• Title/Summary/Keyword: market character

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An Analysis of Menswear Brands in the Current Domestic Fashion Market

  • Jang, Eunyoung
    • Journal of Fashion Business
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    • v.19 no.6
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    • pp.101-111
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    • 2015
  • This study aims to analyze the current state of menswear in the domestic fashion market and the trend of new menswear brands. In addition to this, a comparative analysis of domestic and foreign menswear brands will be done to provide baseline data for the domestic brands in regards to strategic direction in the coming years. The study used reports published by Samsungdesign.net, which provided trends of 110 new brands from 2005 to 2014, in order to analyze the trends of new menswear brands launched during that period. Menswear brand information in the Korean Fashion Brand Annual, of which there were 168, were utilized to research the current state of the brands in the domestic market. As a results, menswear is expected to become more sensitive to trends and designs thanks to steady launchings of menswear brands within character casual zoning for the past 10 years and active brand launchings within contemporary zoning in the last 5 years. Also, as more brands are targeting men in their 20's as their main customers, it suggests that menswear brands are striving for a younger mindset. In terms of pricing, prestige and budget line launchings they seem to be dwindling, while bridge brands are increasing. This shows that customers are demanding luxury items at a reasonable price. Since there are higher ratio of foreign brands in dress shirts and contemporary zoning, domestic brands need to develop and produce more high quality clothes within these zonings.

Designed and Implementation of the Flash Game Contents based on the Mobile (모바일 기반 플래시 게임 컨텐츠 설계 및 구현)

  • Hong, Sung-Soo
    • Journal of Korea Game Society
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    • v.3 no.2
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    • pp.79-85
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    • 2003
  • A mobile Flash contents has risen its word in IT field recently. The flash against downloading the services of a character or a bell sound threaten the fist place of market in mobile contents field. And from now on flash game is able to be in a development field in view of the potentiality the market of mobile. That's the reason why is worthy notice, this is because there are various fields of approaching sc many users and that's a potential market. Therefore it has the sufficient possibility for the market. In this paper with allowing for these circumstance, flash animation contents produced for helping a student to make an animation in mobile environment and the model designed and embodied to have application for appling it to flash game.

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A Study on Life Cycle analysis and prediction of Contents Service in the Wireless Internet (로지스틱 회귀 모형을 이용한 무선인터넷 콘텐츠 서비스의 life cycle 분석 및 예측)

  • Park, Ji-Hong;Jeon, Joon-Hyeon
    • Proceedings of the IEEK Conference
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    • 2005.11a
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    • pp.1161-1164
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    • 2005
  • In this paper, we proposed the technique to estimate the life cycle of Internet content services based on the logistic regression model. In this paper, to define parameters of Internet contents estimating life cycle by logistic regression model, we used market size, traffic amount, page view and session-visit number as the parameters of Internet contents estimating life cycle by logistic regression model. In this paper, to compare the performance of our proposed scheme, we estimated life cycle for the download services of bell sound & character contents in mobile network. As a result, using our proposed logistic regression, we were able to estimate exactly the life cycle of the download services of bell sound & character contents.

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A Study on Construction of Technical Reports Management System Using Optical Technology (광기술을 이용한 연구보고서 관리시스템 구축)

  • 이상헌;김익철
    • Journal of the Korean Society for information Management
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    • v.9 no.1
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    • pp.131-164
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    • 1992
  • In this study. a technical report management system using optical technology is described in detail. This management system is designed for both bibliographic (character) and full-text (image) information. Several optical filing systems already on the Korean market are scrutinized and compared with standard functions in order to build a more efficient management system for technical reports which can be easily integrated into existing KRISS library automation system. For that purpose, up-to-date technologies (i.e., digital image PI-ocessing (DIP), MARC standards, and optical character recognition (OCR), etc.) are applied to this system.

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A Study on The Conditions of The Department Stores in Seoul -Emphasis on the Layout of the Fashion Zone and Brands- (국내 백화점의 패션매장 구성과 브랜드 전개현황 분석)

  • 유지헌
    • The Research Journal of the Costume Culture
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    • v.9 no.3
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    • pp.357-374
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    • 2001
  • This study analyzed the trends of fashion market in 15 branch stores of 3 major department stores in Seoul. The purposes of this study were to classify fashion zone and brands in each floor of the department stores, and to analyze the rate which a fashion brand was located department store. The results were as follows : 1. There were sundry goods on main floor, women\`s clothings on 2-4th floor, sports & golf wears and infants & children\`s clothings from 6th floor to the top in most department stores. 2. Lotte Chamshil branch had the largest number of fashion brands in it, the nest was Lotte Main store and followed by Hyundai Chunhoe branch, Shinsegae Gangnam branch, Hunndai Shinchun branch, Lotte Gangnam branch, Hyundai Main store, Hyundai Muyeuk-Center branch, and Lotte Youngdeungpo branch, etc. 3. The fashion categories of the Lotte Department stores were segmented as the Casuals (character, young, young basic, career, town, jean, city), Young worlds, Imported beautique, Madams, Designers(beautique), Intelligences, Unisex, Ladies formal wears, the Seasonables, and the Formals, Missy Careers. This was the most various fashion market segments among 3 major department stores. This store had 667 Women\`s fashion and Casual brands. The Chamshil branch and Main store were intensified the Casual & sundry goods on 5th floor. 4. The fashion categories of the Hundai Department stores were segmented as Women\`s wears, Women\`s casuals, Young-Adult, Young live, Women\`s former wears, Royal beautique and Young characters. It was less segmented than other Department stores. Total number of Women\`s fashion and casual brands were 471 brands. The market segmentation of fashion zone was well done at Chunho branch and Shinchun branch. It was intensified that Fashion sundry goods at Muyeuk-Center branch and The Women and Young fashion zone at Chunho branch. 5. The fashion categories of the Shinsaegae Department stores were segmented as Casuals (young, young character, X-, missy, career, character), Imported beautique, Designer\`s characters, Young basics, Elegance, Missy, Young weave, Original brands. This store had 304 Women\`s fashion and Casual brands. Shinsaegae has also developed it\`s own brand(PB items) and classified as the Original zone which differentiated it from other Departments. 6. The Deco was the most popular brand in the department stores, the next were Micha/Botticelli, and followed by Darks/System/lzzat Baba, Givy/Obzee/Lee won jae/Kim yeon Joo, and so on. The target of 6 out of 10 brands which were included in here were career women of age 20 to 30 ages. The price rate were from 200,000 won to 300,000 won.

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A Study on Customer Loyalty and Word-of-Mouth Effect according to Character Trait of Patient in Dental Clinics (치과내원환자의 성격특성에 따른 고객충성도 및 구전효과 연구)

  • Yang, Hae-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.12
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    • pp.5819-5826
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    • 2011
  • Recently in the dental world, competition in the medical industry has been intensified due to the prolonged economic stagnation, the quantitative expansion of medical institutions, the enhancement of medical consumers'awareness of rights, and the diversity of medical consumer needs. Dental institution management of the difficulties is the requirement for dental institution to ensure competitiveness. So Word-of-Mouth marketing, which creates high marketing effectiveness with low cost, needs to be actively utilized as a new alternative to mass communication marketing. This research is to accurately grasp the target group of dental medical marketing activities through research on the degree of customer loyalty and Word-of-Mouth effects according to character trait of the patients visiting dental clinics, and to present the basic data for Word-of-Mouth marketing strategies from a viewpoint of practical business through presenting Word-of-Mouth promotion factors. To achieve this, questionnaire survey was conducted on 10 dental clinics located in Daegu for 4 weeks from April 11, 2011 to May 6, 2011 and 612 copies of responses to the questionnaires for final data for analysis were obtained. The results of the analysis are as follows. There were no significant differences in the degree of customer loyalty according to character trait of the subjects between the introverts and the extroverts, and the subjects with high market mavens propensity were found to show high degree of customer loyalty (F=5.243, p=.006). In the differences in Word-of-Mouth effectiveness according to character trait, there were greater differences in Word-of-Mouth experiences in the extrovert subjects ($x^2$=6.738, p=.006) and the subjects with high market mavens propensity ($x^2$=17.251, p=.000). The results of this research clarifies the degree of customer loyalty according to character trait of the patients visiting dental clinics and the differentiated influences of Word-of-Mouth effectiveness, and through this, they will become basic data for presenting ways to establish strategies from the viewpoint of practical business that should be considered in establishing dental medical marketing strategies.

Customizing feature analysis for super mario maker (슈퍼마리오 메이커의 커스터마이징 특징 분석)

  • Park, Sang-Tae;Sohn, Jong-Nam;Lee, Chang-Jo
    • Journal of Digital Convergence
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    • v.14 no.7
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    • pp.339-345
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    • 2016
  • While a game market has been growing consistently world widely, a market of arcade or video game has been detained. In this stagnation, the latest one in 2015, "Super Mario Maker" of Mario series that's been running in good for 30 years, the notable sale and growth of which are extraordinary. As for a study in customizing, a literature of game customizing and studies that are foregone were mostly handling contents about a game character. In the survey that's done in this thesis about knowledge and needs in customizinge game users have, it was shown they want to customize sides of a rule and a character. I analyzed what the main factors are in this game which uses a main concept of customizing and the reason for high profits and popularity. As a result of the analysis, four features, possibility to customize a game rule, share data among users, collaboration in marketing with NFC figure characters, offering updates with sustained and new customizing features were found out. I am certain a game customizing will be helping to meet users and be used for various industries without limit of existing character.

THE STUDY ON MODERN DESIGN REFLECTED NATIONAL DISPOSITION AND CULTURAL CHARACTER - Focused on the re-definition of Korean national disposition and cultural character for design Education - (민족적(民族的) 기질(氣質)과 문화적 성격이 반영되는 현대 디자인에 대한 고찰 - 디자인 교육을 위한 한국의 민족, 문화적 기질의 정의를 중심으로 -)

  • Choi, Sung-Woon;Cho, Eun-Hwan
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.129-138
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    • 2006
  • Design securing a dominant position currently in the global market has shown inherent culture of each country, i.d. national disposition. For instancess, there are Scandinavia emphasizing humanism, America adopting pragmatism, Germany reflecting the rational principle, Spain reflecting the daily an, Italian design being rationalism and impressionism. The members of society shall be under the control of the already formed social-cultural value and character. So culture shall restrict the internal manner of social behaviour and apply pressure to the action of main body. Also culture shall be under the control of social environment and each culture shall be materialized as per the disposition of the members of society. Now korean design has been attracted lots of interests and attention from global market because it is excellent in the aspect of application capability for new technology and also suggests the image of design produced through them. Now Korean design shall run side by side the application for formative element to be recognized by technical design as well as korean identity. So dear definition for national and cultural disposition shall be required to korean design education and design development. These prescribed efforts shall be a shortcut for globalization of korean design.

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A Study on Remodeling for Building Performance Improvement (건물성능개선을 위한 리모델링에 관한 연구)

  • 김남효
    • Korean Institute of Interior Design Journal
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    • no.25
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    • pp.42-48
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    • 2000
  • The building remodeling is providing a lot of solutions - structural, aesthetic, environmental, and energy performance improvement - in improving buildings performance and environment. The remodelings influences on our society are resource conservation, environmental conservation, expansion of construction market, and creation of new employment. The three principal remodeler groups involved in this building remodeling are general construction contractors, interior architecture contractors, and ESCO (Energy Service Company). Having a representative character, this study classifies remodeling methods into five types: structural remodeling, spatial remodeling, exterior remodeling, environment-friendly remodeling, and ecological remodeling.

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The Partnership between PM and Manufacturers of Shock Absorbers, a Success History

  • Romero, Antonio
    • Proceedings of the Korean Powder Metallurgy Institute Conference
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    • 2006.09a
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    • pp.592-593
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    • 2006
  • Manufacturers of shock absorbers are continuously innovating for improving safety and enhance comfort in cars. The PM industry, as important supplier of components for shock absorbers, has gone along with this evolution by developing the required technology. This paper presents examples of components and technology to meet demanding market requirements. They have been selected by their representative character but there are many other interesting components that we cannot show because of the limited extension of a paper.

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