• 제목/요약/키워드: store value

검색결과 564건 처리시간 0.024초

패션스토어 VMD에서 나타난 디지털 사이니지의 적용방안에 관한 연구 - 국내의 글로벌 SPA브랜드를 중심으로 - (A Study on the Method of Digital Signage in the Fashion Store VMD - Focusing on Global SPA Brands in Korea -)

  • 김윤희;이주형;한혜련
    • 한국실내디자인학회논문집
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    • 제22권6호
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    • pp.220-232
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    • 2013
  • Ever-evolving diverse communication tools bring numerous changes and improvements into the lives of humans. It is extremely important to provide visual information when communicating with consumers in the commercial arena because humans acquire over eighty percent of the information around them through sense of sight. One cannot compete with just sheer quality in today's world. Therefore, the applications of digital technology in the visual merchandising became crucial, for it can dramatically improve the market value. Among these applications is digital signage, a new media for esthetic experience. I strongly believe that this would be a new marketing tool for the brand's distinctive and unique publicity. This research has been conducted in order to find out how the fast-growing digital signage, defined by the contents, has become not just a mere digital video clip but an esthetic merchandising tool that can produce various effective marketing strategies; and to discover the characteristics that this application has brought out in the visual merchandising field of fashion stores' global SPA brands. Based on the market case study, analyses have been made for the digital signage types and strategies regarding the visual merchandising expressive elements and for the effects the digital signage application will have on publicity. According to the results, the digital signage has proven to be informative, diversely applicable and contributes greatly to the increase in sales and to the improvement of company and brand image. Thus, it is much more than just a media tool for advertisement.

실내디자인 프로세스와 6시그마 적용 사례 연구 - 백화점내 연출 공간 디자인 개선을 중심으로 - (A Study of interior design process and 6sigma application - Focused on display space design improvement in department store -)

  • 염대건
    • 한국실내디자인학회논문집
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    • 제16권2호
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    • pp.322-330
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    • 2007
  • Because 6sigma is doing innovative success In management whole, estimate that can exert direct effect in interior Design management. Therefore, this study did by purpose that 6sigma that is scientific method that do customers satisfaction by ultimate purpose acts as basic study that can heighten practical use Possibility and result of interior Design management and value by interior design standardization process. Need to use marketing data that is scientific design component at schematic design step for successful interior design that can improve result. Hereupon, this study is doing to big dimension that utilizes 6sigma and makes standard process of only Interior Design, and did to dimension that present study phase verifies if '6sigma' is practical use possibility by intoner design process. Did by method that verification method of 6sigma practical use possibility analyzes "Information transmission efficiency improvement of department store display space" 6sigma project example. When see that example project is analyzed on Improvement constituent that "Design improvement" out of Vital few Xs of statistical analysis item must heighten the customers satisfaction rate conclusively, target process might be established because design becomes center of gravity if did design improvement very first time. Finally, possibility that 6sigma can utilize in process of interior design is verified, and it is scientific methodology that can utilize to all business members that there are not any special category of business even if is in practical use. Such scientific 6sigma method need persistent study that make standard process analyzing a lot of problems that is expected to be beaconed and happens substantially in here after to management development of interior design.

가상현실(VR)에서 품질기능전개(QFD)를 활용한 요구사항 분석 (Analysis of Requirements Using Quality Function Deployment (QFD) in Virtual Reality(VR))

  • 박지혜;김민철
    • 유통과학연구
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    • 제17권2호
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    • pp.101-107
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    • 2019
  • Purpose - The purpose of this study is to analyze the user requirements and developer requirements in virtual reality(VR), and suggest ways to increase the satisfaction of users who experience virtual reality. Specifically, focused on experience store of VR as a distribution retailer, user requirements were analyzed according to the results of previous research that the characteristics of Affordance, Presence, and Head Mounted Display (HMD) affect user satisfaction. Research, design, data, and methodology - Based on previous studies, in this study, we analyzed the importance of immerse, interaction, perception, and presence for the satisfaction of the user through the questionnaire, and the user experiences virtual reality (VR) The importance of HMD, Presence, Affordance, and experience satisfaction were analyzed. Based on this, we analyzed the user requirements and the developer requirements based on the questionnaires and interviews of the experts, starting from the user's desire or preference using QFD technique. Results - As a result of the analysis, the development factors that occupied a big part in the virtual reality field appeared to be visual. In detail, this showed that there was a lack of sense of presence for users. This should be improved. This paper shows that the requirements for visual, auditory, and tactile development are necessary. For the satisfaction of the users of virtual reality (VR) users, it is necessary to develop them according to their priority in consideration of importance and difficulty in the future. Conclusions - In this study, it was suggested that development according to priority should be considered, considering the difficulty level. Based on the results of this study, the following suggestions are made. First, we tried to search the list of user requirements as much as possible, but it is likely to change due to the development of VR technology. Therefore, it is necessary for developers to continually supplement user requirements with recent research literature. Second, development priorities according to difficulty level should be considered. This aspect should be considered in the actual VR development process, so if the numerical value of the difficulty is calculated, it should be presented in the research.

남자 대중음악 애호가의 의복행동에 관한 연구 (Clothing Behavior of Male Popular Music Enthusiasts)

  • 조성희;박미혜;김유진;신지영;박순지
    • 한국생활과학회지
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    • 제24권1호
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    • pp.79-96
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    • 2015
  • The purpose of this research was to analyze the clothing behavioral attributes of male music enthusiasts. A questionnaire was developed based on previous researches. Respondents were men who were concerned with music in terms of a job, a major or a hobby. A total of 200 responses were analyzed by SPSS 20.0 through factor analysis with Varimax rotation, ANOVA with post-hoc test(SNK-test) and ${\chi}^2$-test. Music preference was classified into 3 factors: New age/jazz, Hiphop/dance, and Metal rock/ballad factor. 5 Clothing purchasing orientation factors were extruded: hedonic, planned, convenience, brand pursued, and fashion pursued purchasing orientation. Using those factor scores, 3 groups were classified: Group1(G1), preferring Hiphop/dance music with lower hedonic and brand/fashion pursued purchasing orientation; G2, preferring Hiphop/dance music with no interest in clothing shopping and fashion; G3, preferring New age music with high convenience and brand pursued purchasing orientation. In addition, there were significant differences among groups in clothing behavior such as social ostentation, individuality, self-expression, fashionability, conformity; in purchase motivation such as hedonic and trend/designer oriented purchase motivation; in information source like advertisement/media source; and in store choice criteria such as store light/music and popularity. The findings showed even the enthusiasts for the same music showed the different sopping orientation and different clothing behavior, suggesting that a personal value or taste can be a plausible factor to figure out attributes of consumers. An interest/involvement in clothing could be helpful to subdivide the music enthusiasts as the target market.

지식의 저장과 활용을 극대화하기 위한 다양한 관점에 대한 관계 법칙 연구 (Storage and a variety of perspectives for the most out of knowledge study relations law)

  • 윤경배;권희철;문현희
    • 문화기술의 융합
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    • 제2권4호
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    • pp.23-29
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    • 2016
  • 지식(Knowledge)을 보관하는 것을 저장(Store)이라하고 저장된 지식을 이용하는 것을 활용(Forward)함에 있어 이를 극대화하기 위한 다양한 관점에서의 저장과 활용에 관한 법칙을 연구하는데 있다. 즉, '인간과 지식', '인간과 재화', '인간과 정반합의 법칙', '인간의 아키텍처 형성 과정', '인간과 지식'의 5가지 관점에서의 관계 법칙을 분석하고 조직의 지식창출을 통한 지식경영, 직관력 배양, 신속한 의사결정, 다양한 지식의 이해 등을 통하여 지식 저장과 활용의 관계 법칙을 극대화 시킬수 있다는 것을 연구한다. 또한. 이렇게 얻어진 지식경영시스템은 조직 내 지식의 가치를 극대화하기 위하여 구성원들의 지식창출에 대하여 다양한 정보를 체계적으로 정리, 전 사원들에게 유통시켜 업무에 활용토록 하는 정보관리 인프라로서 첨단 정보 기술의 조합을 통해 조직 내에 축적되는 각종 지식과 노하우를 효율적으로 관리하고 이를 상호 공유할 수 있도록 한다.

식생활라이프스타일에 따른 판매 도시락 이용 실태와 만족도에 관한 연구 (A study on the Utilization and Satisfaction of Commercially available Lunchbox by Dietary Lifestyle)

  • 김효숙;허인준;이심열
    • 대한지역사회영양학회지
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    • 제25권4호
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    • pp.267-279
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    • 2020
  • Objectives: This study investigated the utilization and satisfaction of lunchbox by considering the dietary lifestyle of the consumer, in order to refine the purchasing behavior of adults with experience in using lunchboxes, and to provide basic data for efficient menu configuration and direction towards improvement. Methods: A total of 600 adults in Seoul and Gyeonggi-do answered a self-administered questionnaire designed to investigate general characteristics, utilization, menu preference, satisfaction, prospection, and improvement of lunchbox, according to the dietary lifestyle. Results: The study subjects were classified into 5 groups: 'taste seeking group', 'safety seeking group', 'health seeking group', 'economic seeking group' and 'convenience seeking group. Considering purchase value of the lunchbox, the 'taste seeking group' had a high utilization rate (35.1%) for prices less than 4,000 won (P < 0.05). Lunchboxes were mainly purchased at the lunchbox store (43.3%) and convenience store (37.7%). The important factor that contributed to purchasing a lunchbox was taste (61.3%), which was highest in the 'taste seeking group' (P < 0.01). The 'health seeking group' showed the highest preference for the low-salt diet lunchbox menu (26.0%) (P < 0.05). The satisfaction of 'health seeking groups' was lowest when considering addition of condiments (2.34%), origin of ingredient (2.59%), and provided calorie (2.81%) (P < 0.05). The overall response indicated future use of the lunchbox (69.6%) (P < 0.01); 35.8% respondents recommended the purchase of lunchbox, where convenience of purchase was the highest factor contributing to recommendation (50.2%) (P < 0.05). Conclusions: Taken together, our results indicate that taste was emphasized in every group purchasing the lunch box. Convenience of purchase was the highest factor contributing to satisfaction, which was relatively low when considering addition of condiments, nutrition and origin of ingredients. We propose that it is necessary to improve the development of various menus for increasing satisfaction by selecting the right ingredients contributing to good health of the consumer.

SPA 브랜드의 마케팅 성공요인 탐색 -근거이론을 중심으로- (Exploratory Study on the Success Factors of SPA Brands from Marketing Perspectives -Based on Grounded Theory-)

  • 김경란;양수진
    • 한국의류학회지
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    • 제39권2호
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    • pp.190-203
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    • 2015
  • The fashion industry has been rearranged by Global SPA brands (like ZARA and H&M), which are powerful retailers that integrate the value chain ranging from manufacturing to sales. SPA brands can offer good quality of clothing at a reasonable price by cutting the margin between the supply chain. They are also called fast fashions since they make expedited efforts to respond to market trends and consumers. Despite the slow growth of the fashion industry in Korea, as global SPA brands rapidly expand market share, traditional fashion companies have launched several SPA brands such as MIXXO and SPAO (E-LAND), 8SECONDS (CHEIL INDUSTRIES). The few academic studies on this subject are focused on the analysis of secondary data such as news and books. The current research is qualitative and empirical attempts to explore the success factor of SPA brands with analysis of 1:1 in-depth interviews with experts who have worked for global SPAs such as Uniqlo, H&M, and ZARA, based on the grounded theory. The main phenomenon was shown to be that global SPA brands were popular since they offer a variety of products with a large assortment at reasonable and cheap prices in a large scale and multifunctional retail store. Most of them displayed main phenomena that can be realized due to the purchasing cycle of clothing that is shorter with consumers' regarding clothing as consumables. Global SPA brands had three types of marketing strategy: sellable product, sales strategy according to consumer response, and multifunctional stores. Each global SPA brand developed marketing strategies based on core competency and national conditions. The three success factors shorten the consumer decision making process of clothing. This study concludes with implications for practitioners of SPA brands born in Korea.

Natural Dyeing Using Tea Extract II - The Effect of Dyeing Condition on Dyeing Characteristics of Coffee Extract Dyed Silk Farbic-

  • Yoo, Hyun-Geun;Kim, Sin-Hee
    • 패션비즈니스
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    • 제10권3호
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    • pp.78-86
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    • 2006
  • Coffee extract dyeing on silk fabric using various mordanting agents at different mordanting condition was studied in our previous research. Coffee extract dyeing can exert beautiful colors and have several advantages over the conventional natural dyeing. Since most of natural dyes are expensive for mass production, strongly season and source dependent, and hard to store, and therefore, coffee waste was used as natural dye to create beautiful colors in this study. Coffee waste is inexpensive and easy to store, and provide a comparatively regular quality regardless of season and source. The effects of dyeing condition such as dyeing temperature, dyeing time, and liquor ratio on dyeing characteristics of silk fabrics were investigated. Coffee extract dyed silk showed brilliant colors, and the colors were different with the kind of mordant. Cu, Sn, and Al mordanted silks showed golden yellow with subtle change of hue and value, while Fe mordanted silk showed a brownish green color upon coffee extract dyeing. As the dyeing temperature increased, the dyeability generally increased in all mordanted silk fabrics except Fe mordanted silk until $45^{\circ}C$. The dyeing temperature did not affect the dyeability of Fe mordanted silk fabric. As the liquor ratio increased, the dyeability showed a gradual increase in all mordanted silk except Cu mordanted silk. Cu mordanted silk fabric showed an abrupt increase in dyeability at liquor ratio1:150. The dyeing time effect can be separated into 2 stages. During the initial half an hour, the dyeability did not change significantly, and then, increased after 45 min. dyeing time duration. A further increase in dyeing time after 45 min. did not affect the dyeing efficiency in all mordanted silk fabrics except the Cu mordanted.

부산수산물의 유통개선정책에 관한 연구 (A Study on Policy of Distribution Improvement of Fishery Products in Busan)

  • 송계의
    • 무역상무연구
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    • 제37권
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    • pp.161-185
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    • 2008
  • In 2006, the share of fisheries distribution in Busan amounted to 1.9 million ton, which was 41 percent of the whole country. In details, coastal fishery 334 thousand ton(14% of the whole country), deep sea fishery 452 thousand ton(82%), import fishery 964 thousand ton(70%), export fishery 157 thousand ton(43%) were distributed in Busan region, respectively. According to distribution share, import(50%), deep sea fishery(24%), coastal fishery(18%), export(8%) are main category of fisheries distribution in Busan. After the institutional changes in 1997, that is, from monopoly to the competitive systems are implemented, the share of sales volume through a home trust market decreased gradually since 2000. Especially, the share of direct sales in farming fisheries sector amounted to 73.8 percent of total production volume, 80.7 percent of production value in 2005. Furthermore, the share of fisheries sale through e-commerce is increasing owing to the growth of IT and competitive price of its products. and the sale share of large discount store is also on the 10% more increase. Hereafter these structure changes of fisheries distribution in Busan will be more intensified. Therefore, after reflecting the change in distribution policy of Busan Fisheries, the directions of distribution policy should be established, as follows. $\cdot$ Distribution policy to prepare for increasing of non-trust market sales $\cdot$ Fisheries distribution policy to prepare for increasing of direct transaction like e-commerce $\cdot$ Distribution policy to prepare for increasing of sales ratio in large discount store $\cdot$ Distribution policy for making up sound purchasing circumstance of Fisheries $\cdot$ Distribution policy for reducing the fisheries distribution cost $\cdot$ Distribution policy to prepare for increasing of direct carrying the deep sea fisheries and import fisheries to Seoul and $Inch'{\breve{o}}n$ section $\cdot$ Distribution policy for implementing the information system for managing fisheries transaction $\cdot$ Distribution policy for advancing the export & import management of fisheries $\cdot$ Distribution policy for establishing transaction principle reflecting the peculiarity in fishery distribution(to enacting independent fishery law)

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스마트폰 기반 기능성 시뮬레이션 게임 개발 사례 분석 (Development and Usability Analysis of a Serious Simulation Game on the Smart Phone)

  • 안상하;노창현
    • 한국게임학회 논문지
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    • 제11권6호
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    • pp.139-148
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    • 2011
  • 스마트폰 게임 시장이 급격한 성장세를 보임에 따라 다양한 게임들이 등장하고 있다. 여러 장르의 스마트폰 게임 중에서 교육/훈련용 시뮬레이션 게임은 거의 출시되지 않고 있는 현실이다. 본 연구는 스마트폰 기반의 시뮬레이션 게임의 사용성 및 사업화 가능성을 분석하기위해 주차시뮬레이션 게임을 개발하여 아이폰 및 안드로이드 버전을 직접 퍼블리싱하였다. 개발된 주차 시뮬레이션 게임은 스마트폰 환경에서 최대한 현실과 유사한 경험을 하면서도 몰입감을 줄 수 있도록 설계되었다. 아이폰의 경우 출시 한 달 만에 30만 건 이상이 다운로드 되었고, 안드로이드 버전의 경우도 폭발적인 사용자 증가가 일어나고 있다. 이는 UI 및 화면의 제약이 있더라도 스마트폰 기반의 교육/훈련용 시뮬레이션 게임이 사용자들을 충분히 확보 할 수 있으며 상업적으로도 성과를 낼 수 있다는 것을 의미한다.