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題名:線上平臺應用於中小型時尚業設計體驗行銷之研究
書刊名:觀光與休閒管理期刊
作者:謝佩玲張凱翔
作者(外文):Hsieh, Pei-lingChang, Kai-hsiang
出版日期:2017
卷期:5:特刊2
頁次:頁113-127
主題關鍵詞:時尚品牌物聯網擴增實境體驗行銷Fashion brandInternet of thingsIOTAugmented realityARExperimental marketing
原始連結:連回原系統網址new window
相關次數:
  • 被引用次數被引用次數:期刊(0) 博士論文(0) 專書(0) 專書論文(0)
  • 排除自我引用排除自我引用:0
  • 共同引用共同引用:11
  • 點閱點閱:13
紡織業曾是我國重要的出口創匯產業,台灣並享有紡織王國的美名。1990 年後,因人工成本急遽上揚、新台幣大幅升值而使產業陷入困境。有鑒於此,政府推動將紡織業導向以創新、設計為主的時尚品牌。然台灣紡織業係以個人工作室及中小型廠商為主,面對相關之行銷議題,窒礙難行。本研究期許透過物聯網與擴增實境的經營模式,以打造消費者有感的體驗行銷,進而能創造口碑,略過大型品牌商與零售商的剝削。研究中,首次分別針對消費者、中小型時尚及物聯網平台業者抽樣,進行問卷調查,以確認時尚業之線上平台體驗行銷量表,提出能讓消費者有感、廠商認同之體驗組合,並進行兩者間的比較。同時,也訪談上述業者驗證虛擬通路走向的必然性及剖析目前經營之困難。期待本研究能發揮拋磚引玉之效,對產官學界提出有助於時尚業發展之建言。
The textile industry was once the important foreign-exchange-earning industry of the export sector in Taiwan; as such, Taiwan enjoyed the reputation of being a textile kingdom. After 1990, due to a rapid increase in labor costs, and a sharp appreciation of the New Taiwan dollar, the industry fell into decline. In view of this predicament, the government geared up to move the textile industry in the direction of creating its own fashion brands using innovation and design. However, the textile industry in Taiwan mainly consists of individual studios, and small and medium factories; it is quite a challenge for them to solve the issues of relate marketing. This study proposes a business model that combines Internet of Things (IOT) and Augmented Reality (AR), to create an experimental marketing scheme that touches consumers' senses, while inspiring word of mouth, to avoid the exploitation of name-brand merchants and retailers. The study is the first research of gathering two samples from consumers, and the small and medium-sized fashion and Internet of things platform industries, respectively, to confirm the scale and influence factories of experiential marketing, and explore the difference between the empirical results of two samples. In addition, the representatives of firms were interviewed to verify the inevitability of adopting the virtual channel, and then business difficulties were analyzed. It is the author's hope that this study may serve as a spur to the industry, government, and academia to create additional valuable recommendations that are helpful in the development of local fashion brands.
期刊論文
1.Christopher, M.、Lowson, R. H.、Peck, H.(2004)。Creating agile supply chains in the fashion industry。International Journal of Retail & Distribution Management,32(8),367-376。  new window
2.陳高生、李相穎(20121200)。探討東方風潮再起之因素--以流行時尚角度論。美容科技學刊,9(4),101-116。  延伸查詢new window
3.Schmitt, B. H.(1999)。Experiential Marketing: A New Framework for Design and Communications。Design Management Journal (Former Series),10(2),10-16。  new window
4.Milgram, Paul、Takemura, H.、Utsumi, A.、Kishino, F.(1994)。Augmented Reality: A class of displays on the reality-virtuality continuum。SPIE: Telemanipulator and Telepresence Technologies,2351,282-292。  new window
5.Biocca, Frank(1992)。Virtual Reality Technology: A Tutorial。Journal of Communication,42(4),23-72。  new window
6.Ashton, K.(2009)。That 'internet of things' thing。RFID Journal,22(7),97-114。  new window
7.楊濱燦、唐惠倫(20160100)。服裝動態秀體驗行銷因素之研究。紡織綜合研究期刊,26(1),34-44。new window  延伸查詢new window
8.鄭雅心、施翔云(20161200)。虛擬實境與擴增實境的應用及發展。臺灣經濟研究月刊,39(12)=468,62-70。new window  延伸查詢new window
9.Nysveen, H.、Pedersen, P. E.(2014)。Influences of Co-Creation on Brand Experience: The Role of Brand Engagement。International Journal of Market Research,56(6),807-832。  new window
10.施翠倚(20151200)。Attribute Design and Marketing Strategy of Branding Experience Museums。International Journal of Electronic Business Management,13,85-96。  new window
11.Shobeiri, S.、Rajaobelina, L.、Durif, F.、Boivin, C.(2016)。Experiential Motivations of Socially Responsible Consumption。International Journal of Market Research,58(1),119-139。  new window
12.Song, S.(2015)。Identifying On-Line Shopping Experiences from the Perspective of Shopping Motives。International Academy of Marketing Studies Journal,19(3),139-148。  new window
13.蕭顯勝、陳俊臣、李鴻毅(20130700)。應用擴增實境技術建構互動學習環境--以國立臺灣科學教育館為例。教育科技與學習,1(2),153-181+183-184。new window  延伸查詢new window
14.Shen, Yung-Cheng、Huang, Chun-Yao、Chu, Chia-Hsien、Liao, Hui-Chun(2010)。Virtual community loyalty: An interpersonal-interaction perspective。International Journal of Electronic Commerce,15(1),49-74。  new window
研究報告
1.周碩彥(2015)。物聯網發展趨勢展示內容研究報告。國立台灣科技大學。  延伸查詢new window
2.2014年中國奢侈品市場研究報告。  延伸查詢new window
3.2015年中國奢侈品市場研究報告。  延伸查詢new window
學位論文
1.謝曜州(2014)。臺灣B2C女性服飾電子商務的成功經營策略(碩士論文)。國立臺中科技大學。  延伸查詢new window
2.張雅萍(2013)。消費者網路購物滿意度與再購意願之研究--以某網路購物平台為例(碩士論文)。吳鳳科技大學,嘉義縣。  延伸查詢new window
3.山本佩芳(2013)。從歐美時尚精品零售通路產業,探討台灣實體通路業者進入虛擬通路之策略與商業模式(碩士論文)。國立臺灣大學。  延伸查詢new window
4.王郁杰(2015)。流行服飾網路營運模式分析與建立(碩士論文)。逢甲大學。  延伸查詢new window
5.施昌杞(2014)。網路購物知覺互動性、體驗價值和網購意圖之關聯性研究--以P購物網站為例(碩士論文)。國立臺灣科技大學。  延伸查詢new window
6.許淑華(2010)。時尚設計產業之國際行銷策略分析--以打入巴黎時尚圈的夏姿服飾為例(碩士論文)。國立臺北教育大學。  延伸查詢new window
7.張家瑜(2016)。社群平台商業模式與發展趨勢研究(碩士論文)。輔仁大學。  延伸查詢new window
8.黃啟倫(2011)。網路服飾平台之虛擬試衣體驗研究(碩士論文)。臺北市立教育大學。  延伸查詢new window
圖書
1.Pine, B. J. II、Gilmore, J. H.(1999)。The Experience Economy: Work is Theatre & Every Business a Stage。Harvard Business School Press。  new window
2.工研院產經中心(2015)。物聯網應用發展趨勢與商機:智慧製造篇。台北市:工研院產經中心。  延伸查詢new window
3.Gates, Bill、Myhrvold, Nathan、Rinearson, Peter(1995)。The Road Ahead。Viking Penguin。  new window
其他
1.翁書婷(2014)。你一定要認識的物聯網商業模式:羊毛出在狗身上,豬來買單,https://www.bnext.com.tw/article/34569/BN-ARTICLE-34569。  延伸查詢new window
2.黃宇軒,彭子威(2016)。跨X創產業小聚#6 VR技術引爆超世代教學革新:從醫療與教育出發,http://www.ditstartup.com/archives/2996。  延伸查詢new window
3.Hui, G.(2014)。How the Internet of Things Changes Business Models,https://hbr.org/2014/07/how-the-internet-of-things-changes-business-models。  new window
4.陳進來。2016年生產力4.0帶動台灣 紡織業續創高峰,http://mag.digiwin.com/%E7%94%9F%E7%94%A2%E5%8A%9B4-0%E2%94%80%E5%B8%B6%E5%8B%95%E5%8F%B0%E7%81%A3%E7%B4%A1%E7%B9%94%E6%A5%AD%E7%BA%8C%E5%89%B5%E9%AB%98%E5%B3%B0/。  new window
 
 
 
 
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