• Title/Summary/Keyword: 상업광고

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A Study on the Status of 3Dimension Character Animation Industry (3차원 캐릭터 애니메이션 산업현황에 관한 연구)

  • 백승만
    • Archives of design research
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    • v.14 no.2
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    • pp.87-94
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    • 2001
  • 3D character animation grow rapidly with the development of computer graphic technology and software. Nowadays 3D character animation holds a important position in the various industry fields including movie, advertisement, animation, and game. With the rapid growth of computer graphic, real time animation of complex characters as well as high quality rendering, which was impossible before, are now prevailing. What is remarkable in this growth is the appearance of virtual idol. The virtual idol plays a leading role in 3D character animation and has a synergy effect in the field of fancy and theme park industry. The aim of this inquiry is to examine the status of computer graphic skill and media related to the 3D character animation to search out the problems in the fields and to propose the solution of the problems

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Designed and Implementation of the Flash Game Contents based on the Mobile (모바일 기반 플래시 게임 컨텐츠 설계 및 구현)

  • Hong, Sung-Soo
    • Journal of Korea Game Society
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    • v.3 no.2
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    • pp.79-85
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    • 2003
  • A mobile Flash contents has risen its word in IT field recently. The flash against downloading the services of a character or a bell sound threaten the fist place of market in mobile contents field. And from now on flash game is able to be in a development field in view of the potentiality the market of mobile. That's the reason why is worthy notice, this is because there are various fields of approaching sc many users and that's a potential market. Therefore it has the sufficient possibility for the market. In this paper with allowing for these circumstance, flash animation contents produced for helping a student to make an animation in mobile environment and the model designed and embodied to have application for appling it to flash game.

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Development of 3D Holographic Multi-vision applying Wi-Fi Interlocking Technology

  • Park, Myeong-Chul;Kim, Soon-Hee;Hur, Hwa-La
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.6
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    • pp.47-53
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    • 2021
  • In this paper, we propose a multi-vision based hologram display to improve the limited viewing angle problem of a single fan hologram display. Existing single fan type displays have a narrow viewing angle. And when the length of the fan becomes longer, there is a problem of low resolution. Also, it is difficult to change data due to the use of the SD card. So, we want to implement a dedicated app to transmit data via Wi-Fi. In this paper, we designed and implemented a display consisting of 3 REG LED fans. As a result of video transmission using the app, it was confirmed that it can be used for commercial purposes such as advertisements and demonstrations. The results of this study are thought to be of great help in the popularization of multi-vision holograms.

A Study on the Persuasive Effect of Mobile Application: focusing on public interest content (모바일 어플리케이션의 설득효과 연구: 공익 콘텐츠를 중심으로)

  • Minjung Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.1
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    • pp.43-48
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    • 2024
  • This study sought to examine the effectiveness of mobile applications, which have recently increased persuasion effects by stimulating consumer experiences. In particular, to determine how content for public interest affects users' attitudes and beliefs, we selected interactivity and public interest as characteristics of mobile applications and examined their relationship. One of the actual applications was selected for research and the reactions of subjects who experienced it were investigated. As a result, the interactivity and public interest of mobile applications were found to have a direct and indirect influence on content attitude and beliefs, and it was confirmed that content attitude can affect beliefs. These research results show that cognitive structure can be influenced by reinforcing the audience's attitude toward content.

Implementation of a Credit Authentication System (전자상거래에서 상점에 대한 신용 보증 시스템 구현)

  • 백기영
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.9 no.2
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    • pp.37-48
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    • 1999
  • The Internet has been used as the academic researching purposes. Nowadays accordance with improving and being familiar with the World-Wide Web Many people are giving it a try to use the Internet as commerce markets. The noticeable example of internet-based use of the commerce is the Internet shopping mall. Using the WWW companies exhibit their products and users select the ones and take the payment for ones in the on-line Increasing the the Internet shopping mall there needs to be the countermeasure that companies and clients must verify each other. In this paper there are explained the development credit authentication system of the Internet shopping mall and the construction of the trusted environment clients can use Internet shopping mall. That is to develop the credit authentication system the credit-rating of Internet shopping mall can be sent securely and easily to clients and the information of credit-ranting cannot be eavesdropped.

A Study on Strategy for developing LBS Entertainment content based on local tourist information (지역 관광 정보를 활용한 LBS 엔터테인먼트 컨텐츠 개발 방안에 관한 연구)

  • Kim, Hyun-Jeong
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.151-162
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    • 2007
  • How can new media devices and networks provide an effective response to the world's growing sector of cultural and historically-minded travelers? This study emerged from the question of how mobile handsets can change the nature of cultural and historical tourism in ubiquitous city environments. As wireless network and mobile IT have rapidly developed, it becomes possible to deliver cultural and historical information on the site through mobile handset as a tour guidance system. The paper describes the development of a new type of mobile tourism platform for site-specific cultural and historical information. The central objective of the project was to organize this cultural and historical walking tour around the mobile handset and its unique advantages (i.e. portability, multi-media capacity, access to wireless internet, and location-awareness potential) and then integrate the tour with a historical story and role-playing game that would deepen the mobile user's interest in the sites being visited, and enhance his or her overall experience of the area. The project was based on twelve locations that were culturally and historically significant to Korean War era in Busan. After the mobile tour game prototype was developed for this route, it was evaluated at the 10th PIFF (Pusan International Film Festival). After use test, some new strategies for developing mobile "edutainment content" to deliver cultural historical contents of the location were discussed. Combining 'edutainment' with a cultural and historical mobile walking tour brings a new dimension to existing approaches of the tourism and mobile content industry.

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A Study of the Commercial Function and Characteristic of Fashion Illustration - a domestic research - (패션 일러스트레이션의 상업적 기능과 특성에 관한 연구 - 국내를 중심으로 -)

  • 성광숙
    • Journal of the Korean Society of Costume
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    • v.50 no.7
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    • pp.165-179
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    • 2000
  • This research centers on studying the function and characteristic of fashion illustration for advertisement and publication which is, among plenty of fashion illustration's functions, the commercial one. Here are some purposes of the research. First, it presents the function of fashion illustration. Second, under the contemporary circumstance of specialization and subdivision. It givers people the better understanding of fashion illustration by providing a variety of its classification bases other than the typical, simple grouping of style drawing and fashion illustration. Third, this research helps fashion illustration establish itself as commercial art by showing how fashion illustration is utilized in the field as a part of the fashion industry. The methods and contents of the research are described that the concept of fashion illustration, characteristic, classification bases and commercial function are presented and than the data of fashion illustration which hale been used as goods since 1990 in the nation are selected in order to analyze the media for the application of fashion illustration. its expression methods, factors and images. By doing so, advertising fashion illustration are much less than those of published fashion illustration and even most cases of advertising fashion illustration are related just to poster advertisement such as magazines, fashion events or public subscription. The published fashion illustration isn't also attracting the public since it focuses on fashion information books, fashion magazines or fashion -clothing books. Another finding is that the expression style of fashion illustration is not various or distinctive. The expression remains in the trends of painting, figurative drawing, sometimes adopts post-modernism which is reflected in popular cartoon and figures exaggerates or simplifies the human body. The image of fashion illustration is simple. casual or feminine in the rough. For the development of commercial fashion illustration, it is required to produce fashion illustrators, not works but goody, with various concepts appealing to the public.

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Potential of Social Media as a Channel for Film Marketing : Focusing on the Case of the Documentary Film (영화 마케팅 채널로서 소셜미디어의 가능성: 다큐멘터리 영화 <땅의 여자> 트위터 마케팅 사례를 중심으로)

  • Ahn, Ji-Hye;Min, Byung-Hyun
    • The Journal of the Korea Contents Association
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    • v.11 no.6
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    • pp.228-241
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    • 2011
  • This study aims to consider the effects of the change in communication culture affected by 'Social Media' on the film marketing. Particularly, Twitter, a kind of Social Media which shows the most rapid growth recently, is examined for what kind of benefits it's functional characteristics would provide for film marketing. Twitter, which has distinctive characteristics such as free access, the high level of attention resulting from its simplicity, alarming speed of spreading information and low costs, offers a variety of marketing opportunities not only for general commercial films but for low budget or independent films that do not have sufficient marketing opportunity. In the case of the documentary film (2010, Woo-jung Kwon), starting from the process of the film production through release to the time after the screening, it continued to communicate with potential audiences via Twitter and tried every tool of film marketing like advertising, PR, promotion and word of mouth. By doing so, it provides a model for low budget or independent films about what alternative activities they might be able to conduct for film marketing.

Foreign TV Content Analysis: Adaptation, Transformation and Koreanization (해외프로그램 리메이킹 과정에서 나타나는 콘텐츠 변화에 대한 연구)

  • Lee, Young-Eun
    • The Journal of the Korea Contents Association
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    • v.15 no.3
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    • pp.318-326
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    • 2015
  • In the age of media convergence the influx of foreign TV content is quickly influencing the landscape of Korean media. The objective of this research is to analyze and explore the localization and Koreanization of Master Chef USA into Master Chef Korea and how its successful adaptation, transformation, and localization was made possible. The study pays close attention to TV personalities' relationships, behaviors and communication skills along with the choice of food ingredients and themes in the 2014 episodes for both Master Chef USA and Master Chef Korea. Furthermore, the research seeks to challenge the widely spread belief that localization of foreign TV content serves the public interest. Rather it seeks to articulate that depending on the media environment, private entities are becoming the benefactors of foreign TV content adaptations.

A Study on The Problems of Spam mail and Efficient Countermeasure (스팸메일의 문제점과 효율적 대응방안에 관한 연구)

  • Han, Sang-Am;Kim, Jyoung-Gyu
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.337-341
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    • 2006
  • Spam email is an electronic mail sent to a large number of netizen who do not want it. Criminals have been to take an advantage of this tool easily through harmful activities such as phishing. Recently the spam mail containing commercial information is broadly accepted as an illegal commitment to endangering the network. According some report, it could cause real damages. For the better policy on controlling spam mail we need new Efficient Countermeasure. Several laws have been enacted in Korea for controlling spam mail. The most important acts is the Using and Protecting Communication Act. Main targets of this law is virus spreading, computer hacking, cyber pornography, intellectual property breaching, private or public information abusing and cyber terrorism. But the Using and Protecting Communication Act is insufficient to control spam mail. For the better policy on controlling spam mail we need new Efficient Countermeasure. Therefore, this research wishes to present way to control for efficient spam mail through enactment of conversion, induction of clash action system degree, special law of national regulation form for spam mail.

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