최소 단어 이상 선택하여야 합니다.
최대 10 단어까지만 선택 가능합니다.
다음과 같은 기능을 한번의 로그인으로 사용 할 수 있습니다.
NTIS 바로가기한국의류학회지 = Journal of the Korean Society of Clothing and Textiles, v.42 no.4, 2018년, pp.671 - 688
장주연 (서울대학교 의류학과) , 전재훈 (서울대학교 의류학과)
This study investigates the characteristics of VR stores that emerged as new fashion communication media. Two case studies on Hyundai and eBay VR Department stores were conducted along with a discussion of the function and meaning of the fashion VR store. The results showed that both stores provide ...
핵심어 | 질문 | 논문에서 추출한 답변 |
---|---|---|
패션 제품은 무엇을 핵심가치로 가지는가? | , 2012). 패션 제품은 기능뿐만 아니라 감성과 이미지를 전달하는 시각적 디자인을 핵심 가치로가지며, 패션 소비자는 이러한 제품의 가치와 쇼핑 과정에서의 즐거움 및 만족을 구매하고자 하고, 이에 민감하게 반응한다(Ryu et al., 2012). | |
패션은 어떠한 점에서 중요한 역할을 하는가? | 패션은 개인이나 집단의 정체성 확립 및 의사전달에 중요한 역할을 하며, 의미와 가치가 생산되고 교환되는비언어적 의사소통 수단이라 할 수 있다(Kim & Yang, 2002; Ko et al., 2012). | |
이미지 기반가상현실은 실제 사진 이미지를 이용하여 가상현실을구현하는 방법으로, 360° 카메라를 통해 연속적으로 촬영한 실제 공간의 이미지를 연결하여 가상현실을 구현하는데, 이에 따라 무엇을 제공할 수 있는가? | 이미지 기반가상현실은 실제 사진 이미지를 이용하여 가상현실을구현하는 방법으로, 360° 카메라를 통해 연속적으로 촬영한 실제 공간의 이미지를 연결하여 가상현실을 구현한다. 따라서 현존하는 시설물을 쉽게 가상공간으로 옮길 수 있으며 선명한 해상도로 사실적인 이미지를 제공할 수 있다. 그러나 공간의 자유로운 탐색 및 이동이 어렵고 이미지와의 상호작용이 다소 제한된다는 한계점을지닌다. |
Ahn, K. H., & Lee, Y. J. (2002). The study of the influence of consumer's shopping orientation on the relationship between store image variables and on-line consumer's purchase intention. Journal of Consumer Studies, 13(4), 101-122.
Ahn, S. J., & Bailenson, J. N. (2011). Self-endorsing versus other-endorsing in virtual environments. Journal of Advertising, 40(2), 93-106. doi:10.2753/JOA0091-3367400207
Ahn, T., Ryu, S., & Han, I. (2004). The impact of the online and offline features on the user acceptance of internet shopping malls. Electronic Commerce Research and Applications, 3(4), 405-420. doi:10.1016/j.elerap.2004.05.001
Babin, B. J., Darden, W. R., & Griffin, M. (1994). Work and/or fun: Measuring hedonic and utilitarian shopping value. Journal of Consumer Research, 20(4), 644-656. doi:10.2307/2489765
Batra, R., & Ahtola, O. T. (1991). Measuring the hedonic and utilitarian sources of consumer attitudes. Marketing Letters, 2(2), 159-170. doi:10.1007/BF00436035
Blazquez, M. (2014). Fashion shopping in multichannel retail: The role of technology in enhancing the customer experience. International Journal of Electronic Commerce, 18(4), 97-116. doi:10.2753/JEC1086-4415180404
Bohil, C. J., Alicea, B., & Biocca, F. A. (2011). Virtual reality in neuroscience research and therapy. Nature Reviews Neuroscience, 12, 752-762. doi:10.1038/nrn3122
Burke, R. R. (1997). Do you see what I see? The future of virtual shopping. Journal of the Academy of Marketing Science, 25(4), 352-360. doi:10.1177/0092070397254007
Chitturi, R., Raghunathan, R., & Mahajan, V. (2008). Delight by design: The role of hedonic versus utilitarian benefits. Journal of Marketing, 72(3), 48-63. doi:10.1509/jmkg.72.3.48
Chun, H. W., Han, M. K., & Jang, J. H. (2017). Application trends in virtual reality. Electronics and Telecommunications Trends, 32(1), 93-101.
Citrin, A. V., Stem Jr., D. E., Spangenberg, E. R., & Clark, M. J. (2003). Consumer need for tactile input: An internet retailing challenge. Journal of Business Research, 56(11), 915-922. doi:10.1016/S0148-2963(01)00278-8
Cottet, P., Lichtle, M. C., & Plichon, V. (2006). The role of value in services: A study in a retail environment. Journal of Consumer Marketing, 23(4), 219-227. doi:10.1108/07363760610674347
Darley, A. (2003). Visual digital culture (J. H. Kim, Trans.). Seoul: Hyunsilbook. (Original work published 2000)
eBay VR Department Store. (n.d.). eBay VR Department Store. Retrieved December 13, 2016, from eBay VR Department Store Application (for iOS).
Goldman Sachs. (2016, January 13). Virtual & augmented reality: Understanding the race for the next computing platform. Equity Research. Retrieved April 1, 2018, from https://www.goldmansachs.com/our-thinking/pages/technology-driving-innovation-folder/virtual-and-augmented-reality/report.pdf
Heo, M. S., & Cheon, M. J. (2006). An empirical study on e-shopping acceptance: The integrated roles of consumer experience and system characteristics. Korean Journal of Business Administration, 19(4), 1245-1279.
Hirschman, E. C., & Holbrook, M. B. (1982). Hedonic consumption: Emerging concepts, methods and propositions. Journal of Marketing, 46(3), 92-101. doi:10.2307/1251707
Jensen, J. M., & Hansen, T. (2006). An empirical examination of brand loyalty. Journal of Product & Brand Management, 15(7), 442-449. doi:10.1108/10610420610712829
Jones, M. A., Reynolds, K. E., & Arnold, M. J. (2006). Hedonic and utilitarian shopping value: Investigating differential effects on retail outcomes. Journal of Business Research, 59(9), 974-981. doi:10.1016/j.jbusres.2006.03.006
Jung, Y. S., & Song, I. K. (2017). A study on the flow and expansion of augmented reality and virtual reality in distribution industry: Focused on major success cases. Journal of Distribution and Management Research, 20(5), 23-34.
Kang, J., & Park-Poaps, H. (2010). Hedonic and utilitarian shopping motivations of fashion leadership. Journal of Fashion Marketing and Management: An International Journal, 14(2), 312-328. doi:10.1108/13612021011046138
Kerin, R. A., Jain, A., & Howard, D. J. (1992). Store shopping experience and consumer price-quality-value perceptions. Journal of Retailing, 68(4), 376-397.
Kim, J. E., & Lee, J. K. (2010). A study on the spatial design of a fashion flagship store - With a focus on brand communication strategies -. Journal of the Korea Institute of the Spatial Design, 5(1), 95-106.
Kim, J. H. (2008). A study on interaction animation in the virtual reality of aesthetic. Journal of Art and Media, 7(1), 38-52.
Kim, S. Y., & Yang, S. H. (2002). The fashion communication media and the beauty of ideal body (I) - Focusing on the fashion communication media -. Journal of the Korean Society of Costume, 52(7), 139-154.
Kim, T. H. (2003). A comparative study on the image based virtual reality and the modeling based virtual reality. Journal of Communication Design, (13), 16-26.
Ko, E., Lee, M. A., & Lee, M. Y. (2012). Fashion brand & communication. Paju: Gyomoon Publishers.
Koo, D. M., & Jang, H. S. (2005). The influences of personal values on online shopping benefits, online store attributes and re-purchase intention to an online store. Korean Business Education Review, 40, 399-433.
Ku, Y. S., Kim, S. H., Choo, T. G., & Park, H. H. (2009). A cross-cultural study of the effects of the perception of internet fashion shopping mall store characteristics on satisfaction and loyalty of internet fashion shopping mall: Focusing on fashion product purchase of Korean and American college students. Journal of the Korean Home Economics Association, 47(7), 83-95.
Lee, D. D. (2002). 소매 점포의 기능성과 쾌락성 [Functional and hedonic property of retail store]. Proceedings of the Korea Distribution Association, Fall Conference, Korea, 117-136.
Lee, G. D. (2016, August 18). 백화점 업계, 가상현실로 쇼핑 콘텐츠 신기원 꾀한다 [Department store industry seeks new era of shopping contents with virtual reality]. Etoday. Retrieved April 1, 2018, from http://www.etoday.co.kr/news/section/newsview.php?idxno
Lee, J. H. (2004). Multimedia and digital world. Seoul: Communicationbooks.
Lee, J. H., & Lee, E. H. (2011). Augmented reality as an emotional communication media on fashion communication. Journal of Korea Design Forum, 32, 7-20. doi:10.21326/ksdt.2011.32.001
Lee, M. (2005). The effects of internet apparel store attributes and shopping values on consumer's internet apparel purchasing behavior. Korean Journal of Human Ecology, 14(1), 155-165.
Levy, M., & Weitz, B. A. (2001). Retailing management (4th ed.). Boston, MA: Irwin/McGraw-Hill.
Lim, H., & Dubinsky, A. J. (2004). Consumers' perceptions of e-shopping characteristics: An expectancy-value approach. Journal of Services Marketing, 18(7), 500-513. doi:10.1108/08876040410561839
Lohse, G. L., & Spiller, P. (1998). Electronic shopping. Communications of the ACM, 41(7), 81-87. doi:10.1145/278476.278491
Mazursky, D., & Jacoby, J. (1986). Exploring the development of store images. Journal of Retailing, 62(2), 145-165.
McLay, R., Ram, V., Murphy, J., Spira, J., Wood, D. P., Wiederhold, M. D., Wiederhold, B., K., Johnston, S., & Reeves, D. (2014). Effect of virtual reality PTSD treatment on mood and neurocognitive outcomes. Cyberpsychology, Behavior, and Social Networking, 17(7), 439-446. doi:10.1089/cyber.2013.0383
Michon, R., Yu, H., Smith, D., & Chebat, J. C. (2007). The shopping experience of female fashion leaders. International Journal of Retail & Distribution Management, 35(6), 488-501. doi:10.1108/09590550710750359
Murray, J. H. (2001). Hamlet on the holodeck: The future of narrative in cyberspace (Y. H. Han & J. Y. Byun, Trans.). Seoul: ahn graphics ltd. (Original work published 1997)
Nicholson, M., Clarke, I., & Blakemore, M. (2002). 'One brand, three ways to shop': Situational variables and multichannel consumer behaviour. The International Review of Retail, Distribution and Consumer Research, 12(2), 131-148. doi:10.1080/09593960210127691
Park, E. J., & Kang, E. M. (2005). Effects of shopping mall attributes and shopping values on online purchase intentions. Journal of the Korean Society of Clothing and Textiles, 29(11), 1475-1484.
Park, M. J., & Lee, B. J. (2004). 가상현실 커뮤니케이션의 특성과 그 체험의 양상: 몰입 과정과 몰입 조건에 대한 수용자 연구 [The features of VR (virtual reality) communication and the aspects of its experience]. Journal of Communication Research, 41(1), 29-60.
Pine II, B. J., & Gilmore, J. H. (1998). Welcome to the experience economy. Harvard Business Review, 76(4), 97-105.
Ryu, S., Kim, J., & Hwang, Y. (2012). Research on VMD communication as fashion marketing strategy through brand case studies. Journal of the Korea Institute of the Spatial Design, 7(1), 99-108.
Schuemie, M. J., van der Straaten, P., Krijn, M., & van der Mast, C. A. P. G. (2001). Research on presence in virtual reality: A survey. CyberPsychology & Behavior, 4(2), 183-201. doi:10.1089/109493101300117884
Sharma, S., & Bach, C. (2016). An exploratory research on virtual reality and how it affects future of shopping and immerging fields. European Journal of Engineering Research & Science, 1(6), 34-43.
Shergill, G. S., & Chen, Z. (2005). Web-based shopping: Consumers' attitudes towards online shopping in New Zealand. Journal of Electronic Commerce Research, 6(2), 79-94.
Shukla, P., & Babin, B. J. (2013). Effects of consumer psychographics and store characteristics in influencing shopping value and store switching. Journal of Consumer Behaviour, 12(3), 194-203. doi:10.1002/cb.1411
Son, H. J. (2010). Research on the visual communication design of the multi-convergence in media aesthetics. Journal of Korea Design Forum, 26, 255-264. doi:10.21326/ksdt.2010.26.024
Steuer, J. (1992). Defining virtual reality: Dimensions determining telepresence. Journal of Communication, 42(4), 73-93. doi:10.1111/j.1460-2466.1992.tb00812.x
The Hyundai. (n.d.). VR 스토어-NIKE [VR Store-NIKE]. The Hyundai. Retrieved December 13, 2016, from http://www.thehyundai.com/front/dpv/vrPanorama.thd?PageNameMagazine&PageBannerVR_nikestore&vrBrndNikeStore
To, P. L., Liao, C., & Lin, T. H. (2007). Shopping motivations on internet: A study based on utilitarian and hedonic value. Technovation, 27(12), 774-787. doi:j.technovation.2007.01.001
Zhou, L., Dai, L., & Zhang, D. (2007). Online shopping acceptance Model - A critical survey of consumer factors in online shopping. Journal of Electronic Commerce Research, 8(1), 41-62.
*원문 PDF 파일 및 링크정보가 존재하지 않을 경우 KISTI DDS 시스템에서 제공하는 원문복사서비스를 사용할 수 있습니다.
Free Access. 출판사/학술단체 등이 허락한 무료 공개 사이트를 통해 자유로운 이용이 가능한 논문
※ AI-Helper는 부적절한 답변을 할 수 있습니다.