• Title/Summary/Keyword: 광고콘텐츠

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Visual Discomfort Analysis of Binocular Depth Change on 3D Stereoscopic Imaging (입체영상의 양안 깊이 변화에 따른 시청 피로도 분석)

  • Kim, Nam-Gyu
    • Journal of Digital Contents Society
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    • v.16 no.1
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    • pp.127-135
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    • 2015
  • The development of stereoscopic display hardwares and 3D authoring softwares expands its application areas from particular virtual simulation applications to general movies, games, advertising applications. However, the binocular-based 3D stereoscopic images cause fatigue to viewers. Recent performed many research results about the binocular stereoscopy's depth perception and viewers' fatigue are derived from experimental users studies. In some results, watching and making guidelines for 3D stereoscopic imaging contents are introduced. The 3D stereoscopic-related contents have the contradictory aspects, which are audiences' pursuit of a tolerable minimum fatigue and producer's its of excessive depth changes for providing viewers' immersion. This paper provides user experiments and analysis data in aspects of 3D depth changes. For use of producers, a safety zone and translational velocity of 3D depth changes are introduced. Also, on the viewer side, we present the depth change adaptation time by using an EEG device.

A Meta-analysis of the Articles in Journals Related to TV Outsourcing Production Policy: Focused on the Treatise Published in Lee Myung-bak and Park Geun-hye Governments (방송 외주제작 정책 관련 학술논문의 메타 분석 : 이명박·박근혜 정부에서 발간된 논문을 중심으로)

  • Kang, Seung-Mook
    • The Journal of the Korea Contents Association
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    • v.19 no.12
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    • pp.289-298
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    • 2019
  • This paper studied a meta-analysis of 45 papers published during the administration of Lee Myung-bak and Park Geun-hye governments in order to renew academic interest in the TV outsourcing production policy. The meta-analysis was made up of classifications of three items(issued year, journal, academic field) and six items(topic, aim, question, subject, methodology, results). According to the results, the articles(30, 66.7% and 15, 33.3%) published during Lee & Park's regimes adapted the promotional topics for TV outsourcing production policy. The reasons for the papers(18, 40.0%) on management economy, industry, and advertising related to outsourcing production policy are because the two governments focused on research projects that matched the regime stance rather than the autonomy and diversity of broadcasting, media, contents, and the visual.

Projection Facade and Game System for Multi-Audience Participation using Smart Devices (스마트 기기를 활용한 다중 관람자 참여형 프로젝션 파사드 및 게임 시스템)

  • Jang, Seungeun;Tang, Jiamei;Kim, Sangwook
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.1-8
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    • 2013
  • As yet the use of 3D projection mapping facade has been limited to advertising and performance in the outside. And interactive elements are lacking. In this paper, propose a interaction system which control of projection mapping facade for multi-audience participation using smart devices. The system can be interaction for the multi-façade. And single or multiple can participate in the game. A user test based on the result confirmed an effectiveness of the proposed method. This research showed a practical method in which interaction of projection facade system can be used to user devices. The results of this study can be used as a base module for projection facade interaction system. In addition, It can be utilized for converged content development such as performances, games, education and various applications services.

A Study on the Development of Public Digital Signage Services (공공 디지털 사이니지 서비스 개발 연구)

  • Ahn, SungHee
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.185-196
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    • 2021
  • This study is based on the 'National Pilot Project on Digital Signage in Sejong Special City', one of the pilot projects initiated by the Ministry of Public Administration and Security. This project was an attempt to present the digital signage as a 'public service content platform' integrated with smart technologies. This study suggests that the planning strategy for placing public service contents on digital signage platform should focus on interests of local communities or users rather than high-tech suppliers of digital signage. In consideration of growing needs for smart technology-based public service, this study concentrates on the strategy for developing 'public digital signage services'. In addition, 'digital signage service tools' were designed to easily establish or execute the strategy. The aim of this study is developing the strategy to make digital signage a public cultural service platform as well as a digital advertisement tool. The final goal of this study is to demonstrate public value creation performance of the 'Revitalisation Project of Sejong City's Commercial Districts', which was possible thanks to the proactive involvement of citizens coupled with progressive utilization of interactive media.

A study on the effect of non-face-to-face online education according to the type of learner motivation (학습자 동기 유형에 따른 비대면 온라인 교육의 효과 연구)

  • Chin, HongKun;Kim, MinJung
    • Journal of the Korea Convergence Society
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    • v.12 no.7
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    • pp.133-142
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    • 2021
  • This study aims to expand the effect of online education into the aspect of active exploration and sharing of class-related issues by learners. Based on theoretical discussions, Two types of motivation (personal and social) to explore issues, engagement, attitude toward issue content, and eWOM model were verified. As a result of the study, it was found that the impact of personal and social motivations that online education has on engagement on specific issues, and the positive(+) influence on attitudes toward issue content and word of mouth intentions on SNS, considering engagement as a parameter. In this study, the role of engagement in inducing the next learning by oneself was confirmed, and it can be seen that social and personal motives for issues and class content should be utilized to increase engagement.

Design and Development of U-Commerce (U-Commerce System 설계 및 구현)

  • Kim, Jae-Pil;Kim, Young-Cheol;Lee, Dong-Cheol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.3
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    • pp.767-773
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    • 2010
  • RFID and Kiosk has been acquiring the essential position not only for providing simple information but also as the tool for establishing Ubiquitous based society. Especially it can be said that the time for developing various Kiosks as important methods to conducting marketing and service through the differentiation and easiness on dealing information has come. Considering the present requirement, 'U-Commerce System' has been designed and developed. In the system, the RFID reader installed in 'U-Shop Kiosk System' recognizes the RFID tag on situated the specific products and detail product information and related multimedia advertisement are provided. Moreover, when the customers have the needs to purchase concerned products on the spot, they can pay and order by using credit cards. By employing the system, the amount of stock and delivery condition can be monitored in real time and the gathered information in DB can be used for dealing with stock related matters. In addition, a system can be developed to monitor and manage the remote shops in real time base. Furthermore, to overcome the limit of simple unmanned ubiquitous style Kiosk, the possibility of developing an expansion model of ubiquitous style CRM Kiosk has been suggested.

Website Homepage Design and Service Design of USATODAY.com Analysis (유에스에이투데이닷컴의 웹사이트 홈페이지디자인과 서비스디자인 분석)

  • Han, Qing-Bo;Kim, Eun-Ju;Lee, Ji-Hyun
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.423-430
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    • 2016
  • The purpose of this paper is to explore and analyze design of USATODAY.COM aimed at being helpful for Chinese online news industry to search for the way forward. USATODAY.COM which converges print and online newsrooms is regarded as a pioneer in the online communication media. It engages interaction with users and their demand, and provides the best level of website and service design. This paper conducted through both theoretical works and design analyses by randomly visiting USATODAY.COM from May 23 to June 5, 2016. USATODAY.COM maintains consistent and high quality of a visual identity system on its homepage, and it is strongly linked to that of USA TODAY. Also, USATODAY.COM provides unique content provision methods, interactive features, advertisement and payment functions through service design considering the user experiences and needs. Based on its results, it is expected to contribute to Chinese online newspaper market which has an astonishing chance to grow.

Monetization of Smartphone Games in South Korea, Japan, and China (게임 산업 수익화(monetization) 방식과 한·중·일 스마트폰 게임의 국가별 수용 양상)

  • Cho, Eun-Ha
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.75-84
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    • 2017
  • With the rapid growth of smartphone game in Korea, it is necessary to review the new monetization model. Especially, various contents supplied by smartphone did not find proper monetization model from business view. But smartphone game industry actively accepted market experience of arcade game industry and console, PC based package game industry, then have developed and applied various monetization models to induce billing such as monetization model and in-game advertising model, thereby forming a thick charging user group in a short time. The development and application of this monetization model is an important catalyst for the rapid growth and development of the smartphone game market. Therefore, we will examine the process of changing the monetization model of the entire game industry and the cultural characteristics of the micropayment model in Korea. To this end, we will compare the micropayment model of Japan which introduced the micropayment model and China which leads the world market.

The Effects of Digital Storytelling Elements of Brand Webtoon on Consumers' Attitude and Word of Mouth Intention: Focusing on the Mediation Effect of Parasocial Interaction (브랜드 웹툰의 디지털 스토리텔링구성 요인이 수용자 태도와 구전의도에 미치는 영향: 준사회적상호작용의 매개 효과)

  • Lee, Hui-Jun;Jo, Chang-Hwan
    • (The) Korean Journal of Advertising
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    • v.29 no.6
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    • pp.51-80
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    • 2018
  • This study aims to investigate how the storytelling elements of brand webtoon has influence on developing brand webtoon users' parasocial interaction relationship and their attitude towards brand webtoon contents and word of mouth intention. The results of this study shows that parasocial interaction is strongly influenced by the sub-dimensions of digital storytelling components of brand webtoon (i.e., relevance, trustworthiness, clarity). More specifically, respondents who perceive that the given message of digital storytelling in brand webtoons is relevant to the brand, is trustworthy, and is clear to understand show a higher degree of parasocial interaction with the webtoon content and in turn, it has a strong positive influence on the attitude towards the brand webtoon. In sum, this study not only provides a theoretical foundation to understand how consumers develop parasocial interaction with brand webtoons in terms of the brand webtoon's digital storytelling, but this study has implications for practitioners who are interested in using a brand webtoon for marketing.

Study on Factors Affecting Perceived Value and Intention to Use the Metaverse: Focusing on Differences between Metaverse Experienced and Non-Experienced (메타버스의 지각된 가치와 사용의도에 영향을 미치는 요인에 관한 연구: 메타버스 유경험자와 무경험자의 차이를 중심으로)

  • Mina Lee;Minjung Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.587-594
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    • 2023
  • The purpose of this study is to examine the factors influencing the intention to use the Metaverse from various angles based on the Extended Technology Acceptance Model and Value-based Adoption Model. Specifically, we examined whether there is a difference in perception of the Metaverse and in factors affecting the intention to use the Metaverse between the Metaverse experienced and non-experienced. For this purpose, the variables were classified into the technical characteristics of the Metaverse (interactivity, content quality), perceived benefits (perceived usefulness, perceived enjoyment), and perceived sacrifices (perceived risk, perceived complexity) and a survey was conducted with university students. The findings of this study indicate that the perceived interactivity, usefulness, and enjoyment of the Metaverse had a major impact on the intention to use the Metaverse for those without Metaverse experience, whereas enjoyment of the Metaverse had the greatest impact on the intention to use the Metaverse for those with Metaverse experience. Based on the study results, we provided marketing strategy implications for continuous growth and development of the Metaverse industry.