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Visual Narrative Strategy of Game Promotion: Comparative Analysis of Dead Island and Dead Island 2 Trailers (게임 프로모션 시각 내러티브 전략: <데드 아일랜드>와 <데드 아일랜드 2> 예고편 비교 분석)

  • Roh, Chul-Hwan
    • Cartoon and Animation Studies
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    • s.48
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    • pp.249-269
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    • 2017
  • Promotion and marketing, which are essential to lower the investment risk and maximize commercial profit in the video game market. Game developers and publishers set up public relations strategies to encourage potential consumers' needs. Considering characteristics of video game, the trailer, which is the animated image advertisement material, could occupy a key position in its promotion and marketing plan. Cinematic spectacles and attractive narratives are essential ingredients for game trailers, which are usually produced in 3D animation. Dead Island is an open world first person shooters (FPS) game released in 2011. When launched, it grabbed a great attention with a trailer, awarded the Golden Lion Prize for the best internet film at the Cannes Lions International Festival of Creativity. The game was a commercial success and several spin-offs were producted. In 2014, its publisher, Deep Silver showed the official trailer of Dead Island 2 at Electronic Entertainment Expo, the world's largest game show. Dead Island 2 was scheduled to be released in 2016, but has been now delayed until 2018. This study compares and analyzes two trailers of Dead Island 1 and Dead Island 2. We examine the narrative structure of the trailer for the sequel promotion of a successful game. The differences between the two could be useful for building a promotion strategy of other game series.

Business Model of Data Service in Broadcasting and Communication Convergence (유비쿼터스시대 방송과 통신의 컨버전스 데이터 서비스 비즈니스 모델)

  • Jung, Chang-Duk;Lee, Ji-Eun
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2006.11a
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    • pp.245-249
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    • 2006
  • 디지털 컨버전스와 유비쿼터스 시대의 시작은 디지털 미디어 기술의 발전과 방송 통신 사업의 컨버전스를 가속화 시켰으며, 그 결과로DMB, WCDHA, Wibro, IP-TV, HSDPA 등의 새로운 형태의 차세대 제품과 서비스들이 뉴미디어 매체의 핵심으로 등장하고 있다. 국내에서 방송 통신의 컨버전스의 빠른 진행은 세계 최초로 디지털 멀티미디어 방송(DMB) 서비스 시작을 가능하게 하였다. DMB 서비스는 멀티미디어 서비스가 핵심이다. DMB 데이터 서비스인 Broadcasting Website Service(BWS)는 현재 지상파 DMB방송 사업자인 KBS, MBC, SBS, YTNDMB가 본방송 준비 막바지 단계이며, 삼성 전자와 LG전자를 비롯한 단말기 개발사들도 데이터 서비스를 위한 제품 출시에 서두르고 있는 등 DMB 산업의 활성화의 주역이 될 것으로 예상된다. DMB의 데이터 서비스는 뉴스, 날씨, 프로그램 정보 등의 단순 정보보기 수준에 그치지 않고, 리턴 채널을 이용한 양방향 서비스와, SMS, 전화걸기 등 휴대전화 단말의 고유기능과의 연계를 통한 다양한 서비스도 선보일 것이다. 더 나아가 향후 T-Commerce와 개인 광고 등 새로운 비즈니스 모델과 사업영역으로 확산시켜 나갈 수 있을 것이다. 그러나, 아직까지 DMB와 데이터 서비스는 초기단계로서, 표준 기술의 규격 작업, 이론적 논의들, 관련 사업자들의 비즈니스 준비 등에서 검토되어, 실제 사용자들을 대상으로한 연구 분석이 이루어 지지 않았다는 연구의 한계를 가지고 있다. 본격적으로 방송, 통신 컨버전스 데이터 서비스가 시작되면서, 사용자들에 초점을 맞춘 많은 연구가 이루어지길 바라며, 이러한 연구의 분석를 통해 또 다른 새로운 서비스와 비즈니스 기회의 창출을 기대해 본다.여 RD(Rate Distortion) 최적화 기반 모드 결정을 빨리 완료함으로써 고속 프레임간 모드 결정을 가능하게 한다. 제안된 방법은 프레임 간 모드 결정을 고속화함으로써 스케일러블 비디오 부호화기의 연산량과 복잡도를 최대 57%감소시킨다. 그러나 연산량 감소에 따른 비트율의 증가나 화질의 열화는 최대 1.74% 비트율 증가 및 0.08dB PSNR 감소로 무시할 정도로 작다., 반드시 이에 대한 검증이 필요함을 알 수 있었다. 현지관측에 비해 막대한 비용과 시간을 절약할 수 있는 위성영상해석방법을 이용한 방법은 해양수질파악이 가능할 것으로 판단되며, GIS를 이용하여 다양하고 복잡한 자료를 데이터베이스화함으로써 가시화하고, 이를 기초로 공간분석을 실시함으로써 환경요소별 공간분포에 대한 파악을 통해 수치모형실험을 이용한 각종 환경영향의 평가 및 예측을 위한 기초자료로 이용이 가능할 것으로 사료된다.염총량관리 기본계획 시 구축된 모형 매개변수를 바탕으로 분석을 수행하였다. 일차오차분석을 이용하여 수리매개변수와 수질매개변수의 수질항목별 상대적 기여도를 파악해 본 결과, 수리매개변수는 DO, BOD, 유기질소, 유기인 모든 항목에 일정 정도의 상대적 기여도를 가지고 있는 것을 알 수 있었다. 이로부터 수질 모형의 적용 시 수리 매개변수 또한 수질 매개변수의 추정 시와 같이 보다 세심한 주의를 기울여 추정할 필요가 있을 것으로 판단된다.변화와 기흉 발생과의 인과관계를 확인하고 좀 더 구체화하기 위한 연구가 필요할 것이다.게 이루어질 수 있을 것으로 기대된다.는 초과수익률이 상승하지만, 이후로는 감소하므로, 반전거래전략을 활용하는 경우 주식투자기간은 24개월이하의 중단기가 적합함을 발견하였다. 이상의 행태적 측면과 투자성과측면의 실증결과를 통하여 한국주식시장에

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An Empirical Study on the Importance of Sales Agency in Apartment Sale by AHP and Fuzzy Analysis (AHP 및 Fuzzy 분석을 통한 분양대행사의 분양성 결정요인 중요도 분석)

  • Park, Hyung Nam;Eum, Soo Won
    • Journal of Digital Contents Society
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    • v.19 no.7
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    • pp.1365-1372
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    • 2018
  • The purpose of this study is to analyze the importance of the determinants of housing sales agency's role in the sale of apartment housing. For this purpose, a hierarchical decision model was constructed to understand the role and importance of the sales agency. The analytical variable items structured by the research model were set up through literature review, precedent research, and expert brainstorming. The questionnaire consisted of two comparisons for AHP analysis and the importance of absolute importance for fuzzy analysis. Afterwards, the work of correcting the importance was carried out. As a result of the analysis, it was found that the contractor prioritized the sale conditions and the sales agency had priority over the planning for the sale. As a result of analysis, planning of customer pre-sale counseling data, planning of client subscription and contract maximization plan, planning method of advertisement public media method were found to be the most important factors. The results of measurement of absolute importance(fuzzy) & relative importance(,AHP) showed similar tendency. Therefore, it can be seen that the timing of the model house operation is an important period in which the subscription rate depends on the role of the sales agency and the marketing strategy.

Body-Images and Visualization Technologies in the Field of Plastic Surgery: Making Scientific Objects, Making Scientific Disciplines (성형외과의 몸-이미지와 시각화 기술: 과학적 대상 만들기, 과학적 분과 만들기)

  • Leem, So-Yeon
    • Journal of Science and Technology Studies
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    • v.11 no.1
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    • pp.89-121
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    • 2011
  • The majority of previous researchers on body management practices including plastic surgery has agreed that there is a strong connection between social demands of plastic surgery and public exposures of beautiful body-images, which this research intends to analyze further. This study, on the one hand, discovers how body-images are produced and consumed through clinical practices of plastic surgery, particularly, surgeon-patient consultation processes based on the researcher's participant observation on a plastic surgery clinic in Korea, and shows how visualization technologies are mobilized to reconstruct not only boundaries of patients' bodies but also those of medical disciplines by viewing plastic surgery practices as knowledge production activities, on the other hand. While revealing that surgeon-patient consultation is the process to transform patient's bodies to "scientific" objects and visualization technologies have been made to help plastic surgeons to make their disciplines "scientific" ones, this article also pays attention to complicated effects of new imaging technology beyond a mere means of "scientification" of plastic surgery.

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Government Support for Animation as Audiovisual Policy (방송영상 콘텐츠로서의 애니메이션 지원제도 연구)

  • Kim, Young-Jae
    • Cartoon and Animation Studies
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    • s.39
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    • pp.27-58
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    • 2015
  • The crisis in profit and funding for animation is in evidence around the world. The change in media environment has forced broadcasting advertising revenue down and animation viewers spread out. Now, animation players in the strongest position are either the US major studios, or producers benefiting from domestic support schemes. Government support is available in many countries because many governments believe that support for domestic animation carries both economic and cultural benefits. This paper is designed to suggest new policy schemes for Korean animation industry. The new paradigm of animation policy needs a new perspective on content industry as a whole, not centered on the animation itself. The researchers on public policy for culture, audiovisual and content industry argued that the government should, (i) play the role of facilitator for virtuous cycle of industry value chain, (ii) provide fiscal support through automatic and selective schemes, (iii) provide tax benefit to strengthen the competitiveness of industry, and (iv) enforce the broadcasters to contribute to domestic programming and financing. Comparative analysis on French and Canadian audiovisual policy supports such arguments, and animation industry of two countries are enjoying the high audience ratings and sustainable production volume. From the analysis, this paper suggests the new government schemes for Korean animation industry, which are, (i) securing the public funding for fiscal support, (ii) introduction of automatic production support, (iii) modification of broadcasting quota, (iv) broadcaster's performance envelope and production quota, and (v) tax benefit as indirect support.

Study of emoticon as an emotional sign under the digital communication environment (디지털 커뮤니케이션 환경에서 감성기호로서 이모티콘에 관한 연구)

  • 조규명;김경숙
    • Archives of design research
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    • v.17 no.1
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    • pp.319-328
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    • 2004
  • The communication environment made by digital technologies has made it possible to exchange information and deliver messages fast and easily among people of various classes in virtual space beyond time and space. Net-generation, who is accustomed to this virtual space, couldn't be satisfied with the linear text-oriented language any more, and began to make signs by use of computers in order to differentiate itself from others and to express its desires. Among the signs, emoticon created by joint of popular culture and digital communication centering around young generation is a new visual sign and emotional sign that can deliver a sender's feelings contained in a message. This paper has studied social phenomena, their relationships with emoticon and background of its creation through documentary review of media development, changes in the communication environment and popular culture. Furthermore, it has analyzed the meaningful action and roles of emoticon as a sign in terms of semiotics and also, studied a possibility of using emoticon as a new emotional sign. The study results say that emoticon can play the roles of a non-linguistic sign just like general signs that make mutual exchange through meaningful action, and also that it can be used to effectively deliver messages not only in virtual space, but also in advertising, posters, magazines and CI. However, emoticon is better at emotional expressions yet than other textual signs or visual signs, but in order to position itself as a universal and popular sign, emotional expressions should be clear, any difference in understanding messages should be removed, and message delivery should be more efficient.

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The Viral Effect of Online Social Network on New Products Promotion: Investigating Information Diffusion on Twitter (신제품 프로모션에 대한 온라인 소셜네트워크의 구전효과 분석 : 트위터의 정보전달과정을 중심으로)

  • Kim, Hyung-Jin;Son, In-Soo;Lee, Dong-Won
    • Journal of Intelligence and Information Systems
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    • v.18 no.2
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    • pp.107-130
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    • 2012
  • In Twitter, a user can post a message below 140 characters on his/her account, and can also repost a message of other users who the user follows. The message posted by the user in turn can be seen and reposted by other users who follow the user, which is called Re-tweet (RT). While some messages spread widely, other messages have relatively less or no RT. What factors cause these quantity variances of RT originated from original messages? How can the messages become influential in online social networks? As an effort to answer the above questions, we focused on information vividness, message characteristics, and originator characteristics. In perspective of managerial implication, we expect that the findings of this paper will provide corporations with helpful insight on the Word-of-Mouth (WOM) effect for efficient and effective advertisements and communications when they send a message of new products or services through Social Network Services. In perspective of academic implication, we identify the effect of contents of a message on WOM, which has been dealt with by few social network researches.

A Study of Authors' Moral Rights Infringements Regarding Cinematographic Works and Other Visual Works (음악·영상저작물의 동일성유지권 침해관련 연구)

  • Kang, Sang-Gu
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.228-236
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    • 2021
  • This research investigates the causes of infringements related to authors' moral rights which has most conflict among moral rights of authorship, through analysis of judicial precedents and compare whether there subsists any differences in viewpoints between judicial precedent trend and those on behind the scene of broadcast production. Copyright is divided into intellectual property and moral rights of authorship. Right to the integrity of the work is part of moral rights of authorship and produce one content and used in various media. When the edit is needed to fit the organization and advertisement time, advanced consultation from the rightful owner or written consent is needed. However, under the time pressure or ignorance of copyright, the arbitrary edits are made and content is used. This infringes the right of the integrity of the work. When we produce and use cinematographic works and other audiovisual works, there are considerable variablilies stemming from authorship, production cost and program staff. Therefore, prior conscent is needed to acquire and use the copyright in a proper manner. However, due to production-oriented environment and low understanding of the copyright protection, we usually depend on the users' work practices rhather than insufficiency of copyright laws in dealing with the infringement of right to the industry. In conclusion, we need to provide meticulous work manual and to focus on systematic eduction of professional copyright manpower.

Keyword Analysis of Research on Consumption of Children and Adolescents Using Text Mining (텍스트마이닝을 활용한 아동, 청소년 대상 소비관련 연구 키워드 분석)

  • Jin, Hyun-Jeong
    • Journal of Korean Home Economics Education Association
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    • v.33 no.4
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    • pp.1-13
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    • 2021
  • The purpose of this study is to identify trends and potential themes of research on consumption of children and adolescents for 20 years by analyzing keywords. The keywords of 869 studies on consumption of children and adolescents published in journals listed in Korean Citation Index were analyzed using text mining techniques. The most frequent keywords were found in the order of youth, youth consumers, consumer education, conspicuous consumption, consumption behavior, and character. As a result of analyzing the frequency of keywords by dividing into five-year periods, it was confirmed that the frequency of consumer education was significantly higher betwn 2006 and 2010. Research on ethical consumption has been active since 2011, and research has been conducted on various topics instead of without a prominent keyword during the most recent 5-year period. Looking at the keywords based on the TF-IDF, the keywords related to the environment and the Internet were the main keywords between 2001 and 2005. From 2006 to 2010, the TF-IDF values of media use, advertisement education, and Internet items were high. From 2011 to 2015, fair trade, green growth, green consumption, North Korean defector youths, social media, and from 2016 to 2020, text mining, sustainable development education, maker education, and the 2015 revised curriculum appeared as important themes. As a result of topic modeling, eight topics were derived: consumer education, mass media/peer culture, rational consumption, Hallyu/cultural industry, consumer competency, economic education, teaching and learning method, and eco-friendly/ethical consumption. As a result of network analysis, it was found that conspicuous consumption and consumer education are important topics in consumption research of children and adolescents.

Customer Intangible Value in a Social Network (사회적 네트워크에서의 고객무형가치에 대한 연구)

  • Han, Sangman;Lee, Jieun
    • Asia Marketing Journal
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    • v.10 no.4
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    • pp.99-121
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    • 2009
  • Social networks can be a powerful force in marketing because they provide new ways to market to young generation. Though many studies on evaluation of customer lifetime value have been conducted, it is not clear how to assess the value of members within social networks. The purpose of this study is to evaluate members based on customer intangible value as well as customer lifetime value. Customer network value in terms of the power and influence within a network is analyzed through network structure analysis. Using Cyworld log file data, this study have shown that high percentage of members are very influential in terms of spreading or withholding information even though their CLV is low. It is expected that the findings of this research contribute to understand the interactive behaviors of members within networks and to provide valuable implications on new product launching and customer management strategies to marketers.

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