The purpose of this study was to investigate the effects of narcissistic personality and self-esteem on the appearance management behaviors(weight, skin care, makeup, hair care, clothing selection) of female college students. The questionnaires were administrated to 362 female college students living in Gwang-ju city, Korea. For analysis of data, descriptive statistics, factor analysis, Cronbach'$\alpha$, regression analysis were applied. The results were summarized as follows. First. the female college students' narcissistic personality was categorized into four factors, need for administration, leadership/self-confidence, need for power/entitlement, and superiority. Second, narcissistic personality significantly influenced appearance management behaviors. The further examination of the effects showed that need for administration appeared to affect clothing selection, hair care, skin care, makeup, and weight. Third, self-esteem turned out to have positive effects on overall appearance management behaviors. The further examination of the effects showed that self-esteem appeared to affect clothing selection, skin care, hair care, makeup, and weight. The results indicated that female college students' narcissistic personality and self-esteem were important factors to their appearance management behaviors and marketing programs for fashion industries.
Journal of the Korean Society of Clothing and Textiles
/
v.31
no.4
s.163
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pp.551-562
/
2007
The purpose of this study was to examine the influence of sex role identities on male consumers' appearance management behavior. Recently, heavy marketing efforts have been made by the cosmetics and apparel industries to cater to male consumers who seem to be increasingly interested in their appearances. This study intended to identify the relationship between male consumers' appearance management tendencies and their sex role identities and benefits sought in clothing. A survey data was collected from 321 men aged between 20 and 40 and was analyzed using SPSS. The results showed that not only the male consumers' perceived masculinity and femininity but also the discrepancies between their ideal and perceived masculinity/femininity were related to the benefit they sought in clothing. Also, individuals who identify themselves as masculine (rather than feminine) were more likely to be engaged in appearance management practices. However, a greater portion of their appearance management behavior was explainable by their pursuit of fashionability, conformity, and individuality in clothing. This seems to indicate these male consumers consider appearance management primarily as a fashion trend.
Purpose: This study aims to introduce a hybrid MCDM model to support the selection of retail store location. Research design, data, and methodology: The hybrid approach of ANP and TOPSIS was used to address the location selection problem. The ANP technique was employed to compute the weights of the selection criteria, whilst the TOPSIS was used to rank alternatives. The proposed approach was then applied into a fashion company in Vietnam to select the best alternatives to be the retail store. Results: The results showed that Candidate 1 - Hai Ba Trung street is the most appropriate selection for locating retail stores. Conclusions: The proposed approach provides the decision makers with more useful methods than traditional ones. Therefore, the model can be applied to the location selection in all industries. In terms of academic contribution, the selection criteria proposed in the research can devote to the literature in the selection of location along with the concept of distribution channels. Additionally, the research also provides insight and guidelines for firms in making decision on retail store location based on limited resources to avoid the waste of funds. However, the results only answer to the context of Vietnam - a developing country. Thus, future research may be extended to developed countries where have better conditions.
KSII Transactions on Internet and Information Systems (TIIS)
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v.13
no.8
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pp.4093-4107
/
2019
Proof of Work (PoW) based blockchains have limitations in throughput, time consumption, and energy efficiency. In these systems, a miner will consume significant time and resources to obtain a reward for contributing to the blockchain. To overcome these limitations, recent research on blockchains are focused on accelerating the speed, scalability, and enhancing the security level. By enhancing specific procedures of blockchain system, the level of data integrity supported by the blockchain can become more robust, and efficient. In this paper, a new blockchain consensus model based on the Bryllite Consensus Protocol (BCP) is proposed to support a hyper-connected massively multiplayer online game (MMOG) ecosystem. The BCP scheme enables users to participate directly in new consensus processes through a Proof of Participation (PoP) algorithm. In this model, the consensus algorithm has a simpler form while maintaining high security level. In addition, because the BCP scheme gives users an equal chance to make a contribution to the blockchain, rewards are distributed in an equal fashion, which motivates user participation. The analysis of the proposed scheme is applied to the Bryllite consortium blockchain system (homed in Hong Kong), which is a new blockchain network developed for international game industries, gamers, and game events.
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.
Journal of the Korean Society of Clothing and Textiles
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v.48
no.2
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pp.233-253
/
2024
This study analyzed differences between three-dimensional (3D) body scanning and manual measurements, aiming to assess whether 3D scanning can replace traditional anthropometric tools, such as tape measures and calipers. Data from 4,478 participants in the 8th Size Korea Project were analyzed, covering 43 measurement items. Since Given that the 3D and manual measurements were performed on the same subjects in the 8th Size Korea Project, it was possible to determine the correlation more accurately between the two measurement methods more accurately. Using Applying ISO 20685-1(2018) standards, 15 out of the 43 items fell within allowable error limits. When classified into six types, "small circumferences" and "segment lengths" showed averages of 3.35 mm and 3.10 mm, respectively, within acceptable range. "Body heights" and "body depths" slightly exceeded the limit, with averages of 5.28 mm and 6.58 mm. "Body widths" and "large circumferences" surpassed the limit, with means of 16.77 mm and 16.18 mm. The study offers an objective basis to for validate validating 3D measurements' measurements' reliability and accuracy, addressing various industries' needs for information on the human body's dimensions information.
The study aims to examine the development of the South Korean music industry over time in order to capture the evolution process of the industry from its initial stages to its current state as one of the world's leading music markets. Based on the above consideration, a systematic literature review was conducted in order to provide an overview of the achievements of the South Korean music industry with the help of PRISMA method. The reason for doing this is to ensure that the process of selecting, filtering and collecting literature from different sources is not only efficient and time-saving but also rigid and coherent. This paper will explore the various elements that have defined the industry, including culture, technology, marketing and government policies and regulations (Jang & Song, 2017). Furthermore, it will inquire the effects of the K-pop cultural export on other industries, whether it be tourism, fashion, consumer goods, and more, thereby illustrating its vast significance. In more detail, this study aims to give an adequate idea about the historical accomplishments of the South Korean music industry in the global music map, identify factors that facilitated the enhancement of the industry and examine the significance of the findings and their applications for the industry's progression and development in the future.
Journal of the Korean Society of Clothing and Textiles
/
v.48
no.3
/
pp.576-595
/
2024
Bracelets have enjoyed extensive use among the Chinese since antiquity as decorative pieces credited with warding off evil forces and inviting auspicious fortune. This study aims to integrate traditional cultural elements, such as Yuan blue and white porcelain flower patterns, into modern design using 3D printing technology to create culturally inspired bracelets. To this end, bracelet designs from the top four museums on Taobao were examined. In addition, we analyzed online reviews of culturally themed bracelets using text mining and applying FEA criteria and found that Chinese consumers are easy to wear and sizable, enhance cultural pride, and drive the demand for artistically sophisticated bracelets. The research culminates in the development of a modular bracelet design inspired by flower motifs from blue and white ware of the Yuan dynasty, with an emphasis on iterative improvements based on reviewer feedback. The final design meets consumers' expressive and aesthetic needs while also maintaining cultural integrity and functionality. The aim of the study is to inspire pride in traditional culture, provide insights for fashion accessory industries, and promote the national image through the development of culturally inspired products.
The realistic plan to establish a silver market in the clothing industries has not taken concrete shape, although the interest in the establishment of a silver market targeting the aged as a new custom group Is gradually Increasing because the rapid development of science and medical technology in the 20th century has led to an extension of lift and improvement of living conditions. The specialized business which produces and sells the clothing for the elderly is of small number and most of the clothes for the elderly are manufactured and sold by the companies for women's clothing in which change the size or length of the original works rather than reflect the bodily features of the elderly. The findings indicated that domestic brands showed the coordinated concept of a suit of jacket and slacks or skirts while the clothes were formed with a variety of coordinations centering around single article in the U.S brands. But, there was no difference in the use of natural materials centering around cotton and silk etc. and in the use of embroidery, lace and decorative details between the two countries. The knit brands of knit suit style in Korea were formed with the items focused on pull over and cardigan twin set, while the U.S brands were mainly formed with the design of knit suit style. The domestic knit brands were mostly developed with complicated patterns and gorgeous colors, while most of the U.S. brands were presenting a single or two tone color suit style and evening one-piece dress with a simple and modern style. The sporty casual brands of sporty casual style in Korea had a variety of colors and patterns focused on function and comfort for diverse leisure activities and daily life, while the U.S brands were established to present a variety of styles with the items of single article because they had a separate brand for casual even though it was not a exclusive brand for the elderly This study has a meaning in the presentation of the design idea considering the bodily shape of the elderly compared to the ready-to-wear considering the size alone, by examining the characteristics of bodice according to the physical change of the elderly women, analyzing the design of madam brand and the style of the ready-to-wear, researching the general circumstances of the brand for the elderly women, and highlighting the necessity of the elderly clothing market.
The Journal of the Institute of Internet, Broadcasting and Communication
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v.18
no.5
/
pp.39-54
/
2018
This study aims to expand K-Wave business. For this, it firstly investigated previous studies and pointed out limitations of the current scope of the K-Wave business. Therefore, as a theoretical background, it attempts to construct an analysis framework based on four types of creativity type model and to redefine the concept of K-Wave business, which refers to a series of business activities that create, utilize the asset, and reuse the originality of intellectual property assets. This study analyzes the business activities of K-Wave's asset creation, utilization, and talent linkage during 2013~2017. The scope of the asset creation covers the highest ranked movies, dramas, and K-pops, while the utilization of those is analyzed in cosmetics, food, and fashion industries. The personal talent is the source of new K-Wave value creation and Webtoon IP is analyzed. As a result, in the case of movies and dramas, the representative market is China, which is the result of the efforts to avoid the continuation of China's regulation and the development of local OTTs. It is confirmed that the product development for Chinese consumers is active as activities of K-Wave utilization in cosmetics, food and fashion. Interesting is that new K-Wave content is circulated in the beauty sector. Finally, it is confirmed that Webtoon IP, which has been structured with a solid story in individual talent, is the origin of new K-Wave asset creation such as movies and dramas.
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