• Title/Summary/Keyword: 광고모델의 수

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Analysis of user interface access method focused on immersion elements of in-game-advertisement (게임 내 광고(In-game-Advertisement)의 몰입요소 중심의 사용자 인터페이스 접근방법 연구)

  • Jung, Won-Joe;Lee, Dong-Lyeor;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.10 no.8
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    • pp.299-304
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    • 2012
  • In this study, immersion elements of game fields were classified and analysis by dividing them into the steps of design, interface and fun element, after classifying in-game-advertisement by its purpose. In-game-advertisement business model analyzed by that and the direction that develops based on user immersion elements of in-game-advertisement was studied accordingly. The advertisement access to various immersion elements could be checked in the recent in-game-advertisement by that.

A Case Study of Voluntary Advertising Parody Contents in Gag Program -Focus on Eduwill TV Advertisements- (개그 프로에서의 자발적인 광고 패러디 콘텐츠 사례연구 -에듀윌 TV광고를 중심으로-)

  • Choi, Mun Seok
    • The Journal of the Korea Contents Association
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    • v.17 no.11
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    • pp.621-631
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    • 2017
  • In March of 2014, after Eduwill's new TV commercial, Seo Kyung Seok, appeared as a model, unusually, various professional comedians have spontaneously made many TV ad parody contents. It is a kind of GCC (Gagman Created Contents), which is a content created by comedians if it is called User Created Contents (UCC) by a consumer voluntarily making contents. Various popular programs of TV stations such as tvN, KBS, SBS, MBC Eduwill TV commercial parody contents was broadcasted. Euduwill TV advertising parody contents can be classified as parody contents that mimic Eduwill CM songs and comic dancings by Seo Kyung Seok. In this study, we analyzed how the characteristics of class B culture such as 'twist' and 'satire' are reflected in Eduwill TV commercial parody, and discussed the correlation between advertisement, parody contents and socio-cultural phenomenon.

Development of an IoT-Based Human Interactive Advertising Service for Sharing Economy (공유경제를 위한 IoT 기반의 휴먼 인터랙티브 광고 서비스 구현)

  • Jung, Wonseok;Lee, Chang-Kyo;Ko, Wan-Jin;Seo, Jeongwook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.413-415
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    • 2019
  • In this paper, we develop IoT-HiAS(IoT-Human Interactive Advertising Service) for sharing economy. The HiAS device shooting the front of the device via a webcam and recognizes the person in real time through the SSD model using MobileNet. If the number of persons above the set threshold is recognized by counting the recognized person, the advertisement is reproduced on the idle resource through the beam projector. At the same time as the advertisement is reproduced, the captured image of the advertisement start time in the front of the device and the number of recognized persons are sends the IoT server of an oneM2M-compliant HiAS server using the IoT client. When the advertisement is finish, the webcam is shooting the front of the device and the image is sends the IoT server. We implemented the IoT-based human interactive advertising service by transmitting the received data to the advertiser and the advertising producers through the SNS(Social Network Service) agent of the HiAS server.

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Development of a Customer Management Application and a Mobile Advertisement Model based on PUSH Technology (PUSH 기술 기반 모바일 광고 모델 및 고객관리 앱 개발)

  • Yang, Gi-Chul
    • Journal of Digital Convergence
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    • v.13 no.3
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    • pp.193-199
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    • 2015
  • PUSH technology is a technology that can transfer server information without user's request and it is very useful in various areas along with mobile applications. This paper suggest a suitable application model that can utilizes the PUSH technology and mobile devices by finding a useful area. For this, AdMan, a mobile application which can utilize the PUSH technology and mobile devices has been developed. AdMan is a mobile application that developed once and can be able to run on both Android and iOS based mobile devices, since it was developed by using a tool called m-Bizmaker. AdMan is a customer management and advertisement system that can bring big efficiency by utilizing the PUSH technology and mobile application under the today's mobile environment, and it is a good model of ICT technology application of modern society. As an application that can maximize the utilization of the PUSH technology and mobile devices, AdMan can realize better effectiveness if it run on a PUSH server.

A Study on Deep Learning Model for Discrimination of Illegal Financial Advertisements on the Internet

  • Kil-Sang Yoo; Jin-Hee Jang;Seong-Ju Kim;Kwang-Yong Gim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.8
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    • pp.21-30
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    • 2023
  • The study proposes a model that utilizes Python-based deep learning text classification techniques to detect the legality of illegal financial advertising posts on the internet. These posts aim to promote unlawful financial activities, including the trading of bank accounts, credit card fraud, cashing out through mobile payments, and the sale of personal credit information. Despite the efforts of financial regulatory authorities, the prevalence of illegal financial activities persists. By applying this proposed model, the intention is to aid in identifying and detecting illicit content in internet-based illegal financial advertisining, thus contributing to the ongoing efforts to combat such activities. The study utilizes convolutional neural networks(CNN) and recurrent neural networks(RNN, LSTM, GRU), which are commonly used text classification techniques. The raw data for the model is based on manually confirmed regulatory judgments. By adjusting the hyperparameters of the Korean natural language processing and deep learning models, the study has achieved an optimized model with the best performance. This research holds significant meaning as it presents a deep learning model for discerning internet illegal financial advertising, which has not been previously explored. Additionally, with an accuracy range of 91.3% to 93.4% in a deep learning model, there is a hopeful anticipation for the practical application of this model in the task of detecting illicit financial advertisements, ultimately contributing to the eradication of such unlawful financial advertisements.

A Historical study on the Characteristics of Ramyun in Korea : Focusing on a content analysis of advertisement from 1963 to 2012 (한국 라면의 시대별 특성에 관한 연구 :1963~2012년 광고 내용분석을 중심으로)

  • An, HyoJin
    • The Journal of the Korea Contents Association
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    • v.22 no.7
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    • pp.102-115
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    • 2022
  • To research the changes of Ramyun in Korea, this paper was went over an historical study through the content analysis of ads. from 1963 to 2012. The study period was divided into 6 stages based on GNI(Gross National Income). The advertisements were classified into new advertisements and all ones, and the advertisements of new Ramyun were categorized with 4 ways. And the most emphasized messages of advertisements and advertising models of each periods were also examined. The total number of new advertisements was 185(3.7/y) and 650 total advertisements(13.7/year). The most emphasized messages were changed from 'taste' and 'high calorie' to 'noodles', 'function(specific nutrition)'. The advertising models were actors, comedians, popular singers, in turn. The 1960's was the period when the fewest new products were advertised to consumers most often. 1980-1996 was the period when the most new products were advertised the most. During the depresseions, all ads were more frequently and new ads were lower advertised. Above results, each period was named as follow, respectively ; the Expansion period(1963~1969), the Set-up period(1970~1979), the Competition period (1980~1987), the Bipolarization period(1988~1997), the Transition period(1998~2003), the Stabilization period(2004~2012).

A Study on the Media Recommendation System with Time Period Considering the Consumer Contextual Information Using Public Data (공공 데이터 기반 소비자 상황을 고려한 시간대별 미디어 추천 시스템 연구)

  • Kim, Eunbi;Li, Qinglong;Chang, Pilsik;Kim, Jaekyeong
    • Journal of Intelligence and Information Systems
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    • v.28 no.4
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    • pp.95-117
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    • 2022
  • With the emergence of various media types due to the development of Internet technology, advertisers have difficulty choosing media suitable for corporate advertising strategies. There are challenging to effectively reflect consumer contextual information when advertising media is selected based on traditional marketing strategies. Thus, a recommender system is needed to analyze consumers' past data and provide advertisers with personalized media based on the information consumers needs. Since the traditional recommender system provides recommendation services based on quantitative preference information, there is difficult to reflect various contextual information. This study proposes a methodology that uses deep learning to recommend personalized media to advertisers using consumer contextual information such as consumers' media viewing time, residence area, age, and gender. This study builds a recommender system using media & consumer research data provided by the Korea Broadcasting Advertising Promotion Corporation. Additionally, we evaluate the recommendation performance compared with several benchmark models. As a result of the experiment, we confirmed that the recommendation model reflecting the consumer's contextual information showed higher accuracy than the benchmark model. We expect to contribute to helping advertisers make effective decisions when selecting customized media based on various contextual information of consumers.

A Study on the Factors Affecting the Acceptance Intention for Mobile Ads. (모바일 광고의 수용의도에 영향을 미치는 요인에 관한 연구)

  • Yoo, Sang-Jin;Tang, Hung-Lian;Kim, Hyo-Jung
    • Information Systems Review
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    • v.9 no.1
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    • pp.1-21
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    • 2007
  • This research investigates the determinants of consumer's acceptance for the mobile Ads. Based on TAM(Technology Acceptance Model) and Flow theory, our research adopts some factors for a theoretical model such as entertainment, information, irritation, credibility, flow experience, attitudes and acceptance intention. For examining an implied relationships by this research model, a field study using survey methodology for data collection was conducted. This data was analyzed based on using AMOS, the structural equation modeling and a second generation multi variant technique, and has gained distinct advantages over other technique. After some model modification according to model generating strategy approach, this study shows that entertainment, irritation, credibility and flow experience have significant effects on the attitudes. And also, this attitudes have acceptance intention in mobile Ads. In conclusion, implications are discussed along with limitations and further research direction.

A Study on the Morphologic Features of Characters in Animation CF (CF에 등장하는 애니메이션 캐릭터의 조형적 특성에 관한 연구)

  • Park, Chan-Ik
    • Proceedings of the KAIS Fall Conference
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    • 2010.11b
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    • pp.773-776
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    • 2010
  • 최근 CF의 추세는 인기스타보다 캐릭터 모델들이 대거 등장하여 시청자들의 이목을 끌고 있다. CF에 캐릭터가 활용되는 경우는 표현기법의 특수성과 무한한 표현 가능성을 생각할 때 정보전달 효율성과 고만고만한 광고의 홍수 속에 조금이라도 튀어보려는 차별화의 필요성에 의해서다. 이에 본 연구에서는 현재 국내 CF에서 다양한 기법으로 표현되는 캐릭터의 활용 현황을 살펴보고 광고 효과를 극대화 할 수 있는 표현방법을 제시하는데 있다.

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Study on SNG Business Model based on Social Commerce - In the Case of Developing Games(Tour City) (소셜커머스에 기반한 SNG 비즈니스 모델에 관한 연구 -개발게임(Tour City)사례를 중심으로)

  • Kim, Tae-Gyu;Ryu, Seuc-Ho;Lee, Wan-Bok;Lee, Dong-Lyeor;Kyung, Byung-Pyo
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.457-463
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    • 2012
  • Social network game (SNG) literally is a game based on the relationship between social network or Relationships with people is an important element in the game you need to make full use of them is that you can smooth progress. The form of a social network game activities in the social network game applications by linking corporate products and can be induced to purchase marketing and advertising through in-game social network game on the company's Web site or by connecting the mall and shop are also available. In this study, SNG business models, Case For game development, social commerce based on the new proposed future revenue model linking scheme is proposed.