• Title/Summary/Keyword: playing products

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The Consumer Acceptance of MP3-playing Clothing and Bio-Signal Sensing Clothing Considered in the Technology Acceptance Model (혁신기술수용모델의 관점에서 고찰한 MP3-playing 의류와 생체신호 센싱 의류의 수용도)

  • Chae, Jin-Mie;Cho, Hyun-Seung;Lee, Joo-Hyeon
    • Science of Emotion and Sensibility
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    • v.12 no.3
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    • pp.289-298
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    • 2009
  • An analysis was carried out for this study to figure out if there exists any differences in the model consumers accept for commercialized MP3-playing clothing and bio-signal sensing clothing. To analyze the differences of the structural variables of the products types, t-test was conducted with SPSS 15.0 package and multi-group analysis with AMOS 5.0 to find out the differences of each path goes with product types in structural equation model. In analytical results of effective sample of 557 copies of questionnaire, consumers' were highly aware of MP3-playing clothing in perceived ease of use, while they were aware relatively high of bio-signal sensing clothing in perceived usefulness, attitudes, consumer acceptance. The perceived value which was input to find out consumers awareness about sale price of commercialized products, was proven to do very important moderating role in forming consumers' attitudes and acceptance intention. Besides, consumers showed a difference in path in accepting model goes with product types. In bio-signal sensing clothing case, 'the perceived usefulness$\rightarrow$attitudes' path which was backed up in MP3-playing clothing was rejected, and 'perceived value$\rightarrow$attitudes' path appeared relatively high with moderating role of perceived value higher than MP3-playing clothing. Considering the results above, as the smart clothing is in the initiative commercialization stage while consumers were in the inquiry stage into awareness or information necessary in the course of purchase decision-making, and so an effective commercialization strategy seems to be necessary.

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Measurement of Heavy Metals Using Portable XRF in Children's Playing Goods (Portable XRF를 이용한 어린이 야외 놀이용품의 중금속 측정)

  • Kim, Hyung-Jin;Baek, Young Man;Jung, Kyung Hoon;Hong, Suk Youn;Heo, Hwa Jin;Seong, Jin Uk;Park, Je Chul
    • Journal of Environmental Science International
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    • v.22 no.4
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    • pp.471-479
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    • 2013
  • The present study was conducted to judge the applicability of field quality control by children's goods manufacturers by assessing the contents of heavy metals such as Pb and Cd in outdoor play goods for children through measurement using Portable XRF and comparing the results through detailed analyses using ICP. Heavy metal contents of 711 part samples of 505 products were measured using XRF. According to the results, the ratio of products that exceeded the Pb and Cd content standards specified under the Quality Management and Safety Control of Industrial Products Act were 2.4% and 2.6%. Many products certified for self-regulated safety exceeded the standards and thus it was considered that harmful chemical material centered safety management systems would be necessary. Detailed ICP analyses of some products were compared and the results showed deviations of 0.9~80.8% from XRF results. The reasons for this are deviations in the characteristics of measured cross sections and the homogeneity of samples resulting from sample preparation methods, etc. Therefore, it is considered that field quality control will be applicable if measuring methods are efficiently established based on product characteristics and calibration curve preparation methods are established through quality control.

A Comprehensive Review of Methods and Techniques to Evaluate Usability of Interactive IT Products

  • Lim, Chee-Hwan
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.24 no.64
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    • pp.39-52
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    • 2001
  • Usability is playing a more important, role in interactive products or systems (e. g,, information technology Products, computer software) development, and it has become a primary factor in determining the acceptability and consequent success of the products. This study investigates some different techniques and methods to evaluate the usability of the interactive products or system . Various evaluation methods have been tried ranging from formal to informal and empirical techniques. The classification of the usability evaluation methods(UEMs) and comparisons between these evaluation methods are presented. Some issues raised by the UEMs are also discussed. In addition, problems of selecting appropriate usability evaluation methods are discussed.

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Adolescents' Clothing Culture in the Ubiquitous Era - Focused on Receptiveness about UFC(Ubiquitous Fashionable Computer) Fashion Products - (유비쿼터스 시대의 청소년 의복문화 - UFC(Ubiquitous Fashionable Computer) 패션 상품에 대한 수용 가능성을 중심으로 -)

  • Chun, Jae-Hoon;Ha, Ji-Soo
    • Journal of the Korean Society of Clothing and Textiles
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    • v.31 no.2 s.161
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    • pp.319-330
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    • 2007
  • The purpose of this study is to improve ubiquitous fashion design which adolescents can be satisfied with. The methods of this study are documentary research of previous studies, survey research and deep interviews. For this study 371 students are selected as samples of survey. As a result of this study, we could know that the adolescents of the 21st century are enjoying actively the culture of consumers and the culture of information era. Domestic adolescents have much knowledge and interest in information and in UFC fashion products. So we can predict that domestic adolescents' interest and desire of UFC fashion products will increase gradually. As for using occasions, adolescents will use UFC fashion products for 'mobile', 'exercise', 'social followship', and as for using purposes, they will use UFC fashion products for 'listening to music', 'playing games', 'communication', 'search for information', etc. So when we develop UFC fashion products for adolescents, we'd rather develop the products for entertainment than for studying. To satisfy the various tastes of adolescents, UFC fashion products must also consider the design factors like styles, colors, materials, etc. In conclusion all UFC fashion products for adolescents must have not only the basic qualities like functions and conveniences, but also the qualities of designs.

Characteristic Trends of Vernacular Design Culture and Products in Post-industrial Society - a case of products: vernacular playing-culture of children and Infants - (후기산업사회의 버내큐러 디자인문화와 산물의 특징적 경향1 - 산물의 실례: 유소년 버내큐러 놀이문화 -)

  • 진선태
    • Archives of design research
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    • v.16 no.2
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    • pp.179-188
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    • 2003
  • We can discover some facts that vernacular design products with a property of volunteer culture coexist with ready-made products as an useful objects in the post-industrial society. Currently, few attempts had been made at studies of the vernacular design objects with understanding cultural context in post-industrial society, it is necessary to illuminate the relationships between the user with a role of design producer and the product viewed in culturally. In chapter 2, by examining documentary, t have been understood the definition, apprehensions, attributes linking creative use's culture with vernacular design culture, and distinctions between vernacular design and main stream design system. In chapter 3, by verifying products of everyday street and construction site, have been investigated the public characters and the differences compared with the past. In chapter 4, as a subtle example, have been analyzed design feathers and cultural characters of the products which children and infants culture generates by reflecting the socio-economic backgrounds and the culture from 60c and 70c to now according to the phases of the times. In conclusion, first, it seems quite probably that all of artificial objects exist a state of ready-made but that is not appropriate to correspond with user's whole behaviors. supplementally, it causes the phenomenon of vernacular design products. Secondly, it is reasonable to suppose that such main-stream design system and vernacular design go forward continually and crossly with coexistent relationships as high culture and sub culture. Third, three concepts: long-life design, ecology design and recycling revealed in vernacular design are useful distinguishing marks for the future design directions, moreover instant-response, fast and flexible process, three distinctions have a possibility of alternative process which can overcome the control-based process such as the systematic approach and the planning MTG in present. Finally, in children and infants culture, vernacular design products have changed the pure style products in the past into the modified techno playing products in the present. These should De a substitute product that supplyes variousness to ready-made design system and a design culture that maintains continually as a independent culture.

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A Study of the Factors that Impact Chinese Consumers' Purchasing Intent for High-Tech Products

  • Yi, Shan;Su, Shuai
    • Asian Journal of Business Environment
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    • v.4 no.1
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    • pp.37-40
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    • 2014
  • Purpose - This objective of this study is to analyze the factors that impact Chinese consumers' purchasing intent for high-tech products. The study examines smart phones'features, Chinese personal consumer characteristics, and social influence. Research design, data, and methodology - The study employed survey data based on 200 questionnaires in principal Chinese cites between October and December 2011. SPSS 17.0 was employed to analyze the data used to test the hypotheses the analysis results confirmed some hypotheses proposed. Results - Hypothesis 1, Hypothesis 4, and Hypothesis 7 proposing that utilization, social image, and attractiveness, respectively, of smart phone elements influence the Chinese consumers' purchasing intent are supported. Conclusions - This study found the factors that impact purchasing intent for high-tech products among Chinese consumers, with some factors like social image, attractiveness, and utilization playing critical roles; however, hypotheses proposing factors such as ease of use, pleasantness, personal innovativeness, and compatibility were rejected. In future, more research focusing on the elements of smart phones is required.

A proposal for storytelling cultural products using Baekje Relic Jinmyosu (Guarding animals in tombs) (백제 유물 진묘수(石獸)를 활용한 스토리텔링 문화상품 제안)

  • Ra, Sun-Jung
    • Journal of the Korea Fashion and Costume Design Association
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    • v.22 no.4
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    • pp.17-24
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    • 2020
  • Storytelling, a medium that arouses the customers' purchasing need by playing on their emotions, is the best content that can be used as it can increase the value of goods using information. This paper's significance is that it suggests cultural products that can be used by using Baeke relic Jinmyosu (Guard Animals) as a motif. The purpose was to present the possibility of high value-added cultural products using storytelling techniques. This study developed storytelling by adding the meaning of Jinmyo and Beoksa, who calm protected their masters from evil forces with horns and wings, and has the meaning of ascending into heaven and guiding the soul on the right path. That image gives a glimpse of originality and differentiation to Baekje. This study proposed 4 cultural products as 'Keeper Stone Mason' and 4 'Stone Mason Teller.' The proposed cultural products can help to give correct awareness of Baekje culture through a correct understanding of the historical significance of the Baeke relic, Jinmyosu. Moreover, it will help promote the originality and excellence of Baekje culture around the world by enhancing the value of Baekje culture. This study is expected to be used as a guideline for further research on developing cultural products that can create added value in various fields.

A Genetic Algorithm Approach for Logistics Network Integrating Forward and Reverse Flows (역물류를 고려한 통합 물류망 구축을 위한 유전 알고리듬 해법)

  • Ko, Hyun-Jeung;Ko, Chang-Seong;Chung, Ki-Ho
    • IE interfaces
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    • v.17 no.spc
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    • pp.141-151
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    • 2004
  • As today's business environment has become more and more competitive, forward as well as backward flows of products among members belonging to a supply chain have been increased. The backward flows of products, which are common in most industries, result from increasing amount of products that are returned, recalled, or need to be repaired. Effective management for the backward flows of products has become an important issue for businesses because of opportunities for simultaneously enhancing profitability and customer satisfaction from returned products. Since third party logistics service providers (3PLs) are playing an important role in reverse logistics operations, they should perform two simultaneous logistics operations for a number of different clients who want to improve their logistics operations for both forward and reverse flows. In this case, distribution networks have been independently designed with respect to either forward or backward flows so far. This paper proposes a mixed integer programming model for the design of network integrating both forward and reverse logistics. Since the network design problem belongs to a class of NP-hard problems, we present an efficient heuristic algorithm based on genetic algorithm (GA), of which the performance is compared to the lower bound by Lagrangian relaxation. Finally, the validity of proposed algorithm is tested using numerical examples.

Model and Algorithm for Logistics Network Integrating Forward and Reverse Flows (역물류를 고려한 통합 물류망 구축에 대한 모델 및 해법에 관한 연구)

  • Ko Hyun Jeung;Ko Chang Seong;Chung Ki Ho
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2004.10a
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    • pp.375-388
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    • 2004
  • As today's business environment has become more and more competitive, forward as well as backward flows of products among members belonging to a supply chain have been increased. The backward flows of products, which are common in most industries, result from increasing amount of products that are returned, recalled, or need to be repaired. Effective management for these backward flows of products has become an important issue for businesses because of opportunities for simultaneously enhancing profitability and customer satisfaction from returned products. Since third party logistics service providers (3PLs) are playing an important role in reverse logistics operations, the 3PLs should perform two simultaneous logistics operations for a number of different clients who want to improve their logistics operations for both forward and reverse flows. In this case, distribution networks have been independently designed with respect to either forward or backward flows so far. This paper proposes a mixed integer programming model for the design of network integrating both forward and reverse logistics. Since this network design problem belongs to a class of NP-hard problems, we present an efficient heuristic based on Lagrangean relaxation and apply it to numerical examples to test the validity of proposed heuristic.

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