• Title/Summary/Keyword: 디지털미디어 전략

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An Exploratory Study on Paradigms, Policies in the Digital Convergence Era (디지털 컨버전스 시대의 특징 : 그 패러다임과 정책 방향)

  • Han, Hak-Soo
    • Journal of Digital Convergence
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    • v.10 no.1
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    • pp.455-461
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    • 2012
  • The paper explores the relationship among paradigms, ecosystem which need to establish broadcasting, information and communications industry as the core of national competitiveness in the digital convergence era, and proposes the future progressing strategies and policies directions that consider environmental factors which all mass media converged on Internet. This paper makes an attempt to contribute innovative & integrated perspectives in the industry.

국내 멀티미디어산업 정책

  • 강문석
    • Proceedings of the Korea Database Society Conference
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    • 1999.10a
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    • pp.213-228
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    • 1999
  • 지식정보화사회의 도래로 지식ㆍ정보가 경제성장ㆍ발전의 핵심으로 등장하고, 디지털기술ㆍ정보통신기술의 발전으로 - 정보처리 및 이용이 멀티미디어화되는 멀티미디어 사회가 도래하고 있음. (중략)

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Design of digital promotional material mashup framework base on the promotions strategy (홍보전략 기반 디지털 홍보물 매쉬업 프레임워크 설계)

  • Kim, Kyungwon;Park, Jongbin;Jung, Jongjin;Lim, Tae Beom
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2015.07a
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    • pp.139-141
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    • 2015
  • 소규모 매장을 운용하고 있는 대다수의 소상공인들은 매장 홍보를 위해 전통적으로 사용되고 있던 오프라인 인쇄를 통한 전단지를 이용하고 있다. 최근에는 네이버 배너 광고, 디지털 사이니지 등을 이용한 온라인 홍보도 일부 이용하고 있으나, 온라인 홍보의 경우, 홍보 채널에 맞는 홍보물을 제작하기 위해 별도의 추가 비용이 발생하고 있으며, 홍보물 제작을 위한 비용부담으로 인하여 변화하는 상황에 최적화된 홍보물을 이용한 매장 홍보에 한계를 가지고 있다. 이에 본 논문은 소상공인이 매장 홍보를 위해 타겟 사용자 그룹군의 특성을 분석/제공하는 홍보전략을 반영하여 최적의 디지털 홍보물을 자동으로 제작하고, 가용 채널을 통해 홍보물을 쉽게 배포할 수 디지털 홍보물 자동 제작 프레임워크를 제안한다. 본 논문에서 제시하는 프레임워크를 이용하여 소상공인의 매장 상황 변화 및 홍보의도에 최적화된 디지털 홍보물을 쉽게 제작할 수 있으며, 이를 통한 홍보 효과 증대 및 홍보 비용 절감에도 기여할 수 있을 것이다.

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A Study on Transmedia Storytelling Strategy of Local Government Character (지방자치단체 캐릭터의 트랜스미디어 스토리텔링 전략 연구)

  • Kim, Soong-Hyun
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.427-433
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    • 2021
  • With the support of the government and public institutions, local government characters achieved a lot of quantitative growth. However, there are very few successful cases such as strengthening local identity and revitalizing the local economy using characters. This paper presents a transmedia storytelling strategy as a way to solve the problem of local government characters. To do so, I identify the problems of the current local government characters, and analyze the preceding studies on the features and components of transmedia contents, and the principles of transmedia storytelling, to develop strategies and yielded the expected effect. The transmedia strategy of local government characters consists of a total of three stages. In the first step, the local identity is established through the development of a unique story to the region. The second step, improve attractivity by renewing character design for various individual media platforms. And lastly the third step, enhance usability by expanding interactivity based on communication and participation of development actors and the public. This paper is meaningful in that it derives a transmedia storytelling strategy from the perspective of brand marketing as a way to revitalize local government characters. Based on the conclusions drawn from this study, a follow-up study is needed to apply it to specific cases of local government characters.

Study of extended CRM based on interactive data broadcasting (양방향 데이터 방송을 활용한 CRM의 확장에 관한 연구)

  • Yoo Hyun Joo;Moon Nam Mi
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2004.11a
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    • pp.11-14
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    • 2004
  • CRM은 고객을 이해하고 고객과 대화하며 고객에게 최고의 서비스를 제공하는 기업의 경영전략이라고 할 수 있다. 이러한 고객경영전략은 정보기숙의 변화에 따른 시장의 변화, 고객의 변화가 반영되어 CRM의 변화를 가져왔다. 특히 앞으로 전개될 디지털 양방향 데이터 방송을 기반으로 하는 t-Commerce 산업에서 CRM은 더욱 중요한 경영전략이 될 것이다. 본 연구에서는 양방향 데이터 방송을 기반으로 t-CRM의 정의와 특징을 분석하고 기존 CRM의 구성요소와 분류를 확장된 CRM을 적용하여 제시하였다.

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The Digital Divide and Challenges on the Elderly in Intelligence Information Society (지능정보사회 노인층의 디지털 정보격차와 과제)

  • No-Min Park
    • Journal of Digital Policy
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    • v.3 no.1
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    • pp.11-20
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    • 2024
  • The intelligent information society is expected to drastically change our lives. The purpose of this content is to derive tasks in the field of media education for the elderly for the realization of digital inclusion in an intelligent information society. To this end, the vision, goals, strategies, and tasks of the intelligent information society were examined through the 6th National Informatization Basic Plan(2018~2022) and the 2022 Education Informatization White Paper(2022). In addition, the current status of the digital gap among the elderly classified as vulnerable groups was identified through the results of the 2022 Digital Information Gap Survey. In order to ease the digital information gap between the elderly in the intelligent information society, it is believed that the development of intelligent media education services using intelligent information technology, provision of media education services for the elderly through learning online service channels, and support for digital intelligent media education for the elderly are necessary.

The Strategy of Transmedia Storytelling using the Game IP (게임 IP를 활용한 트랜스미디어 스토리텔링 전략 연구 <워크래프트>를 중심으로 -)

  • Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.143-150
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    • 2017
  • As digital technology evolved, digital paradigm emerged and storytelling began to evolve. Especially, since digital storytelling is the core of the digital game, it is a tendency to develop content in consideration of the strategy of transmedia storytelling at the planning stage even for IP expansion. By fusing media in a variety of ways and expanding the story, players can experience meaningful storytelling in a new media environment and game loyalty allows game developers to expand and innovate their businesses. In this study, we analyzed the case of , a proven powerful IP that has been expanding its story to various media for more than 20 years in order to investigate the transmedia storytelling strategy based on game media. I would like to take a look at the strategy of using the transmedia storytelling.

Study of Korean-Content Development Strategy -Focusing on Netflix and Watcha Play- (K-콘텐츠 발전 전략 연구 -넷플릭스와 왓챠플레이를 중심으로-)

  • Moon, Da-Young;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.399-404
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    • 2019
  • This study proposes a strategy for developing Korean entertainment video service by studying the current status of user's experience of OTT(Over the Top, online video streaming service), mainly Netflix and Watcha Play. Firstly, as case study research, I investigated the features of domestic video streaming services and that of foreign services and K-content service needs. Secondly, I interviewed eight Netflix and Watcha Play users to understand the user experience and the demand for K-content video streaming service. As a result, I was able to derive two points about the strategy. First, isolated channel strategy. Second, content diversification and personalization strategy. This study is meaningful that it presented a strategy for the direction of the Korean entertainment industry. I hope that the follow-up study will help improve the Korean entertainment industry and help develop Korea's entertainment strategy.

Strategy for Public Service Broadcasting News in Digital Era : Focusing on BBC 'Digital First' case (디지털 시대의 공영방송 뉴스 전략 : BBC의 'Digital First' 사례를 중심으로)

  • Joo, Jaewon
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.13-22
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    • 2019
  • In the midst of the rapid changes in the digital media environment, this study try to examine the challenges of the public service broadcasting(PSB) news as a representative public sphere in a democratic society, and sought realistic alternatives through a case study of the BBC, one of the most successful digital policies of PSB in the world. The study found that the BBC's 'Digital First' strategy pursued a fundamental change in news formats, thereby simultaneously innovating on content. It was also interesting to see that the news consumers' needs for social media and video content were selectively analyzed and approached with a strategy of choice and focus. Finally, the production of customized digital content by analyzing news viewing behavior by each age group also suggests a lot to Korean PSB. I hope that the cases of this study will be reflected in the digital policies of Korean PSB.