• Title/Summary/Keyword: 광고프로세스

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모바일 RFID 를 활용한 광고 비즈니스 모델의 설계: 태그 매치 광고를 중심으로

  • Lee, Gyeong-Jeon;Jeon, Jeong-Ho;Lee, Jong-Cheol
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2007.11a
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    • pp.232-236
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    • 2007
  • 모바일 RFID 는 ‘모바일’과 'RFID’ 특징의 결합이라는 강력한 장점을 가지고 있어서 사용자 정보에 대한 파악과 사용자의 위치 및 상황에 따른 광고에 다양하게 활용될 수 있다. 이에 본 연구에는 태그 매치 광고를 중심으로 한 모바일 RFID 광고 비즈니스 모델을 설계한다. 이를 위해 모바일 RFID 서비스의 특징 및 서비스 유형을 분류하는 것에서부터 연구를 시작하여, 모바일 RFID 광고의 정의 및 유형을 분류한다. 이후 모바일 RFID를 활용한 태그 매치 광고를 중심으로 시나리오를 제시하고, 비즈니스 모델의 프로세스 분석 및 각 사업 참여자들의 역할 및 제공가치와 인센티브를 고찰한다. 본 비즈니스 모델의 타당성을 논증하기 위해 태그 매치 광고와 유사성이 있는 온라인 광고 모델 및 모바일 광고에 대하여 검토한다.

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Study on future advertising change according to the development of artificial intelligence and metaverse (인공지능과 메타버스 발전에 따른 미래 광고 변화에 관한 연구)

  • Ahn, Jong-Bae
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.873-879
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    • 2022
  • In the future, AI and the metaverse are becoming so powerful that their application areas and influences are swallowing up the world. The advertising field is no exception, and it is becoming more important to predict, analyze, and strategize these future changes. In order to study the future change of advertising according to the development of artificial intelligence and metaverse, literature research related to the development of artificial intelligence and metaverse technology and the resulting change in the advertising environment, in-depth interviews with future and advertising experts, and Delphi technique research method I want to study change. First, through this study, we would like to examine the opinions of experts through in-depth interviews on the development of artificial intelligence and metaverse technology and the changes in the advertising sector in the post-coronavirus era of civilizational transformation. In addition, the Delphi technique is used to determine how important the change is by future advertising technology area, future advertising media area, future advertising form area, future advertising effect area, future advertising application area, and future advertising process area, and at what point in the future it will change. In addition, we want to study how the future advertising form will change in detail. Also, based on this, we would like to propose a countermeasure for the advertising industry.

Persuasion Effects of Imagery Information Processing caused by Brand in Advertisement Design (광고디자인에 있어서 브랜드명에 의해 유발된 심상정보처리의 설득효과에 관한 연구)

  • Lee Jin-Ryeol;You Si-Cheon
    • Science of Emotion and Sensibility
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    • v.8 no.3
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    • pp.177-187
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    • 2005
  • This article examined how the amount of information presented in ad design affect consumer's evaluation on the ad Existing researches have mainly considered external information presented in the ad from the resource principle perspective. This study investigated how internal information processing such as imagery information processing caused by brand names moderates persuasion effects according to the amount of external information through two experiments. The experiments leave us the conclusion that brand names presented in the ads stimulate imagery information processing when surplus cognitive resources do exist and they lead ad recipients' evaluation to positive direction in prestige brand condition and to the contrary to negative direction in non-prestige brand condition. The results contribute to the direction of ad design in that ad needs not contain as muck product-related information as needed in order to increase persuasion effects in prestige brand condition. Rather, it's necessary to leave the room for internal information processing such as imagery information processing by well structured brand equity. On the contrary, non-prestige brand needs to contain explicit product-relevant information to exert a potent influence on a4 persuasion. We hope this study result is helpful for design direction of advertisement in order to heighten persuasion effects toward ad recipients.

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CALS/EC를 지원하는 차세대 웍플로우 시스템

  • 최인준;현석진;이창우
    • Proceedings of the CALSEC Conference
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    • 1998.10b
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    • pp.365-373
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    • 1998
  • 인터넷의 발달로 인해 조직 안의 마케팅, 광고, 조달, 판매, 서비스 제품 기획 등의 각 부분들간의 전자상거래와 조직간의 전자상거래, 그리고 빠르게 변화하는 기회를 잡기 위해 모인 기업의 컨소시엄의 형태인 가상기업에 대한 관심이 고조되고 있다. 이러한 조직내/조직간의 전자상거래와 가상기업에서 수행되어야 하는 비즈니스 프로세스를 통합, 향상시키기 위한 활동이 웍플로우 시스템이다. 웍플로우 관리 시스템은 기업의 비즈니스 프로세스를 정의하고 수행하며, 이를 추적하고 리엔지리어링한다. 하지만, 비즈니스 프로세스는 오랜 수행 기간과 복잡한 비즈니스 규칙등으로 인해 정확하고 신뢰적으로 수행하는 데에 많은 어려움을 가지며, 따라서 웍플로우 관리시스템은 비즈니스 프로세스의 자동화 및 개선을 위해서 작업 수행의 정확성과 신뢰성을 제공할 수 있어야 한다. 본 논문은 Event-Condition-Action(ECA) 규칙을 사용하여 비즈니스 프로세스를 올바르고 신뢰도 있게 정의ㆍ수행ㆍ분석ㆍ개선할 수 있는 트랜잭션의 지원을 위한 통합적이고 체계적인 프레임워크를 제시하고자 한다. 또한 웍플로우 모델과 그에 수반되는 오류 모델을 함께 제시하고 Petri Net으로 비즈니스 프로세스를 분석하는 방법론을 제시하고자 한다.

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A Study on the Effective in the Internet News site of Banner Advertisement (인터넷 뉴스사이트 배너광고의 표현에 관한 연구)

  • 김문석
    • Archives of design research
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    • v.12 no.2
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    • pp.199-207
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    • 1999
  • The internet technology is sufficient to attract our curiosity and adequate for enterprises to advertise its commercial message very effectively. It is a network that makes the computer be a major media. We have leading concerns in the internet advertisement because we expect that it will be the tool of a chief communication in the future. The banner advertisement in the Internet is considered as an active media. The banner advertisement is greatly various as the effective marketing tool from commercial banner to the personal homepage. Considering to the user's computer environment and Internet environment, this thesis shows what the banner advertisement of the enterprise's marketing and general understanding Influences expressions of the banner advertisement's creative factors and effective methods. It also suggests the analysis about the banner advertisement expression's creative factors. According to the analysis of banner advertisement in the domestic news site, It might be investigated the creative factor's absence and problems in design field.

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Research about development process of game tendencious advertisement contents that drive active participation of internet user (인터넷 유저의 능동적인 참여를 유도하는 게임성향 광고 콘텐츠 개발 과정에 관한 연구)

  • Lim, Woo-Soung;Ryu, Seuc-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2004.11a
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    • pp.101-109
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    • 2004
  • Internet got into popularization by development of digitech today, and according as Internet user increases, advertisement that use internet is increasing. Specially, advertisement that use internet regardless of time customer and company both direction(interactive) communication possible because, image about special quality of product or company feature that can be active to customer and offer effectively have. There is charm that both direction communication that internet advertisement can attract to unspecified multitude internet connecter regardless of time this are available, internet user can do participation more easily. Interaction of Banner advert or different advertisement that form commentary of current internet advertisement is inert with internet posthumous work. It can become more efficient advertisement if take advantage of prognostication that most important element of game is interaction in internet advertisement. Investigator who aim in this point wishes to do on the basis of special quality of internet advertisement and interaction attribute of game and present actuality design process case of internet ad of game inclination.

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A Comparison of Government and Public Institutions Advertising Appeals in Collectivistic and Individualistic Cultures (집단주의와 개인주의 정부 및 공공기관 광고의 문화적 비교 연구)

  • Han, Sangpil
    • Journal of the Korea Convergence Society
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    • v.12 no.7
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    • pp.153-158
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    • 2021
  • The objective of this research was to examine how cultural values expressed in the contents of government and public institutions advertising, based on individualism-collectivism. This study investigated the extent to which government and public institutions print advertisements in Korea and U.S. Study 1 examined the extent to which government and public institutions print advertisements in Korea and U.S. use its intrinsic cultural values. Study 2 carried out experiment to study cultural differences in relative reaction of collectivistic and individualistic government and public institutions print advertising appeals in two countries. Findings of this study showed that cultural background plays role in the usage of government and public institutions print advertising messages and persuasive communication processes. Global marketers and advertisers realize the significance of the cultural similarities and differences that occur in diverse cultures.

The Impact of Virtual Influencer Formativeness on Advertising Attention and Attitude Toward Advertising: The Dual Parallel Mediating Effects of Attractiveness and Suitability (버츄얼 인플루언서의 조형성이 광고 주목도와 광고 태도에 미치는 영향: 매력성과 적합성의 병렬 이중 매개효과)

  • Eun Hee Kim;No-Mi Lee
    • Journal of Advanced Technology Convergence
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    • v.3 no.1
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    • pp.21-31
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    • 2024
  • The study confirmed the relationship between attractiveness and suitability in the relationship between the formativeness of creating the artistic form of a virtual influencer who acts as an advertising model, advertising attention, and advertising attitude. To confirm this, the subjects of the study were the MZ generation and X generation, which have a high rate of SNS use. The analysis method used SPSS statistics 27.0 and SPSS process macro version. The research results are as follows. First, it was confirmed that attractiveness and suitability fully mediate the relationship between formativeness and advertising attention. In the path of formativeness and advertising attention, the total effect was found to be higher than the direct effect, and it was confirmed that there was a double parallel mediation effect through attractiveness and suitability in the relationship between the formativeness of virtual influencers and advertising attention. Second, it was confirmed that formativeness affects the mediating variable, attractiveness, but attractiveness does not affect attitude toward advertising. Since formativeness affects suitability and suitability in turn influences attitude toward advertising, it was confirmed that there is a full mediating effect between these variables. According to these results, the parallel mediating effect of attractiveness and formativeness was not confirmed in the relationship between formativeness and attitude towards advertising. The above study is significant in that it presents academic implications and practical implications by examining the dual and parallel mediating effects of attractiveness and suitability in the relationship between formativeness, advertising attention, and advertising attitude variables, which are considered in the production of virtual influencers.

집중분석 / CRM, 글로벌 기업간 경쟁력 확보 '성공의 역사'

  • Korea Database Promotion Center
    • Digital Contents
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    • no.5 s.96
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    • pp.60-64
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    • 2001
  • 과거의 마케팅은 기업이 상품을 만들어 특별한 고객 정보분석이 없이 상품에 대한 홍보 및 광고가 주류를 이루는 것과 달리 현대에는 이러한 마케팅 활동에 의한 기업의 수익을 향상시키는데 한계를 느끼고 이러한 상황에서 고객에 대한 이해를 바탕으로 한 마케팅 활동이 등장하게 됐다. 이러한 고객에 대한 이해를 바탕으로 영업, 마케팅, 고객서비스 프로세스를 재구성하는 일련의 활동을 고객관계관리, 즉 CRM이라한다.

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Developing Upcycled DIY Kit Made from Subway Billboard Material (지하철 광고판을 활용한 업사이클링 DIY의생활소품 키트 개발)

  • Kang, Bo Kyung;Lee, Yhe-Young
    • Journal of Korean Home Economics Education Association
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    • v.32 no.1
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    • pp.1-14
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    • 2020
  • The main purpose of this research was to develop upcycled DIY kits made from subway billboard material to make living products. This study was conducted based on the following four stages of design process: research and analyses, DIY kits' design direction establishment, completion of DIY kits, and implementation and evaluation. Through this study, we developed DIY kits for pouches, tissue cases and pencil cases. In the implementation and evaluating stage, we chose to make pouches because it includes zipper attachment process. Implementation was conducted by recruiting four high school students and four female adults. As a result, we found the following: First, the participants were able to make pouches in less than an hour. Second, pouch making has a moderate degree of difficulty. Third, video instructions should be slowed down. Forth, materials need to be improved. Fifth, environmental awareness was improved by using unfamiliar subway billboard materials. The upcycled DIY kits, developed as a result of this study, can be used as eco-friendly education sources for secondary school students as well as for adults' healing hobby.