• Title/Summary/Keyword: 시청자 반응

Search Result 35, Processing Time 0.021 seconds

The Influence of Brand Consciousness and Impulsive Buying Tendency on the Attitude Toward the Product Placement (브랜드소비성향과 충동구매성향이 PPL제품 태도에 미치는 영향 연구)

  • Yang, Moonhee
    • The Journal of the Korea Contents Association
    • /
    • v.14 no.6
    • /
    • pp.84-92
    • /
    • 2014
  • Unlike traditional advertising practice, product placement(ppL) has several advantages such as avoiding zapping and working as celebrity endorsement. Previous research has been mainly focused on the presentation style of the PPL. However, to understand the effect of the PPL process properly, it is necessary to study the audience's personality. Therefore, this study attempted to investigate the relationship between audience's consumption tendency and the effect of the PPL. More specifically: the current study examined the influence of the brand consciousness and impulsive buying tendency on the attitude toward the PPL. The results showed that people considered to be highly brand conscious and impulsive buying tendency seem to have more favorable attitude toward the PPL. Indeed, self-esteem have a positive influence on the attitude toward the PPL. Therefore, consumer's personality is related to their response to the PPL.

Performance and Genre Diversity of Pre-produced Drama (사전제작 드라마의 성과와 장르 다양성)

  • Roh, Dong-Ryul
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.7
    • /
    • pp.64-73
    • /
    • 2018
  • Pre-production has become one of the more noticeable new trends in the Korean drama industry. The trend is being led both by the outsourcing producers and the incumbent broadcasting companies. In particular, the broadcasting companies seem to favor the mode of pre-production more and more, and that is happening not only when they are working on their own but also when collaborating with outsourcing producers. It has been generally proven and believed that the recruitment of A-list production factors is one sure way to produce better commercial results in the Korean drama industry. Then, the recent phenomenon of the pre-production is happening with the lack of the of A-list factors' participation. Especially, A-list writers have been showing a high degree of reluctance to take part in the pre-production, mentioning the inability to reflect the audience's responses on their stories. While the pre-prodction is being adopted in various genres, it is observed that the pre-produced dramas with multi-genre features have a higher chance to succeed.

A Machine Learning-based Popularity Prediction Model for YouTube Mukbang Content (머신러닝 기반의 유튜브 먹방 콘텐츠 인기 예측 모델)

  • Beomgeun Seo;Hanjun Lee
    • Journal of Internet Computing and Services
    • /
    • v.24 no.6
    • /
    • pp.49-55
    • /
    • 2023
  • In this study, models for predicting the popularity of mukbang content on YouTube were proposed, and factors influencing the popularity of mukbang content were identified through post-analysis. To accomplish this, information on 22,223 pieces of content was collected from top mukbang channels in terms of subscribers using APIs and Pretty Scale. Machine learning algorithms such as Random Forest, XGBoost, and LGBM were used to build models for predicting views and likes. The results of SHAP analysis showed that subscriber count had the most significant impact on view prediction models, while the attractiveness of a creator emerged as the most important variable in the likes prediction model. This confirmed that the precursor factors for content views and likes reactions differ. This study holds academic significance in analyzing a large amount of online content and conducting empirical analysis. It also has practical significance as it informs mukbang creators about viewer content consumption trends and provides guidance for producing high-quality, marketable content.

A Research on the Regulations and Perception of Interactive Game in Data Broadcasting: Special Emphasis on the TV-Betting Game (데이터방송 인터랙티브 게임 규제 및 이용자 인식에 관한 연구: 승부게임을 중심으로)

  • Byun, Dong-Hyun;Jung, Moon-Ryul;Bae, Hong-Seob
    • Korean journal of communication and information
    • /
    • v.35
    • /
    • pp.250-291
    • /
    • 2006
  • This study examines the regulatory issues and introduction problems of TV-betting data broadcasts in Korea by in-depth interview with a panel group. TV-betting data broadcast services of card games and horse racing games are widely in use in Europe and other parts of the world. In order to carry out the study, a demo program of TV-betting data broadcast in the OCAP(OpenCableTM Application Platform Specification) system environment, which is the data broadcasting standard for digital cable broadcasts in Korea was exposed to the panel group and then they were interviewed after watching and using the program. The results could be summarized as below. First of all, while TV-betting data broadcasts have many elements of entertainment, the respondents thought that it would be difficult to introduce TV-betting in data broadcasts as in overseas countries largely due to social factors. In addition, in order to introduce TV-betting data broadcasts, they suggested that excessive speculativeness must be suppressed through a series of regulatory system devices, such as by guaranteeing credibility of the media based on safe security systems for transactions, scheduling programs with effective time constraints to prevent the games from running too frequently, limiting the betting values, and by prohibiting access to games through set-top boxes of other data broadcast subscribers. The general consensus was that TV-betting could be considered for gradual introduction within the governmental laws and regulations that would minimize its ill effects. Therefore, the government should formulate long-term regulations and policies for data broadcasts. Once the groundwork is laid for safe introduction of TV-betting on data broadcasts within the boundary of laws and regulations, interactive TV games are expected to be introduced in Korea not only for added functionality of entertainment but also for far-ranging development of data broadcast and new media industries.

  • PDF

A Platform Providing Interactive Signage Based on Edge-cloud Cooperation (엣지-클라우드 협업 기반 인터랙티브 사이니지 제공 플랫폼)

  • Moon, Jaewon;Kum, Seungwoo;Lee, Sangwon
    • Journal of Internet Computing and Services
    • /
    • v.20 no.2
    • /
    • pp.39-49
    • /
    • 2019
  • Advances in IoT data analysis technology have made it easier to analyze situation and provide interactive services based on the context. Most of digital signage application have been used to provide information uni-directionally, but in the future it will evolve to provide personalized content according to the individual user situation and responses. However, it is not easy to modify or apply the existing interactive digital signage platforms due to their hardware dependency. The proposed platform is modularized by dividing main functions into two, the cloud and the edge, so that advertisement resources can be easily generated and registered. Thus, interactive advertisement can be rendered in a timely manner based on sensor analysis results. At the edge, personal data can be processed to minimize privacy issues, and real-time IoT sensor data can be analyzed for quick response to the signage player. The cloud is easier to access and manage by multiple users than edge. Therefore, the signage content generation module improves accessibility and flexibility by handling advertisement contents in the cloud so that multiple users can work together on the cloud platform. The proposed platform was developed and simulated in two aspects. First is the provider who provides the signage service, and second is the viewer who uses the content of the signage. Simulation results show that the proposed platform enables providers to quickly construct interactive signage contents and responses appropriately to the context changes in real-time.