• Title/Summary/Keyword: 복합상품

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Changes of Directing Capability Displayed in the Visual Expressions in TV Dramas (TV 드라마 영상표현에 나타난 연출 역량의 변화)

  • Roh, Dong-Ryul
    • The Journal of the Korea Contents Association
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    • v.14 no.8
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    • pp.50-60
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    • 2014
  • A writer's text signals are converted into visual ones as a director exerts his fundamental capability to interpret and direct. On the other hand, his situational capability comes into play as the production environment changes. Such latest developments as the increasing popularity of production outsourcing, the sapped advertising market, and the growth in the number of the media channels and consequently heightened level of competition have led to changes in the way of advertising and production sponsorship. In turn, directors are faced with a new environment, where they are now required to pick up the role of an advertising director. Given that the production costs have been rising faster than the advertising revenue, such change in the director's situational capability seems to be part of the overall drama industry's evolution.

Semiotic approach to Resort's Organizational Culture : Applying Greimas Actant Model (리조트 기업의 조직문화에 대한 기호학적 분석 : 그레마스 행위소 모형 적용)

  • Yang, Soung-Hoon;Moon, Bo-Young
    • The Journal of the Korea Contents Association
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    • v.20 no.5
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    • pp.500-512
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    • 2020
  • This research aimed to verify organizational culture of resort underlying bottom of organization and shared by employees. Healing-seeking and life style oriented experiences are in prevailing recently, which resort industry insomuch as presumably held from its origin. Unfortunately, it is also widely recognized that resort lost its entity, blurring business domains with hotel industry or yielding integrated resort by imitating theme park. In order to probe organizational culture, in-depth interview with 16 resort experts conducted in resort setting, prepared by Gremeis actant model which is effective in finding myth(story) structure of interviewees. Firstly, interviewer matched six actants with resort business involving-group and asked interviewee to metaphor freely based on 3 night resort experiences. Results showed that sender, receiver, subject, object, helper and opponent were matched with resort, visitor, company, product & service, supporters, and opponent group in orderly manners and also interviewees made each actant into metaphor as healing, patient, medical doctor, medicine, helper and charlatan, respectively. Significance and limitation of research were included in the end of article.

Two-faced Platform on the Internet: Square of Openness/Sharing/Participation and Market of Tracking/Surveillance/Control (인터넷의 이중적 플랫폼: 공개.공유.참여의 광장이자 추적.감시.통제의 시장)

  • Jo, Dong-Won
    • Korean journal of communication and information
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    • v.64
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    • pp.5-30
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    • 2013
  • This paper conceptualizes the two-faced platform based on interface studies and two-sided market theory to critically analyze today's information technology culture such as the Internet. With this conceptual framework, the Internet can be investigated to have two faces, in which the square of user's openness, sharing, and participation is unfold on the front face, whereas the market of tracking, surveillance, and control of user's activities is formed on the other face. The two faces contradictorily coexist, resulting in technological and cultural dynamics on the Internet. Therefore, the Internet today as a two-faced platform can be described as a square-market interface. By analyzing on transformation of the web architecture, shift of informational commodity from content to data, and web bugs' user tracking across two faces, it examines how the world wide web itself can function as a two-faced platform. Lastly, implications and further works are suggested to improve the two-faced platform as a conceptual framework and to deeply analyze broader information technology culture based on it.

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A Study on the Effect of the Corporate Social Responsibility Activities on Brand Equity and Purchase Intention - Focused on Moderating Effect of the Customer's Mobile Communication Service Quality - (기업의 사회적 책임활동이 브랜드 자산과 구매의도에 미치는 영향에 관한 연구 -이동통신 이용고객의 서비스품질 조절효과를 중심으로 -)

  • Park, Nam-Goo
    • Journal of Digital Convergence
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    • v.12 no.12
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    • pp.189-202
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    • 2014
  • This study is to find the mobile communication corporate social responsibility activities on brand equity for the purchase intention of the Company's social responsibility activities impact study of 3's customers using mobile communication service quality services residing in Daejeon to analyze whether the control acts through. Results of the study on social responsibility activities brand equity, brand equity is showed to influence purchase intention, showed that the moderating effect between service quality through the purchase of brand equity. In this study, in order to increase the company's ultimate goal is also to improve the brand image of buying through corporate social responsibility activities, we derive a result that can increase the purchasing needs of consumers by providing differentiated service quality research.

Deokhu's culture in adolescent as a play space on Cyber (사이버상의 놀이 공간으로서 청소년의 덕후 문화)

  • Huh, Jeung-Kyeung
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.87-94
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    • 2018
  • The purpose of this study is to explore the essential meaning of Deokhu's culture in adolescent as a play space on Cyber. A phenomenological research method guided data collection and analysis. Qualitative research methods collected from 18 in - depth interviews using semistructured question types for 13 to 17 year - old adolescents living in Seoul Jamsil. As a result, As a result, adolescent's Deokhu culture started by stress and social and emotional desire, and especially it was utilized as a play space on the cyber of purchase activity of fandom and goods around SNS activities. This has a positive effect on self-awareness as well as self-identity formation. Above all, the shortage of play time due to heavy school entrance and the lack of socially provided play space make the cyber space as another play space for the adolescents.

A qualitative study on women's daily lives and smartphone use -focusing on interviews with Chinese women in their twenties (여성의 일상생활과 스마트폰 이용에 관한 질적 연구 -20대 중국여성에 대한 심층인터뷰를 중심으로)

  • Zhang, Loushuangshuang;Na, Misu
    • Journal of Digital Convergence
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    • v.15 no.10
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    • pp.467-483
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    • 2017
  • The purpose of this study was to explore the role and meaning of smartphone in the context of daily life. This research focuses on the woman in twenties living in Hangzhou, China. As a result of research, smartphones affected the various parts of female users' daily lives such as consumption habits, ways of spending their times and ways of information gathering and communication. Nevertheless gender gap in smartphone use was much smaller than before in the quantitative aspect, women's use of smartphone in qualitative aspect such as the way of use and choice of contents showed previous gender role and gender value in society. Also, the results of the research, based on the case of China which emerges as a new IT powerhouse, have a significant implication for smartphone use in Korea.

Analysis of Volatility and Directionality of Korean Imports and Exports : Focused on USA, Japan, China, UK (우리나라 수입액과 수출액의 변동성과 방향성 분석 : 미국, 일본, 중국, 영국을 중심으로)

  • Choi, Soo-Ho;Choi, Jeong-Il
    • Journal of Digital Convergence
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    • v.15 no.10
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    • pp.113-121
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    • 2017
  • Korea is a country that needs trade. Because it lacks natural resources but has excellent skills and manpower. Trade balance means 'profit from the process of buying and selling various goods and services in many abroad countries'. If the export amount of Korea is more than the import amount, it is called the trade surplus. The purpose of this study is to find trends and future directions of exports and imports over the last 210 months for the US, China, Japan, United Kingdom which have large trade with Korea, Since 2000, China's exports have grown more than 800%. However, in the case of the US and Japan, there is a steady increase rate of around 200% without any major change. In order for Korea to increase exports for the surplus of trade balance, it seems that the increase in exports to the US and Japan as well as the increase in exports to China are more important. Since the rate of growth has been declining slightly due to the decline in exports of auto makers to China since 2014, we need a strategy to prepare for this.

The Promotion and Content Composition of Geotravel as a New Way of Tourism (새로운 관광수단으로서 지리여행의 콘텐츠 구성과 활용 방안)

  • Park, Jongkwan
    • Journal of the Korean Geographical Society
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    • v.50 no.1
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    • pp.53-71
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    • 2015
  • Geographical travel(Geotravel) is new theme tourism based on geographical fieldwork. Geotravel is an emotional journey to explore physical and human landscapes, and is also a comprehensive environmental one beyond the scope of historical tourism. Geotravel provides an optimized regional content and programs for experiential tourism of the family. Taking advantage of geographical characteristics as spatial tourism, the geotravel methodology in catchment unit is strongly recommended. The geotravel content has to be developed in convergence standpoint. The integrated key words of geotravel are human and water. Geotravel is a pattern of specialized edutainment tourism for the public and elementary, secondary school students as well. The development of geographical travel courses is necessary for the popularization of geotravel. Mobile apps will be the medium that delivers easy geographical travel information. And geotravel curator has to be raised quickly for the generalized easy and interesting geotravel.

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Analysis of the Impact of Start-up Mentoring on Strengthening Business Capabilities of One-man Design Entrepreneur -Focusing on 'Creative Maestro Job Creation Project' (창업 멘토링이 1인 디자인 창업가의 비즈니스 역량 강화에 미치는 영향 분석 -'창의적 마에스터 일자리 창출사업'을 중심으로-)

  • Jeon, Young-Ok
    • Journal of Digital Convergence
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    • v.16 no.2
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    • pp.343-349
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    • 2018
  • The purpose of this study is to examine the implications of the business start-up mentoring that overcomes limitations of government support projects' mentoring. The start-up mentoring of 'Creative Maestar Job Creation Project' supported to match mentors and mentees regardless of location, provide a SNS mentoring that allows 24-hour open consulting, and visit a products production site accompanying mentors and mentees. These institutional devices encouraged the preparers of design start-ups to develop effective communication skills and managerial mindset, not material support. In addition, mentors and mentees have become facilitators of learning that grow their mutual capabilities by constantly exchanging new ways of thinking, behaviors, and values. As a result, this study implies the importance of mentoring a talented person focusing on cultivating the qualities of a one-man design entrepreneur and a mentor's relationship with a mentor based on human trust.

Case Study on Using Gamification as an Effective Marketing Strategy (효과적 마케팅 전략으로서 게이미피케이션 활용 사례 연구)

  • Doo, Kyungil
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.395-401
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    • 2020
  • With the popularization of smartphones and the development of digital technologies, new concepts that maximize interactive communication have begun to appear in marketing strategies. One of them is the gamification marketing strategy that combines games with marketing that induces customer interest and voluntary participation. Gamification is a compound word of 'game' and '-fication', and marketing cases using game formats are being implemented in various fields. Therefore, this study will identify the implications of the usage of gamification that has become a trend, and analyze the gamification techniques and factors shown in various cases to suggest the direction of gamification as an effective marketing strategy. Companies are actively using gamification in their marketing strategies in a variety of forms and apply gamification techniques such as challenge, competition, accomplishment, reward, and relationship. As a result of the case analysis, important factors commonly identified in the gamification techniques used in marketing are 'Accomplishment' and 'Rreward'. Using various products and benefits obtained through solving a given mission or task as game elements, it was found to be an effective strategy to induce consumers' interest and participation and to promote consumption by encouraging consumers' immersion.