• Title/Summary/Keyword: market character

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Effect of Toruism Image on Tourism Motivation and Experientiality of Chinese Tourists' on Korean Wave (한류관광객의 관광동기 및 체험성이 관광 이미지에 미치는 영향)

  • Lee, Yk-Su
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.387-395
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    • 2011
  • This research the impacts of the tourism motivation and tourism product experimentiality to the korea national image and the results are as follow. First, chinese tourist' on korean wave showed sensory experiences of experiential marketing, emotional experience, cognitive experiences positively affect to the festival brand loyalty. Second, it showed all items of sensory experiences of experiential marketing, emotional experience, cognitive experiences positively affect to the festival brand loyalty. Through these results, first, Necessity is the possibility of knowing the thing there was grasp about tourism motive difference of the cold Chinese tourists' on korean wave. Second, there must be to cold current tourism goods development, must provide the possibility of knowing the thing was an experience characteristic to the tourists. With this character direction, presented a ongoing search that cold current korean wave tourism market measurement from governmental dimension, cold korean wave tourism goods development which applies the contents from enterprise dimension, theoretical foundation data triangular position from scientific dimension.

Design of 3D Oculus VR Action Game using Silhouette Outline

  • Kim, Ho-Ryel;Han, Chang-Min;An, Syoungog;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.11
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    • pp.59-65
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    • 2020
  • Lately the VR (Virtual Reality) game genre is becoming increasingly more popular and it has been cementing its place in the market as its own independent game genre. The key advantage of VR is that it lowers the barrier between player and the virtual world, thus creating an immersive experience. The suggested method develops a game that allows the player to experience what it is like to be visually impaired using the unique characteristics of VR. A distinctive feature of this game is that the character is provided only a limited range of sight, which is created using silhouette outlines. This restrictive visual field is then grafted onto VR and the player can indirectly experience blindness in a highly immersive manner. The silhouette outline along with the particle system is created using Oculus Rift, a headset highly used in VR game development, and Unity 3D game engine. We will also explain in detail regarding the removal of borders between the objects.

Prospect of new variety breeding of Italian ryegrass in South Korea

  • Ji, Hee Chung;Hwang, Tae Young;Lee, Ki Won
    • Proceedings of the Korean Society of Crop Science Conference
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    • 2017.06a
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    • pp.108-108
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    • 2017
  • The objective of this study was to know prospect and present state of new variety breeding of Forage and Grassland in South Korea. The industry of forage in Korea is going up to expend through utilization of good quality forage, Italian ryegrass, forage corn and oat rather than rice straw. Especially, since 2007, Italian ryegrass(IRG) had been very important major winter forage crop in South Korea and developed 13 varieties including very early maturity variety (three varieties), early maturity variety (three varieties), medium maturity variety (one variety) and late maturity variety (six varieties). But the disadvantage of Italian ryegrass was weak winter hardness and drought but has good advantage of forage nutritive value, high-yielding and high sugar content, and like livestock as like hanwoo, dairy cattle, goat so on. The Ko-variety (Korea developed variety) of Italian ryegrass has high cold-tolerant and adaptability more than any other country developed variety, and expend to cultivation area from southern area (below Daejeon) to middle-northern area (upper Han river). Although the cultivation area of Italian ryegrass of South Korea was 21,700 ha in 2007, right now, that of Italian ryegrass is about 123,600ha due to expend cultivation area and know famer to good forage crop and have a various maturity varieties (very early, early, medium, late) according to local situation (before-crop harvesting stage or double cropping system). The seed market of Italian ryegrass in South Korea becoming extended to around 100 million Korean won and seed export get nearer to foreign country. We are going to develop of new variety for stress tolerant and high yield and quality forage variety, good adaptability to the Korean environmental conditions including reclaimed area, make self-sufficiency system for forage seed (Italian ryegrass), export our seed to foreign countries.

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A Study on the Analysis of Change Order - Claim in Design-Build (설계시공 일괄입찰공사에서 설계변경 클레임요인의 분석에 관한 연구)

  • Lee, Sang-Beom;Hwang, Jae-Woo
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • 2006.11a
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    • pp.301-304
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    • 2006
  • The insistence of rights and interests in contract is being generalized by opening in construction market which is following F.T.A, internationally. Conditions of contract in construction have different specialities compared with other industries. Different conditions of contract should be established because of a specific character that is different from each construction, such as work, environment, circumference conditions. Although the order of Turn-key is being expanded by increasing construction scale and demanding hybrid function, the suitable regulations of contract are not settled. As a result, various factors of claim is occurring in Change Order-Claim, because they just obey a part of guide-line. This study suggests useful solutions in detail concerned with the main factor of Change Order-Claim by each D/B phases through practical sorting and analysis of the causes of Change Order-Claim.

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Fashion Design Utilizing Korean Characters Pattern (한글 패턴을 활용한 패션 디자인)

  • Yun, Eul-Yo;Park, Sun-Kyung
    • The Journal of the Korea Contents Association
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    • v.9 no.3
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    • pp.164-174
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    • 2009
  • As a condition for raising competitive force in the global fashion era that pursues diversity, originality is essential. This research is a study on fashion design able to seek high added value while considering the creative Korean Characters pattern as its motive. Therefore, this research hopes to examine the substantial methods regarding the creation of high added values centered on products utilizing Korean Characters as their motives in the fashion field. The specific research contents intend on, first, studying the formative specialties of Korean Characters; second, examining garment and fashion properties produced with Korean Character as their motive in domestic and foreign fashion shows; and third, understanding the methodology of applying the formation of Korean Characters pattern to fashion design. Hereby, this research suggests the design development regarding the geometrical formation of Korean Characters and the grafting of fashions as the way to inspire the images of domestic fashion brands in the global fashion market and heighten competitive force.

A study on Men's Trunks Designs Characterized by Chinese Letters (한자(漢字)를 응용한 남성 트렁크 디자인 연구)

  • Kim, Hye-Ree;Choi, Won-Kyung;Lee, Young-Sook
    • Fashion & Textile Research Journal
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    • v.12 no.5
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    • pp.574-581
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    • 2010
  • Trunks like men's underpants are similar to boxer shorts and are made in both modern and traditional styles. Like boxer shorts, trunks cover the mid-section of the body (hence the name "trunk"). As the income level of the nation increases, men as well as women become interested in fashion expressing the individual's character, by not regarding fashion as simply wearing essential items to live in. Men's interest in fashion influences men's underwear designs which has been thought previously just as to be worn for living in. Nowadays, trunks are often worn as lounge wear in the household, therefore the need for sensual and characteristic trunks designs is required in the fashion market to meet the customer's new needs. In modern fashion designs, Chinese letters have been artistically presented and used in decorative fashion design regardless of its original meaning, generally embroidered in traditional costumes. Based on the fact that Chinese letters containing lucky meanings have traditionally been used, other Chinese letters meaning positive and prospective future can be adapted and weaved into men's trunks designs. Therefore, in this study, among many good meaning Chinese letters; four Chinese letters, 高(high), 金(gold), 義(justice), 愛(love), have been selected and applied in the trunks designs. The purpose of this study is to develop men's trunk designs using these Chinese letters which can be massively produced and sold in Asian countries which commonly understand the meaning of the Chinese letters as well as in South Korea.

A Survey on the Status of the Meal Management Behaviors of Housewives Living in the Apartments of Jinju (진주지역 아파트 주부들의 식생활 관리실태 조사연구)

  • 이주희
    • Korean Journal of Community Nutrition
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    • v.6 no.5
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    • pp.755-764
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    • 2001
  • This study was carried out to evaluate meal management behavior of housewives and to improve their behavior by determining what problems exist. The survey was conducted using a questionnaire in Jinju from October to November in 1999. It was shown that 29.1% of housewives didn't plan food budget, whereas only 5.6% of them did. The reasons for not planning food budget were mostly due to not forming a habit(38.8%), irregularity of prices(19.9%) or irregularity of income(13.8%). The characters of planning food budget and the reasons for not planning were not affected by age, education, monthly income, family size or monthly flood cost. Only 17.8% of meal managers recorded their housekeeping in detail and 47.4% of them wrote only the important things. Recording housekeeping records was affected by age and education. It was found that most meal managers(90.8%) didn't set menu planning and they didn't fuel the need for menu planning. The frequency of food shopping was every two days(36.2%), twice a week(20.9%) or randomly(27.4%), and the places for food shopping were supermarket(49.0%) and traditional market(41.3%). Both were affected by education or age. The quality of food was the main reason(54.6%) far the selection of food shopping place. Important consideration for selection of food and meals was preference of family(47.4%) and this character was affected by education. It was shown that the score of nutrition knowledge was 7.36, and it was affected by education. The results of this study suggest that the government, educators and scientists in nutrition make efforts to develop various levels of practical education programs for meal management and nutrition depending on age, education and community using mass media.

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Evaluation of AHP-Based Mobile MMORPG Game Interface Usability (AHP 기반 모바일 MMORPG 인터페이스 사용성 평가)

  • Kwon, Il-Kyoung;Lee, Sang-Yong
    • Journal of Digital Convergence
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    • v.13 no.3
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    • pp.255-261
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    • 2015
  • The use of games using smartphones have become universal, and the market share of MMORPG among various game genres shows an uptrend. However, MMORPG requires complex interface in view of the genre characteristics, and therefore, there are difficulties in building interface for efficient game play. This study analyzed game interface characteristics to suggest MMORPG game interface suitable for the mobile environment, and carried out a questionnaire survey evaluation on the usability of fight, exploration, character and transaction interfaces targeting 12 users. To quantitatively evaluate the subjective questionnaire survey results, this study analyzed a correlation between the characteristics of game interface and popularity using AHP. As a result, there was a close correlation between game selection & popularity and interface, and this study ascertained that interface development through game interface usability evaluation using AHP was possible.

Technological Change and Organizational Strategy as an Evolutionary Process (진화론적 관점의 기술혁신의 동태성: 정보기술산업과 조직경쟁유형의 진화)

  • Cha, Dae-Kyu
    • Korean Business Review
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    • v.11
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    • pp.15-38
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    • 1998
  • This study explores the evolution of technical innovation over time. It focuses on sectors of the information technology because this industry can be referred to as one of the most dynamic industries of all times. Following evolutionary theorists, we argue that technological change is gradual and that superior firms and technologies are reward by the' selection' environment. In the initial phase of the industry life cycle, technological change is expected to be radical and uncertainty is high. Over time a product or technology is likely to arise which stands out above all other products or technologies. These so-called 'basic designs' serve as sorts of 'technological guideposts' for further developments in the technology. Once a basic design established, technological progress tends to follow consistent paths or trajectories. The cumulative character of technological progress facilitates a rapid expansion of the boundaries of the technology until the natural limits of the technology are approached and technological progress slows down. Following ecological theories, supply-side developments in the industry are described on the basis of five different organizational types. On the basis of this pattern of market and technological evolution we came up with seven basic propositions.

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Design Development of Shirts in Outdoor-Wear for New Senior Women's Using 3D Simulation Software - CLO 3D - (뉴 시니어 여성을 위한 아웃도어 웨어 디자인 개발 - CLO 3D를 활용한 여름용 상의 디자인 -)

  • Ji, Kyoungha;Choi, Yoonmi
    • Journal of the Korean Society of Costume
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    • v.65 no.5
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    • pp.62-73
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    • 2015
  • The aim of this research is to propose the final shirt design modified for new senior women that fulfills their emotional and physical needs. The modifications were based on the results of in-depth interviews and literature search, and the study was conducted in order to understand the desires and preferences of senior women, as consumption of outdoor-wear by the group continues to increase. To develop the design of outdoor-wear that satisfies the physical and emotional qualities and preference of the new senior women, six different designs with lines, combined materials, as well as materials that were layered, pleated and draped were proposed using virtual-dressing simulation software. Then, the modified designs were derived from the six original designs by reflecting the opinions collected in the in-depth interviews with eleven women in their 50s. The responses in the interviewed showed a preference for lines, pleats and layers, as these features made the clothes look trendy, gave it a slender-look, and improved the body shape of the women. As the color is the critical factor for outdoor-wear, there was an overwhelming preference for primary colors by the women, which was in contrast to their color preference in general clothes. A sleeve design modification was proposed to convert the half-sleeves to 3/4-long sleeves in order to account for changes in body temperature at menopause, and to satisfy the aesthetic needs for covering wrinkles. Research of new senior outdoor-wear designs will help segment and differentiate strategies for the increasingly fierce competing outdoor market, as well as l provide directions in the design creation process using the simulation of 3D virtual model.