• Title/Summary/Keyword: entertainment good

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Effects of Entertainment Service on Impulse Buying Behavior of Apparels -Comparing with Department Stores and Shopping Malls- (엔터테인먼트서비스가 의복충동구매행동에 미치는 영향 -백화점과 쇼핑몰을 중심으로-)

  • Park, Eun-Joo;Park, Jung-Shin
    • Journal of the Korean Society of Clothing and Textiles
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    • v.30 no.9_10 s.157
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    • pp.1333-1343
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    • 2006
  • Consumers seek the pleasure, fun and satisfaction in shopping. Retailing environments of apparel products are rapidly changing than ever before. One of there changes are offered apparel products with entertainment service, such as theaters, restaurants and so on. The purpose of this study was to investigate the effects of entertainment service, shopping orientation and emotion on impulse buying behavior in department stores an shopping malls. A self-administrated questionaire was developed based on the results of previous researches and pre-test. Data were obtained from shoppers(N=684) randomly selected in department stores and shopping malls located in Seoul and Busan. Data were analyzed by factor analysis, t-test, cross analysis, and path analysis. The results showed that; impulse buying behavior was directly or indirectly affected by shopping orientation in both of two store types. In department stores, consumers were affected to make a good mood by entertainment service while, in the shopping malls, consumers were influenced directly by entertainment service to be a good mood and to purchase impulsively apparel products. Therefore, the impulse buying behavior was influenced differently by entertainment service in store types. From the retailer's perspective, they give insights into the development of strategies utilized to marketing planning of entertainment service in each store types.

A Study on Emotion-Modeling Algorithm of Entertainment Robot (엔터테인먼트 로봇의 강성 알고리즘 연구)

  • Choi, Jae-Il;Kim, Seung-Woo
    • Proceedings of the KIEE Conference
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    • 2002.11c
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    • pp.505-508
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    • 2002
  • An emotionally modeled robot is dealt in this paper. The emotional model is required especially in the entertainment robot. Recently, the entertainment robots have been developed as the next generation of electronic toys. They require several capabilities such as perceiving, acting, communication, and surviving. The owner recognizes the communication with a entertainment robot by observing its expression and reaction. The expression is realized by emotion-based actions based on moving, dancing, sounding, speaking, and lighting. Therefore, we propose an emotional modeling algorithm, using the fuzzy logic system, in this paper. Good performance of the algorithm is confirmed by the result of a simulation.

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Design and Implementation of AN Entertainment Golf Robot

  • Kim, Byoung-Soo;Oh, Kwan-Taek;Park, Young-Ho
    • International Journal of Contents
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    • v.3 no.4
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    • pp.36-40
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    • 2007
  • Robot has been developed as something to help human beings, and robot will be very important field as an entertainment. This paper intends to contribute to developing golf robot as an entertainment using AVR ATmega Chips. It is believed that the entertaining robot giving a pleasure to human beings has good prospects for the rapid growth along with other robot industry. Golf robot developed in this paper has been developed for entertainment and has a similar sense in comparison with the real golf. This golf robot is represented in the way of putting the ball in the hall by hitting the ball just like the actual golf game and putting through making robot come close to the ball with the putting robot. This golf robot can playa game with several people like the actual golf if many putting robots can be used. It is, therefore, considered that the development of golf robots for entertainment using AVR has a high value of the golf robot as an entertainer on the ground that it can playa real golf.

Marketing Strategy of Entertainment Contents in Japan's Market (엔터테인먼트 콘텐츠의 대일본 진출 마케팅전략)

  • Lee, Chan-Do
    • International Commerce and Information Review
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    • v.10 no.4
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    • pp.251-275
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    • 2008
  • South Korea has spend billions planing for entertainment contents development, exporting contents, developing strategies for overseas marketing. But one piece of the plan may be missing: The ability of corporations to continue to provide vital services. Over the years, a number of studies have examined korean waves and have reached the same conclusion: starting a activity without reasonable strategies tends to have effects on merchandising, income, image, etc. For the purpose of analysis, this study has adopted SWOT matrix, Japan's market, for instance, is mixed by variation factors-opportunities, threats, strengths, weakness. Fortunately, Because Japan's market, the most world's cultural contents, has an environmental condition of advanced level, If Our en-contents have a high level, through localization and strategic alliance, the marketing strategies for japan' market will do a good chance of success.

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Development of golf robot as entertainment using AVR Technology (AVR 기술을 활용한 엔터테인먼트용 골프로봇 개발)

  • Kim, Byoung-Soo;Oh, Kwan-Taek;Park, Young-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.344-347
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    • 2006
  • Robot has been developed as something to help human beings, and robot will be very important field as an entertainment. This paper intends to contribute to developing golf robot for entertainment using AVR technology. It is believed that the entertaining robot giving a pleasure to human beings has good prospects for the rapid growth along with other robot industry. Golf robot developed in this paper has been developed for entertainment and has a similar sense in comparison with the real golf. This golf robot is represented in the way of putting the ball in the hall by hitting the ball just like the actual golf game and putting through making robot come close to the ball with the putting robot. This golf robot can play a game with several people like the acture golf if many putting robots can be used. It is, therefore considered that the development of golf robots for entertainment using AVR has a high value of the golf robot as an entertainer on the ground that it can play a real golf.

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Consumer Expectation Index and Household Consumption Expenditures (소비지출 영역별 소비자전망지수와 실제소비)

  • Kim, Kyung-Ja
    • Journal of Families and Better Life
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    • v.26 no.6
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    • pp.181-192
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    • 2008
  • This study investigated the usefulness of Consumer Expectation Index to predict real household spending. Specifically, the forecasting impact of the index on clothing, eating-out, entertainment, education, and health consumption area was examined. The results showed that the CEI was a good indicator for the future household spending of clothing, eating-out, entertainment and total consumption but it was not true for the spending of education and health. Most of CEls were significantly correlated with household spending even when household income and CPI were controlled. The impact of CEls on household spending tended to be lagged by one or two quarters.

The Effect of Experience Economy of VR Contents on Satisfaction

  • Hwang, Kyunghwa;Yoo, Kunwoo
    • Asia Pacific Journal of Business Review
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    • v.5 no.2
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    • pp.45-57
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    • 2021
  • The COVID-19 pandemic has ushered in a new era of untact and we are quickly adapting to this untact era. In the current situation where it is difficult to contact each other face-to-face, Virtual Reality (VR) is an opportunity factor for indirect tourism and a good alternative to viewing cultural heritage. This study showed that the effects of experience economies such as entertainment experience, aesthetic experience, escapist experience, and spiritual experience on VR content satisfaction. Furthermore, we examined whether consumers' perceived risks to COVID-19 moderate the relationship between experience economy and satisfaction. This study investigated 149 people who experienced VR content about Jerusalem. The results have shown that entertainment experience and aesthetic experience have a positive effect on the satisfaction with the VR content. Furthermore, perceived risks about COVID-19 have been shown to moderate the effects of aesthetic experience and spiritual experience on satisfaction. Finally, we provided implications based on our findings.

Authoring Tool for a Cyber University (가상대학 구축을 위한 AUTHORING TOOL에 대한 연구)

  • 이달상;이춘근
    • Korea Multimedia Society
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    • v.1 no.1
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    • pp.65-76
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    • 1997
  • We discuss the characteristics of authoring tool for the lecture on demand(LOD) in a cyber university. Authoring tool will be one of the important tools for constructing LOD that gives good educational opportunities to students of cyber university. The one of characteristics in authoring tool is“Education”and“Entertainment”. The LOD system constructed with authoring tool will be impact on multimedia telecommunication, technology for constructing and searching multimedia database, GroupWare and distributing technology, etc.

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The impact of Marketing Communication Content Distributed on Social Networks on Electronic Word-of-Mouth

  • VO, Minh Sang;HUYNH, Dung Quoc Vu;NGUYEN, Giang Huong;DANG, Giang Ha Nguyen;HUYNH, Duong Dai;LE, Bao Quang;DANG, Nhut Minh
    • Journal of Distribution Science
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    • v.20 no.5
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    • pp.65-74
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    • 2022
  • Purpose: This paper evaluates which characteristics of marketing communication content distributed on social networks impact electronic word-of-mouth (e-WOM). Research design, data, and methodology: Quantitative research was carried out on 637 Vietnamese people aged from 18, who were exposed to marketing communication programs of fashion brands. Preliminary data were analyzed by the reliability of the scale, multivariate regression analysis, and analysis of variance. Results: The research findings have identified the four characteristics of social media content that positively impact e-WOM, including entertainment, interaction, trendiness, and customization. Participants aged 30 and under have a higher appreciation for media content and e-WOM than those from 31 and over. Conclusion: To promote e-WOM, marketing communication content distributed on social networks should focus on the following characteristics: (1) The entertainment of marketing communication content should involve positive emotions, fun, and enjoyment; (2) With interactive content, focus should be placed on discussion and exchange content, content that encourages sharing, and two-way interactive content; (3) For trending marketing communication content, marketers consider communicating brand-related latest information, up-to-date information, and hot discussion topics; and (4) When creating customized content, brands should be interesting, customized (information, product, price), and unique.

A Development of Home Mess-Cleanup Robot with Entertainment Function

  • Kim, Seung-Woo;Cha, Hyun-Koo
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.1444-1447
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    • 2004
  • The vacuum-cleaner had made the burden of house chore lighten but the operation labour of a vacuum-cleaner had been so severe. Recently, the cleaning robot was producted to perfectly solve the cleaning labour of a house but it also was not successful because it still had a problem of mess-cleaning, which is the clean-up of big trash and the arrangement of newspapers, clothes, etc. The cleaning robot is to just vacuum dust and small trash and has no function to arrange and take away before the automatic vacuum-cleaning. For this reason, the market for the cleaning robot is not yet built up. So, we need a design method and technological algorithm of new automatic machine to solve the problem of mess-cleanup in house. In this paper, a Home Mess-Cleanup Robot(HMR), which has a practical function of the automatic mess-cleanup, is developed. It need functions of agile automatic navigation, novel manipulation system for mess-cleanup. The automatic navigation system has to be controlled for the full scanning of living room, to recognize the absolute position and orientation of the self, the precise tracking of the desired path, and to distinguish the mess object to clean-up from obstacle object to just avoid. The manipulation system, which is not needed in the vacuum-cleaning robot, must have the functions, how to distinguish big trash to clean from mess objects to arrange, how to grasp in according to the form of mess objects, how to move to the destination in according to mess objects and arrange them. Then, it should be an intelligent system so that the mess cleaning task can be autonomously performed in a wide variety of situations and environments. It need to also has the entertainment functions for the good communication between the human and HMR. Therefore, the Home Mess-cleanup Robot with Entertainmental Human Interface is developed in this paper. Finally, the good performance of the designed machine, HMR'4, is confirmed through the results of the mess clean-up and arrangement.

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