• Title/Summary/Keyword: 디지털 마케팅

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Application for Personalized Advertisement (Personalized Advertisement 어플리케이션 개발)

  • Park Sung-Soo;Jung Moon-Ryul
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2004.11a
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    • pp.137-141
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    • 2004
  • 본 논문은 디지털방송 컨텐츠(드라마, 영화, 토크쇼)상에서 PPL(Product Placement) 간접광고를 보다 개인화 된 맞춤 광고로 구현한 어플리케이션을 기술한다. 이러한 애플리케이션은 개인의 취향에 최적화된 광고를 제공하고 방송사와 시청자간의 Interaction에 의해 전자상거래가 가능한 채널로 이동할 수 있는 기능을 제공한다. 다시 말해서 본 논문의 어플리케이션은 컨텐츠 시작 전에 개인이 선호하는 물품을 선택하여 컨텐츠 속에 나오는 PPL광고에서 시청자가 선택한 물품만이 컨텐츠 방영 중에 나타나고, 그 선택 물품의 상세 정보와 구매를 할 수 있는 DAL(Dedicated Advertisers Location)채널로 이동할 수 있도록 하였다. 따라서 시청자 측면에서는 개인화 된 방송 서비스를 이용하여 자신이 원하는 선별된 광고를 보는 효율적이고 능동적인 방송시청을 하게 되며, 방송 사업자 측면에서는 맞춤 방송 서비스로 효과적인 타겟 소비자를 정하여 효과적인 마케팅을 할 수 있다. 그리고 시청한 광고 물품들을 장바구니라는 일종의 북마크에 담을 수 있게 하였다. 시청자가 원할 때는 언제든지 광고된 물품의 T-Commerce채널로 이동 가능하도록 설계, 구현하였다. 이것은 개인화 된 맞춤형 방송과 쌍방향 Interaction이 가능한 새로운 데이터방송의 특성을 잘 보여주는 Interactive 광고로서 새로운 모델이 될 것이다. 본 논문의 어플리케이션(Xlet)은 우리나라 위성방송 데이터방송 표준인 MHP 미들웨어에 의해 구동되어지며, 데이터방송용 API인 JavaTV API, Havi & Davic API에 따라 구현되어졌다.

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The Application Methods of Hologram Technology in Fashion Business (패션 비즈니스에서 홀로그램 기술을 이용한 마케팅 활용 방안)

  • Jeong, Hwa-Yeon
    • Journal of Fashion Business
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    • v.20 no.2
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    • pp.16-31
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    • 2016
  • This study analyzed cases that applied hologram technology in the fashion industry in order to provide basic information for research on fashion marketing using hologram technology. The results of this study are as follows. A hologram was applied to fashion businesses in various ways including fashion shows, outdoor signboards, hologram windows or screens in stores, and launching shows or exhibitions. Most of these cases were foreign fashion brands, which utilized hologram technology actively for formulating a new brand image or for advertising products. Among Korean brands, however, there are not many cases of hologram application. Today, as-being the age of smart devices, the mobile advertisement market is growing rapidly among smart phone users. DKNY and Puma are providing information on styling through smart phone applications, and the Adidas stores in Germany also allow the customers to buy goods by entering a simple code through the smart phone. Recently, new devices are being introduced one by one, which display 2D digital contents in 3D holograms by combining mobile and hologram technologies. The marketing of fashion products is not just for supplying products but is required to satisfy the consumers' five senses. Therefore, the development of experiential contents based on the combination of mobile and hologram technologies will open new potential for profitable business models.

Design of the Mobile Electronic Voucher based on NFC (NFC 기반의 모바일 전자상품권 설계)

  • Lee, Seong Ho;Kim, KyungJun;No, Hyeo-Won;Ji, Yoo-Kang;Joung, Ki-Bong
    • Smart Media Journal
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    • v.2 no.3
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    • pp.34-38
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    • 2013
  • Several costs including printing and management are added in commerce by vouchers. In this case that a voucher is digitalized and flown through mobile phones, these costs are diminished considerably. Also, as mobile commerce is on the increase according to the activation of smart phones, NFC technology with near distance communication is gave attention to. Therefore, researches for using NFC-based electronic vouchers to pay electronically on mobile are made. To analyze the flow path of electronic vouchers, which helps marketing strategy, this paper proposes the method to put useful data into them. The proposed method utilizes object memory model. The proposed electronic voucher includes the block for flow history data in addition to its information. In the future, we will implement and test this electronic voucher.

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A Comparative Study on Attribute Recognition and Word of Mouth Intention of SNS Advertising - Focused on Facebook, Instagram, KaKaoStory and Twitter (SNS 광고의 속성인식과 구전의도 비교연구 - 페이스북, 인스타그램, 카카오스토리, 트위터를 중심으로)

  • Jeong, Chang Jun
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.419-428
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    • 2020
  • SNS media is gaining its media share with the benefits of digital technology, such as the convenience of physical access and the entertainment and interactivity of contents, and are becoming a part of users' lives. As media contents consumers move from traditional media to SNS, marketing communication activities are rapidly adapting to leading SNS platforms such as Facebook. This study compares how users perceive four advertisement attributes in each SNS, focusing on Facebook, Instagram, Kakao Story, and Twitter, where the media content creation and consumption systems are relatively similar to each other. The impact on eWOM intention was identified. In addition, we discussed effective SNS operation.

A Study on Space Arrangement and Traffic Line of Home Appliances Brand Shops by Shopper' Purchasing Behavior - Focuesd on Samsung Digital Plaza - (쇼퍼(Shopper) 구매행태(行態)에 따른 가전 브랜드샵 공간배치와 고객동선 특징 - 삼성전자 디지털프라자를 중심으로 -)

  • Yu, Seouk-Hwan
    • Korean Institute of Interior Design Journal
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    • v.23 no.4
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    • pp.190-200
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    • 2014
  • The domestic distribution environment of electronic goods has been placing more emphasis on securing each company's own interests and maintaining the existing customers as the most important purpose of marketing due to the change in consumption environment, the excessive cutthroat competition between retailers, the saturated number of branches for each company, weak revenue structure and declining competitiveness. In addition, the target of marketing has been shifted to specific consumers and the concept of a consumer is sub-divided into a "user" of a product and a "shopper" who buys a product. The purpose thereof is to increase the in-store purchase rate by analyzing the psychology and behavior of a shopper who actually visits a store for purchasing a product. Thus, the purpose of this study is to identify the correlation between the buying behavior of a shopper and product display based on "Digital Plaza" among the domestic electronic goods brand shops, which is selling products at various prices. This study is meaningful since it is utilized as data to plan store display for promoting purchase.

A Study on Interactive Design Characteristics shown in Corporate Participated Public Spaces (기업참여 공공 공간의 인터랙티브 디자인 특성에 관한 연구)

  • Song, Yong-Ju;Shim, Eun-Ju
    • Korean Institute of Interior Design Journal
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    • v.18 no.1
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    • pp.72-79
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    • 2009
  • Due to characteristics of modern society including technological development, various methods engaging interaction between people and manmade environment have become one of the major issues raised in various fields of deign so called interactive design. Interactive design started as the interface between human and computer system, but now expanded to interior design field enhancing spatial experience of users. Now, many corporates are looking into interactive design to bridge the gap between company or brand identity and consumers as marketing tool. The current study investigates interactive concepts and characteristics of corporate participated public spaces and tries to define their design methods according to spatial marketing strategies. Using theoretical inquiry, cultural events and delivery of corporate identity information were defined as two major spatial strategies through cognitive or behavioral approaches. Moreover, digital, constructive, and expressive presentations were found to be most common design methods. Through this theoretical framework, 7 selected samples in Korea are analyzed in order to find detailed design characteristics. It is hoped that this study may serve in understanding current design approaches of interactive corporate public spaces and useful guideline when designing interactive public spaces not only as means of marketing strategies but even for public goods.

The Effect of Project Managers' Competences on Performance in Public S/W (공공 S/W 분야에서 프로젝트 관리자의 역량이 성과에 미치는 영향)

  • Oh, Minjeong;Ju, Hyoungjun;Lee, Minho
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.44 no.3
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    • pp.230-239
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    • 2021
  • There is a growing interest in project management knowledge, project management information systems, and process improvement to systematically project execution in public sectors, achieve high performance and value, and increase the effectiveness of the overall industry. In particular, the software industry is a knowledge-intensive industry centered on professional manpower. This study examines the effect of the project managers' competences of regional SW promotion agencies on and project performance and the moderating effect of the level of project management maturity. We collected data using a questionnaire to the project managers of regional SW promotion agencies. In this study, a structural equation model was used to analyze the relationship between project managers' competences and performance. In addition, a multi-group structural equation model was used to analyze the moderating effect according to the high and low project maturity. As a result of the analysis, it was found that only contextual competence among the competences of the project manager had a positive effect on project performance. It was found that technical and behavioral competence did not have a positive effect on management and completion performance. It was found that the moderating effect according to the maturity of business management of local institutions was not significant.

A Study on Development of Guidelines for Libraries Serving Older Adults: Initial Findings from Active Older Adults of Urban Libraries (고령자 대상 도서관 서비스 가이드라인 개발 연구 - 도시 지역의 활동적인 이용자를 중심으로 -)

  • Kim, So-Young;Cha, Mikyeong;Kim, Jonghee
    • Journal of the Korean Society for Library and Information Science
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    • v.53 no.1
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    • pp.133-157
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    • 2019
  • The purpose of this study was to figure out requirements and considerations of guidelines for libraries serving active older adults in Korea. The research data were collected by examining domestic laws and policies, foreign library guidelines and service practices. Two focus group interviews were also conducted with 10 librarians of Seoul metropolitan area. The research findings were the following: Specific guidelines should be set up including sections of information resources, human resources, facilities, service & programs, and promotion & marketing. The guideline should also include not only solutions for improving digital literacy of old adults but solving librarians' difficulties with serving old adults.

Ai-Based Cataract Detection Platform Develop (인공지능 기반의 백내장 검출 플랫폼 개발)

  • Park, Doyoung;Kim, Baek-Ki
    • Journal of Platform Technology
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    • v.10 no.1
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    • pp.20-28
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    • 2022
  • Artificial intelligence-based health data verification has become an essential element not only to help clinical research, but also to develop new treatments. Since the US Food and Drug Administration (FDA) approved the marketing of medical devices that detect mild abnormal diabetic retinopathy in adult diabetic patients using artificial intelligence in the field of medical diagnosis, tests using artificial intelligence have been increasing. In this study, an artificial intelligence model based on image classification was created using a Teachable Machine supported by Google, and a predictive model was completed through learning. This not only facilitates the early detection of cataracts among eye diseases occurring among patients with chronic diseases, but also serves as basic research for developing a digital personal health healthcare app for eye disease prevention as a healthcare program for eye health.

A Study of Metaverse and Security Issues (메타버스와 보안 이슈에 대한 고찰)

  • Cho, Eun-Young;Choi, Jae-Hong;An, In-Hoe;Lee, Jun-Dong;Ju, Yong-Wan
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.109-112
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    • 2022
  • 메타버스란 가상, 초월을 뜻하는 Meta와 우주, 세계를 뜻하는 Universe의 합성어로 가상과 현실이 상호작용 하면서 사회·경제·문화 활동이 이루어지며 가치를 창출하는 세상을 말한다. 이러한 메타버스는 5G와 그래픽 기술의 발전과 함께 코로나 사태로 인한 비대면 생활이 계속되면서 디지털 네이티브 세대인 Z세대가 메타버스 플랫폼을 소통의 장으로 삼기 시작하면서 성장하고 있다. 메타버스 안에서 콘서트나 사인회를 하고, 가상 아이템을 판매하며 마케팅을 벌이는 등 다양한 산업에서 메타버스에 뛰어들고 있다. 점점 진화하고 있는 메타버스는 메타버스 내에서 유저들 간에 맺는 상호관계 활동이 큰 장점이지만, 이로 인해 개인정보 보호 문제나, 위치정보, 금융정보 문제 등의 다양한 문제가 발생할 수 있는 문제점을 가지고 있다. 이에 본 논문에서는 메타버스에서 발생할 수 있는 문제점과 그 대응 방안을 제시하였다.

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