• Title/Summary/Keyword: 디지털미디어 전략

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DC vs DC / 3세대 서비스 놓고 이통사 격돌

  • Kim, Jin-Gyeong
    • Digital Contents
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    • no.1 s.116
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    • pp.58-64
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    • 2003
  • SK텔레콤과 KTF는 각각 3세대 이동통신의 주도권을 놓고 일대 격돌을 벌일 조짐이다. SK텔레콤의 EV-DO 서비스인 '준(JUNE}'의 선공에 KTF가 '핌(fimm)'을 앞세워 양 강 대결을 가속화 하고 있다. SK텔레콤과 KTF가 내년부터 본격화될 것으로 이는 cdma2000 1x EV-DO와 WCDMA 시대에 대비하기 위해 브랜드 전략을 새롭게 수립하고 홍보전에 뛰어들었다. SK텔레콤은 엔터테인먼트 중심으로, KTF는 실용성이 강한 인프라성 콘텐츠와 멀티미디어 메시징서비스(MMS)로 차세대 주도권을 잡기 위해 분주히 움직이고 있다. '유비쿼터스' 시대를 맞아 누구보다 앞장서 뛰고 있는 곳이 바로 이동통신 서비스업체들이다. 언제 어디서나 휴대 단말기로 인터넷에 접속, 멀티미디어를 즐길수 있는 3세대 이동통신 서비스로 승부를 낸다는 전략이다.

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The Effect of Presence and Interactivity of Digital Signage Using 3D Virtual Reality on Brand Experience and Attitude (3D 가상현실을 이용한 디지털 사이니지의 실재감과 상호작용성이 브랜드 경험과 태도에 미치는 효과)

  • Han, Kwang-Seok
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.299-307
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    • 2019
  • In this study, we experimented with experience of digital signage using Virtual Reality technology, and the difference between presence and interactivity in brand experience and digital signage attitude. We conducted a two-way MANOVA analysis with cognitive presence, emotional presence, and media presence as the independent variable and interactivity level(high vs low) as dependent variables and the brand experience and attitude as dependent variables. First, cognitive presence was found to be most effective through behavioral experience when low interactivity. Second, emotional presence also has a positive effect on emotional experience when the level of interactivity is low. Third, media presence has a positive effect on emotional experience if the level of interactivity is low. This study suggests a communication strategy to communicate presence according to the characteristics of media strategy and technology through appropriate level of interactivity when using digital technology. Future research requires a qualitative approach rather than a quantitative one in terms of interactivity.

DC vs DC / 이글루스 vs 블로그인

  • Kim, Mun-Yeong
    • Digital Contents
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    • no.1 s.140
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    • pp.52-56
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    • 2005
  • 인터넷을 이용하는 사람들 대부분이 직접블로그를 운영하거나 타인의블로그를 통해재미와 정보를구한다. 종합포털들이 블로그를 차세대전략서비스로 앞세우고 있는 상황에서 차별화된 정책과 서비스로 포털과 다른블로그의 세계를 열고 있는 업체들이 있다. 블로그인과 이글루스는 블로거만을 위한 사이트이자 1인 미디어 시대를 열어가는 전문 블로그 서비스로서 미디어 주체들의 지지를 얻고 있다.

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디지털 미디어 검색 시스템 및 응용

  • 유성준
    • Proceedings of the Korea Database Society Conference
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    • 1998.09a
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    • pp.115-138
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    • 1998
  • $\square$ 입력 및 색인 방법의 용이성 및 효율성 $\square$ 대상 미디어 타입 $\square$ 웹 데이터의 색인 및 검색 기능 $\square$ DBMS와의 결합성 $\square$ Total Solution에의 근접성 $\square$ 검색 방법의 종류 $\square$ 현재 시장 점유율 $\square$ 가격(중략)

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한국소프트웨어진흥원 디지털뱅크 구축 사업

  • 유병배
    • Proceedings of the Korea Database Society Conference
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    • 1999.10a
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    • pp.235-242
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    • 1999
  • 멀티미디어 컨텐트 개발에 필수적인 3차원 모델, 2차원 이미지, 동영상, 특수음향 등의 개발재료를 체계적으로 분류ㆍ구축하여 국내 멀티미디어 개발업체에 양질의 제작물을 개발하는데 필수적인 재료를 저가에 공급함으로서 - 국내 개발업체의 개발경비 절감 및 개발시간 단축 (중략)

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집중분석 / 정보화시대의 기술발달로 전자잡지 위상 파악 급선무

  • Kim, In-Suk
    • Digital Contents
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    • no.3 s.94
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    • pp.56-61
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    • 2001
  • 디지털 혁명과 새로운 매체환경 변화로 이제 잡지산업은 잡지언론으로서의 역할과 지식산업으로서 성장하기 위한 새로운 전략이 요구되는 시점에 서 있다. 컴퓨터와 정보통신의 결합은 새로운 공동체와 새로운 소통양식을 낳았다. 특히 새로운 소통양식에서는 개인 정보 발신자를 등장시켰는데 독립웹진이 그 예라 할 수 있다. 송신측면에서는 단일 거대 미디어 업체가 정보내용과 정보유통을 독점하는 구조가 흔들릴 수 있다.

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A Study on Social Media Marketing Strategies for Digital Libraries (디지털도서관의 소셜미디어 마케팅 전략에 관한 연구)

  • Hwang, Jae-Young;Koo, Chan-Mi
    • Journal of Information Management
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    • v.42 no.4
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    • pp.225-242
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    • 2011
  • With the development of the IT and internet, companies try to use Blogs, Twitter, Facebook, smart phone for their marketing and customer relationship management. What is called social media marketing appear and it lead to new value creation to the company. However, until now most of libraries in Korea didn't have much interest in marketing and PR. In recent, libraries are starting to be interested in marketing and social network service. Library try to use social network service for marketing. This research introduces the various cases and status of using social network service for marketing in Korea and international library field, analyzes these cases from a marketing perspective. Finally, this research suggests the considerations and successful strategy for using social media marketing in library field.

The Transmedia Storytelling Strategies of (<마인크래프트: 스토리 모드>의 트랜스미디어 스토리텔링 전략)

  • Jeon, Gyongran;Kim, Young-Chul
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.55-66
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    • 2021
  • The research studies how features of games can be utilized and converted into storytelling elements by analyzing specific transmedia storytelling cases. For the research, was selected for subjects of analysis. From the analysis conducted, first, how game can be expanded and transformed into interactive animations was observed. Also, use of representative elements of the original game, concepts and basic settings in was seen. And lastly, implementation of transmedia storytelling strategies that constitute narratives based on character creation and connection between spaces was also observed.

Study on the Components of Social Media Users' Value Expectation (소셜 미디어 이용자의 기대가치 구성 요인)

  • Kim, Chulho
    • Journal of Digital Convergence
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    • v.16 no.12
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    • pp.579-591
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    • 2018
  • The purpose of this research is to increase an understanding of social media users and construct a strategic, administrative foundation to measure the efficiency of communicating with them by validly classifying components of social media users' value expectation(VE). Reviewing prior research, in-depth interviews as qualitative research, pre-test and main survey as quantitative research are conducted. The result of quantitative research shows that social media users' VE was categorized in terms of utilitarian, hedonic, relational, self-evident, ethical, system functional, participative, self-ostentatious, and self-hiding perspectives. The significance of this study is as follows: 1) It views communication, psychology, marketing, media and etc. related fields from an integrated perspective. 2) It segments and categorizes social media users' VE from a practical perspective. 3) It contributes to constructing a foundation to predict, confirm, and manage social media users' attitudes from an administrative perspective. Thus, this research will aid future research on social media users' attitude using the constructed VE components as variables and future research that uses this as a basis to find media effects.

The Effect and Its Potential Determinants of Cross-Media Advertising between Online and Offline Media (온-오프라인 교차광고의 효과와 영향요인에 관한 연구)

  • Jo, Si-Nae;Han, Kyoo-Hoon
    • Journal of Digital Convergence
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    • v.14 no.3
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    • pp.105-114
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    • 2016
  • As the media environment surrounding us has changed rapidly, the influences of traditional media decrease whereas promotions using new media have been developing remarkably, Under this circumstance, cross-media advertising, which strategically integrates advertisements on multiple media, is getting attention as an effective marketing communication approach. This study investigated consumer responses to cross-media advertising using both online and offline media, focusing on the effects of product involvement, attributes of media connection, and gender. The experiment was conducted towards adult consumers aged 20 to 39. Results confirmed that the interaction effect between product involvement and attributes of media connection on brand attitude and behavioral intention was significant by a moderating role of gender. Based on the results from this study, both theoretical and practical implications were discussed, as were directions for future research.