 추출에 우수한 결과를 보여주었으며, LIDAR 데이터와 수치항공사진을 이용해 건물을 자동으로 추출할 수 있는 가능성을 제시하였다.

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시접 처리 방법이 직물의 드레이프성에 미치는 영향 (The Effects of the Seam Finish on Fabric Drape)

  • 송영은;추미선
    • 한국의류산업학회지
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    • 제11권3호
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    • pp.453-459
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    • 2009
  • The purpose of this study was to provide the basic knowledge to determine the proper seam finish according to the design of sewing products. Four seam finishes(no seam finishes, over-edged seam finishes, turned-and-stitched seam finishes, and bias-bound seam finishes) were constructed with seams in warp, weft and bias directions of the fabric. Using a drape measurement system involving two 18cm diameter supporting disks and a digital camera, the images of draped specimens were captured and processed. Drape behavior was evaluated in terms of drape coefficient, node number, and drape profile. Drape coefficients of the fabrics increased with seam formation and varied by the seam finishes, however no significant differences in drape coefficients by the seam finishes were observed on the heavier fabric. Node numbers of heavier fabric were more deeply affected by the seam finishes than those of lighter fabric. The specimens with turned-and-stitched seam finishes and bias-bound seam finishes showed significantly smaller node numbers compared to the specimens with no seam finishes and over-edged seam finishes on heavier fabric. The length of the seamed part showed positive correlation with the weight of the specimens and negative correlation with the number of nodes in each seam direction. The maximum length of all draped specimens was found in the same direction as the seam direction. In the case of the lighter fabric, the seam and the seam finish had a great influence on the shape of the draped profile.

솔기 유형이 직물의 드레이프성에 미치는 영향 (The Effects of the Seam Type on Fabric Drape)

  • 팽숙경;정수진;추미선
    • 한국의류산업학회지
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    • 제13권3호
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    • pp.418-424
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    • 2011
  • The purpose of this study was to reveal the effects of the seam type on the fabric drape to provide the basic knowledge for proper seam type according to the design of sewing products. Seven kinds of specimens were constructed with seam (no seam, welt seam with over-edged finish, welt seam with bias bound finish, plain seam with over-edged finish, plain seam with bias bound finish, french seam, and flat fell seam) in wrap direction of the fabric. Using a drape measurement system involving two 18 cm diameter supporting disks, and a digital camera, the images of draped specimens were captured and processed. Drape behavior was evaluated in terms of drape coefficient, node number, and drape profile. Significant differences were found in drape coefficient by the seam types. The specimens with french seam and flat fell seam showed higher drape coefficients compared to those with welt seam and plain seam. Node numbers in the drape profiles showed positive correlation with the weight of the specimens, however, no significant differences were observed in node numbers by the seam types. Significant differences were found in the length of the seamed part by the seam types. The specimens with french seam and flat fell seam showed longer length of the seamed part compared to those with welt seam and plain seam. The ratio of the maximum length in the seam direction to the maximum length perpendicular to the seam direction showed significant differences by the seam types.

AI 쇼핑 도우미 사용자의 소비자 혁신 동기가 만족도와 구매의도에 미치는 영향 (The effect of AI shopping assistant's motivated consumer innovativeness on satisfaction and purchase intention)

  • 김해정;이영주
    • 복식문화연구
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    • 제31권5호
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    • pp.651-668
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    • 2023
  • This study aims to help companies with efficient investment and marketing strategies by empirically verifying the impact on satisfaction and purchase intention for artificial intelligence-based digital technology supported shopping assistants introduced in e-commerce. Frequency, factor, SEM, and multiple group analysises were conducted using SPSS 26.0 and Amos 26.0. As a result, first, motivated consumer innovativeness elements of AI shopping assistant were derived into a total of four categories: functional, hedonic, rational, and reliable. Second, in the order of hedonic and rational, satisfaction with the AI shopping assistant was significantly affected, and in the order of rational and functional, purchase intention was significantly affected. The satisfaction with the AI shopping assistant did not affect the purchase intention. Third, in the case of hedonic, the AI-preferred group had a more significant effect on satisfaction than the human-preferred group, and in the case of rational, there was no difference by group in purchase intention. Thus, it was found that consumers prefer AI shopping helpers for e-commerce because they can shop reasonably and are functionally convenient. Therefore, when introducing AI shopping assistants, it is essential to include content that can compare and analyze fundamental information, such as product prices, as well as search functions and payment system compatibility that facilitate shopping.

Funology Body : Funology와 '몸의 철학' 이론을 바탕으로 한 어플리케이션 분류 검색 체계 연구 (Funology Body : Classified Application System Based on Funology and Philosophy of the Human Body)

  • 길태숙;장준호;주현선;권지은
    • 감성과학
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    • 제13권4호
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    • pp.635-646
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    • 2010
  • 본 논문에서는 Funology(퍼놀로지)와 몸의 체험 통해 형성된 언어개념 및 사고를 바탕으로 새로운 어플리케이션 분류 체계를 연구하고, 이를 Funology Body로 명명하였다. Funology Body는 크게 몸, 세계(환경), 디바이스 툴의 구성을 가진 분류 및 검색 체계이다. 몸은 신체의 부위에 따라 Brain, Eyes, Ears, Nose, Mouth, Hand, Torso, Feet, Heat로 구분할 수 있는데, 몸 부분의 개념과 관련된 앱을 연결시켜 분류체계를 구성함으로써 쉽고 직관적이며, 체험적인 검색을 가능하게 하였다. 봄의 구성 중 Brain은 사고와 관련된 어플리케이션을 포함할 수 있도록 Book, Account, Business, Memory, Education, Search, Aphorism로 하위분류되어 있으며, Eyes는 시각과 관련된 Video, Photography, Broadcast로, Ears는 청각과 관련된 Music, Instrument, Audio, Radio로, Nose는 후각과 관련된 Perfume, Smell로, Mouth는 먹을 것 및 의사소통과 관련된 Food, SNS, Chatting, Email, Blog로 Hand는 조작하고 만들고 장난치는 것과 관련된 Games, Kits, Editing으로 Torso는 내장을 보호하고 몸의 중심을 이루는 개념과 관련된 Health, Medical, Dance, Sport, Fashion, Testyuorself로 Feet는 이동하여 영토를 넓히는 개념과 관련된 Travel, Transportation, Map, Outdoor로, Heat는 감정과 관련된 Fear, Anger, Joy, Sadness, Acceptance, Disgust, Expectation, Surprise로 이루어져 있다. 그밖에 세계(환경)는 News, Time, Weather, Map, Fortune, Shop으로 디바이스 툴은 Interface, Utilities로 구성되어 있다. 직관적이고, 감각적인 재미를 줄 수 있다는 것뿐만 아니라 변화하는 어플리케이션 사용자의 태도와 취향을 유연성 있게 반영할 수 있다는 점에서 기존 분류체계와는 다른 Funology Body의 특정을 찾을 수 있다.

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융합시대의 스타콘텐츠 발굴 및 선정에 관한 연구 (A Study on the Decision and Selection of the Star Contents in the Convergence Era)

  • 임명환;박용재;허필선
    • Journal of Information Technology Applications and Management
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    • 제18권2호
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    • pp.1-21
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    • 2011
  • In this era of convergence, which is characterized by the integration and combination of technology and industries, broadcasting and communications, offline and online, and devices and services, the content industry is also experiencing rapid changes including inter-genre exchange, the creation of new industries, and customized demand. Specifically, IT-based digital content industries such as the online game, e-book, mobile contents and web portal industries are no longer restricted to the boundaries of video, music and games but are being expanded into the realms of education, medicine, fashion and sports thanks to CT innovation of 3D, CG, AR/VR, VFX, etc. As such, various countries have come to recognize the convergent content industry as a new growth engine that will pick up where the IT industry left off, and are forming policies for its development accordingly. This research aims to optimize the system of content taxonomy which is currently genre-focused and unable to support technological development and convergence, and to discover and select star contents to be rigorously developed with governmental support. In this paper, 20 star contents in 8 areas were selected, and these are expected to create tremendous cultural and economic value through ongoing technological and industrial development.

A Study on the Patent Map of Apparel Design using Computer Technology

  • Lee, Keum-Hee
    • The International Journal of Costume Culture
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    • 제5권3호
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    • pp.151-163
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    • 2002
  • This study attempted to creat patent map 163 cases of patent for technology of apparel design using computer technology and researched the trend of Patent application by count교, technologies, applicant and filing date. In regard to application by country, the United States mark the first place with 99 cases (61%), Japan marks the second with 34 cases (21%), Korea the third with 19 cases (12%). Comparing the patent applications in specialized technologies, we find the United States is overwhelming the technologies for garment Production Process, Patterning Process and preparatory process, and Japan is currently undergoing development work in this area, while most of Korean applications are focused in the technologies for selection or substitution methods related to Purchase and sale of apparels, body image and design service Therefore, it is required to preoccupy and defend patent rights as well as develop technologies aggressively and extensively in preparation for the expansion of e-commerce market. Analysing the speed of progress in technology in terms of number of applicants and application cases, we can say it entered into developing stage from the middle of 1990s and it seems that they will continue the development work from now on. in case of Korea, they began in 1996, somewhat late, but reached a similar level with the United States in 2000.

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Empirical Risk Assessment in Major Graphical Design Software Systems

  • Joh, HyunChul;Lee, JooYoung
    • Journal of Multimedia Information System
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    • 제8권4호
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    • pp.259-266
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    • 2021
  • Security vulnerabilities have been reported in major design software systems such as Adobe Photoshop and Illustrator, which are recognized as de facto standard design tools in most of the design industries. Companies need to evaluate and manage their risk levels posed by those vulnerabilities, so that they could mitigate the potential security bridges in advance. In general, security vulnerabilities are discovered throughout their life cycles repeatedly if software systems are continually used. Hence, in this study, we empirically analyze risk levels for the three major graphical design software systems, namely Photoshop, Illustrator and GIMP with respect to a software vulnerability discovery model. The analysis reveals that the Alhazmi-Malaiya Logistic model tends to describe the vulnerability discovery patterns significantly. This indicates that the vulnerability discovery model makes it possible to predict vulnerability discovery in advance for the software systems. Also, we found that none of the examined vulnerabilities requires even a single authentication step for successful attacks, which suggests that adding an authentication process in software systems dramatically reduce the probability of exploitations. The analysis also discloses that, for all the three software systems, the predictions with evenly distributed and daily based datasets perform better than the estimations with the datasets of vulnerability reporting dates only. The observed outcome from the analysis allows software development managers to prepare proactively for a hostile environment by deploying necessary resources before the expected time of vulnerability discovery. In addition, it can periodically remind designers who use the software systems to be aware of security risk, related to their digital work environments.

Development of Converged Device-Based Exercise Program for Preventing Fall and Increasing Physical Activity for the Elderly

  • Sunyoung Kang
    • Journal of Web Engineering
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    • 제20권1호
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    • pp.103-112
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    • 2021
  • As the effects of COVID-19, many changes are occurring in the daily life. Breaking away from the temporal and spatial restrictions, the exercise method utilizing converged device in non-contact fashion is emerging. In the present study, home training with utilization of the converged device for fall prevention and improvement of daily life in behalf of the frail elderly has been composed, and execution process designed. Converged device-based exercise program extracted through Delphi analysis is composed of essential 8 types of motion reflecting the performance capability of the frail elderly as the subject, though easy, have been selected. Converged device-based exercise program configured the system in a structure of subject, interface, and administrator for the purpose of utilizing this exercise program. Overall execution process is composed 3 stages, and implemented with the elderly and the trainer being converged via medium. For the overall implementation, the elderly performs the exercise program under leading of the trainer as the administrator. Depending on the condition of the elderly as the subject, the trainer selects the difficulty of exercise, which the elderly performs and implements the exercise program while communicating with the trainer. The converged device-based exercise program that is applicable to the elderly as a digitally vulnerable class is expected to bring about not only fall prevention and increased physical activities but also subsidiary effects of producing digital device-friendly environments for the elderly as a digitally vulnerable class.