• Title/Summary/Keyword: 광고 발전 모델

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Strategies of Local Terrestrial Broadcasting Companies since the Introduction of Comprehensive Programming Channels (종합편성채널 도입에 따른 지역 지상파방송 대응 전략)

  • Jeong, Jong-Geon
    • The Journal of the Korea Contents Association
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    • v.11 no.7
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    • pp.192-209
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    • 2011
  • This study looked into coping strategies of local terrestrial broadcasting companies in the media market, since the introduction of comprehensive programming channels was confirmed. Local terrestrial broadcasting companies vulnerable to market competitiveness are driven more out to the difficulty of survival in a limited advertising market with the advent of comprehensive programming channel. and Local terrestrial broadcasting receive discriminative application than comprehensive programming channel. They have reverse discrimination in must-carry, broadcasting area, programming regulation, advertisement regulation, broadcasting development fund. Hence, Local terrestrial broadcasting needs diverse countermeasures at difficult media circumstances. Above all, Competitive content reinforcement is desperately needed. That's why content distribution structure needs diversification. And, It is necessary for local terrestrial broadcasting companies to diversify the content distribution system. As a way to expand distribution structure of local broadcasting, the introduction of local programming regulations for total amount will be highlighted in the nationwide network program. The mandatory policy that programs produced by local terrestrial broadcasting companies will be broadcast regularly in prime time through a nationwide network is an example. In addition to developing high content independently, 2nd Multiple channels of distribution is needed. It has to be supplied to various platforms including local broadcasting, SO and etc. In addition, it is necessary to activate regional co-production program between local terrestrial broadcasting companies and regions. Time rate between central stations and local terrestrial broadcasting companies must be distributed practically. And also, local terrestrial broadcasting companies in addition to ad revenue model to themselves and their own businesses by expanding the sponsorship to strengthen the competitiveness will have to nurture self-sustaining. Moreover they must have enlarge economy of scale through widen of broadcasting area.

A Study on the Utilization of Video Industry Using Virtual Reality (가상현실을 이용한 영상산업 활용에 관한 연구)

  • 백승만
    • Archives of design research
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    • v.15 no.1
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    • pp.163-170
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    • 2002
  • Virtual Reality is the technique which makes the man experience the similar interaction behavior to the experience in the real world through virtual space. The users participating in the 3D virtual space using virtual reality technique can have the various experiences in the space desired without restrictions on time and space and then it has been applied in many application areas such as video industry, entertainment simulator, medical treatment, construction and design. The area of video among them has been highlighted as a high-added value industry. Therefore this study classifies video industry into four including movie, broadcasting, advertisement and internet and is to examine their characteristics, application cases and developmental potential. In the industry using virtual reality technique in video industry, it is implied for special elect in the area of movie and for providing the various graphic virtual word to audiences with the introduction of virtual studio and character in the area of broadcasting. It can give audiences a synergy effect by inserting 3D advertisement into virtual space in the area of advertisement. Also the implementation of 3D virtual reality such as virtual museum, virtual model house, virtual home shopping and entertainment on the web is possible with the emergence of Virtual Reality Modeling Language (VRML) and it plays the roles of more entertainments. Accordingly, this study is to seek the application methods using virtual reality technique in video industry.

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Sport Business Strategies and Developmental Tasks of Sports Marketing Agencies in Korea (한국 스포츠마케팅 에이전시의 비즈니스 전략과 발전과제)

  • Shin, Jae-Hyoo
    • The Journal of the Korea Contents Association
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    • v.10 no.11
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    • pp.352-362
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    • 2010
  • This research aims to analyze business strategies of professional sports marketing companies which have properties of sports organizations in Korea, with a view to investigating into the nature of the business of the agencies and the characteristics of business models and to considering what kinds of suggestions such characteristics have for the development of professional sports marketing agencies in Korea. Professional sports marketing agencies do not simply acquire their property rights or act as a proxy in getting the property rights but also multiply opportunities for their business while acting as a proxy and developing extension commodities so as to maximize their profit, which is a core capability of sport businesses. Sports marketing businesses in Korea are characterized by dual structure: advertisement companies specializing in BTL (Below The Line)-centered promotion business, and sports marketing agencies specializing in the business focused on sports contents. This structure serves as an obstruction for Korean sports marketing agencies to build up their capabilities to maximize opportunities and extension.

A Study on Characteristics of the Type of Interactive Broadcast Program in Korea (국내 양방향 방송 프로그램 유형 특징에 관한 연구)

  • PARK, JIN SIK;KIM, SUNG HOON
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.4
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    • pp.209-215
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    • 2019
  • The purpose of this study is to suggest the development of interactive services and technologies in the media industry. Through the analysis of domestic two-way broadcasting contents service, this study analyzed platform and services type according to service type of terrestrial broadcasting, SO operator and Telco. Also, by identifying the characteristics of interactive programs(open, interactive, personalized, stereoscopic), this study propose important convergence possibilities of the future providers and development plans through supporting technologies and services for each characteristic. In the case of terrestrial broadcasters, ARS, web sites and mobile apps were mostly provided in both directions, and SO and satellite broadcasting operators were found to provide diversity in interactive service operation using data domain. In the case of IPTV companies, most of them provide interactive services with additional video or information service through adjustment button or app, and cable TV operators had more adjustment data broadcasting than exclusive use data broadcasts. Therefore, domestic interactive broadcasting service type needs convergence type of revenue model needs and needs to be converted into new competitive interactive broadcasting program service environment.

A Study on the Field Fashion Styling and Fashion Stylists' Roles (패션스타일리스트 분야와 역할에 관한 연구)

  • Ro, Hyo-Kyung
    • Journal of Digital Convergence
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    • v.12 no.1
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    • pp.531-537
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    • 2014
  • As Fashion becomes more important in the field of fashion styling and fashion stylists' roles, there has been a strong demand for more unique and stylish fashion. Under these circumstances, the fashion stylist has upgraded the fashion industry as an expert in various fields. The fashion stylist's roles include creation of a fashion image depending on circumstances, improvement of contributionsto product awareness and advertisements by inspiring curiosity and interest from customers and promotion of purchase behaviors. In addition, the fashion stylist should be able to create appropriate attire and hairdos for models in fashion magazines depending on the theme and concept of the fashion and have keen insight, fashion sense and appropriate analyzing and planning skills to follow current trends. This study has investigatedthe field of fashion styling, which has emerged recently and fashion stylists' roles. It appears that fashion styling could develop into a high-growth, high value-added industry as a professional occupation that helps customers have an appropriate fashion sense.

A History-based Scheduler for Dynamic Load Balancing on Distributed VOD Server Environments (분산 VOD 서버 환경에서 히스토리 기반의 동적 부하분산 스케줄러)

  • Moon, Jongbae
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.04a
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    • pp.210-213
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    • 2010
  • 최근 사용자의 멀티미디어에 대한 요구의 증가가 VOD (Video-on-Demand) 서비스를 발전시키게 되었다. VOD는 엔터테인먼트나 원격 교육, 광고 및 정보 등 많은 분야에서 사용되고 있다. 이러한 VOD 서비스는 많은 디스크 I/O와 네트워크 I/O를 요구하며 기존 웹 서버 시스템과 비교했을 때 오랜 시간동안 서비스를 해야 하는 특징을 가지고 있다. 또한 VOD 서비스는 많은 네트워크와 디스크의 대역폭을 요구하며, 서비스의 QoS에 민감해서 사용자 응답시간이 길어지면 사용자 요청의 취소율이 높아지게 된다. 따라서 불만족스러운 서비스의 증가로 네트워크 부하만 증가하게 된다. 이러한 기존 웹 서버 환경과는 다른 부하의 패턴이 있는 VOD 서비스 환경에서는 부하를 균형적으로 분배하여 서비스의 QoS를 높이는 것이 매우 중요하다. 본 논문에서는 분산 VOD 시스템 환경에서 부하를 효율적으로 분산하기 위해 계층형 분산 VOD 시스템 모델과 사용자 요청 패턴의 히스토리와 유전 알고리즘을 기반으로 한 스케줄러를 제안한다. 본 논문에서 제안한 계층형 분산 VOD 시스템 모델은 서버들을 지역적으로 분산하고 제어 서버를 지역마다 설치하여 지역에 있는 VOD 서버들을 관리하도록 구성한다. 사용자 요청을 지역 서버군 내에서 분산시키기 위해서 히스토리를 기반으로 한 유전 알고리즘을 사용한다. 이러한 히스토리 정보를 기반으로 유전 알고리즘의 적합도 함수에 적용하여 VOD 시스템을 위한 유전 알고리즘과 유전 연산을 구현한다. 본 논문에서 제안한 부하 분산 알고리즘은 VOD 서비스 환경에서 사용자 요구에 대한 부하를 보다 정확하게 예측하여 부하를 분산할 수 있다. 본 논문에서 제안한 계층형 분산 VOD 시스템의 부하 분산 알고리즘의 성능을 테스트하기 위해 OPNET 기반 시뮬레이터를 구현한다. 라운드로빈(round-robin) 방식과 랜덤(random) 방식과의 비교 실험을 통해 본 논문에서 제안한 부하 분산 알고리즘의 성능을 평가한다. 비교 실험을 통해 본 논문에서 제안한 알고리즘이 보다 안정적인 QoS를 제공하는 것을 보여준다.

Study on Business Model of e-Sports Industry in Korea (국내 e스포츠산업의 비즈니스 모델에 관한 연구)

  • Yang, Ji-Hoon;Lee, In-Kyu;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.9 no.6
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    • pp.163-173
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    • 2018
  • This study aims to diagnose and analyze the business model of domestic e-sports industry and draw its implications. In-depth interviews with business executives of the e-sports teams, the e-sports media, the e-sports stadium and the game companies was had to identify the cost and revenue of each e-sports industry. The results was that the revenue of the e-sports team, stadium and game company mainly consisted of the sponsorship of the parent company. And main revenue of e-sports media was advertising, subscription fees and copyright income, whereas their expenses was the production costs. Especially the purpose of sponsorship of the game companies was not the profit of e-sports, but the promotion of the parent company game. Result implies the necessity of the development of revenue sources, executing the admission ticket charge in stadium and the development of new sponsorship. This study is expected to contribute to opening the new area of the business model of the e-sports industry that was not nearly so far treated, and consequently the development of the e-sports industry in Korea.

Effects of Perceived Quality on Consumers' Intention to Use O2O Services: Focusing on Technology Acceptance Model Perspective (O2O서비스에 대한 지각된 품질이 소비자들의 O2O서비스 사용 의도에 미치는 영향: 기술수용모델 관점에서의 접근)

  • Je, Jiyeon;Kim, Mikyoung;Oh, Sangjin
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.126-146
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    • 2022
  • With the development of IT technology, consumers' shopping behaviors have diversified, and O2O services that remove the boundary between online and offline are increasing. With the development of O2O services, it is bringing about new changes in offline retailers that are facing limitations against the continuous growth of online. Drawing upon Technology Acceptance Model, this study investigates the effect of service quality perceived by O2O service users on consumers' intention to use O2O services. The result confirmed that the perceived quality, an external variable, affects the perceived usefulness and perceived ease of use, which are the main variables of the Technology Acceptance Model, and the perceived usefulness and perceived ease of use in turn have a significant effect on attitude and behavioral intention. In particular, it was found that the higher the perceived ease of use of the user, the higher the perceived usefulness and positive influence on the attitude. The results of this study suggest that in order to increase the utilization of O2O service by users, it is necessary to highlight the perceived quality of service and at the same time manage convenience and usefulness. This is expected to provide meaningful directions for companies attempting to advance O2O services.

A Research on Political Engagement Index(PEI) Model about Election Strategy's Immersion in Candidate in Perspective of Engagement -Focusing on university students standard of selecting candidate in election for 18th president (인게이지먼트 관점에서 선거전략의 후보자 몰입에 관한 정치 인게이지먼트 모델(PEI)연구 - 제 18대 대통령 선거에서 대학생들이 후보자를 선택한 기준을 중심으로)

  • Kim, Man-Ki;Kim, Gyu-Hyun
    • Journal of Digital Convergence
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    • v.11 no.8
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    • pp.1-10
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    • 2013
  • Even though the importance of reading voters' share of mind increases in political campaign, there is no research which analyzes engagement in perspective of political campaign. Therefore, the purpose of this research is to calculate political engagement index which is qualitative indicator about political campaign's immersion in candidate in perspective of engagement and provide scientific data for political advertisement and publicity strategy. For this purpose, A and B candidates who ran for 18th president in December 19th, 2012 are selected for subjects of the research. The young people whose voter participations are low in this presidential election are selected as subjects for responding questionnaire and are surveyed. This research is qualitative evaluation which tires to supplement a limit of qualitative analysis of content by surpassing quantitative evaluation including advertisement, promotion, public opinion on politics, ratings, etc. Evaluation attribute is designed to distribute 8 PEI into 0~100 score. If PEI is more than 50, then the score indicates immersion above average. If PEI is lower than 50, then the score indicates immersion below average. The model of the research will contribute to development of methodological research of political campaign strategy. Also, in the future, this model can be used as micro-targeting in each political campaign's election strategy.

The Characteristics and Future Trends of Short-Form Animation (숏폼 애니메이션의 특성과 발전방향에 관한 연구)

  • Lee, Sun-Ju;Han, Je-Sung
    • Cartoon and Animation Studies
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    • s.38
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    • pp.29-51
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    • 2015
  • With the progress in high speed internet networks, mobile devices and social networking, the eco-system of the media has shifted from that where the flow of content was one-way from the producer to the consumer. A so-called 'prosumer' culture has taken root where the consumer himself produces media content. Along with these trends, various video-sharing platforms such as youtube has a method of allocating advertisement profit to the content producer, offering a win-win platform for content pro-sumers. This allows the channels to attract several tens of millions of subscribers and raise an annual income of over 10 billion Won, marking a revolutionary change in the content industry. This paper seeks to analyze video distribution channels and short-form media content that are showing continuous growth to identify new markets where animated content can make progress in an era of online video media platforms, as well as provide a future direction for small teams of creators of animated films to survive and thrive in this environment.