• Title/Summary/Keyword: 아트마케팅

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출판인쇄진흥방안 토론회

  • Yun, Jae-Ho
    • 프린팅코리아
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    • s.9
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    • pp.42-54
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    • 2003
  • '출판및인쇄진흥법' 제정에 따른 출판 인쇄산업 발전방안에 관한 토론회가 문화광광부 주최로 지난 12일 오후 2시부터 4시까지 문화관광부 5층 대회의실에서 출판.인쇄산업 관련단체와 업계 및 학계 대표자 등 50여명이 참석한 가운데 개최됐다. 문화관광부는 이날 토론회와 '출판.인쇄산업 발전방향에 관한 제안서'를 토대로 출판.인쇄산업을 21세기 지식기반산업으로 21세기 지식기반산업으로 육성.지원하는 중장기 계획을 마련할 방침이다. 박광무 문화부 출판신문과장의 개회사에 이어 한기호 한국출판마케팅연구소장의 사회로 진행된 이날 토론회에서는 백원근 한국출판연구소 선임연구원이 '출판산업의 비전 및 발전방향'에 대해, 이창경 신구대학교 출판미디어과 교수가 '출판 전문인력 양성방안'에 대해, 유창준 대한인쇄문화협회 월간 프린팅코리아 편집국장이 '인쇄문화산업 진흥방안'에 대해, 김용문 세무사가 '출판.인쇄문화산업 발전을 위한 조세지원 방안'에 대해 각각 주제 발표를 했다. 이어 김기태 세명대 미디어창작학과 교수와 이기성 계원조형예술대 전자출판학과 교수, 이근순 피알아트닷컴 대표(신구대 겸임교수), 정대희 장안대 세무학과 겸임교수가 토론자로 참석, 열띤 토론을 벌였다. 다음은 주제 발표 내용을 요약 소개한다.

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Art Infusion Effect on Fashion Products according to Self-monitoring and the Luxury Level of Fashion Brands (자기감시성과 패션브랜드 럭셔리 수준에 따른 패션제품의 명화 주입 효과에 관한 연구)

  • Choi, Hyo Jeong;Hwang, Sun Jin;Yeo, Jun Sang
    • Journal of the Korean Society of Clothing and Textiles
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    • v.39 no.2
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    • pp.175-189
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    • 2015
  • This study empirically confirmed how an art infusion into fashion products affect consumer's preference through Study 1 and Study 2. Study 1 examined the effect of an art infusion and the difference of an art infusion effect according to self-monitoring scale by designing groups composed of 2 (art infusion: infusion versus non-infusion) ${\times}2$ (self-monitoring: high versus low). Study 2 examined the difference of an art infusion effect according to the luxury level of fashion brands by designing groups composed of 2 (art infusion: infused versus non-infused) ${\times}2$ (fashion brand luxury levels: high versus mid versus low). This study was conducted using a convenience sample of women in their 20s and 30s residing in the Seoul and Daegu region. In Study 1, 162 participants were randomly assigned to two experiment situations of art infusion. In Study 2, 192 participants were randomly assigned to six experiment situations of art infusion and luxury level of fashion brands. For the data analysis, we conducted reliability analysis, two-way ANOVA and simple main effect analysis using SPSS 18.0 statistics package. The results of Study 1 and 2 are as follows. First, consumer's preference was shown to be higher for fashion products with art infusion rather than fashion products without art infusion. Second, the positive effect of art infusion on consumer's preference was significant in the group of high selfmonitors. But there was a non-significant effect of art infusion in the group of low self-monitors. Lastly, the positive effect of art infusion on consumer's preference is higher in the case of a mid-level luxury brand rather than in the case of a high-level luxury brand and low-level luxury brand.

A Study of consumer's behavior and classifications by advertising techniques of mobile character (모바일 캐릭터의 광고기법에 따른 타켓별 유형분류와 소비자 반응 연구)

  • 강대인;주효정
    • Archives of design research
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    • v.17 no.2
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    • pp.393-402
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    • 2004
  • The mobile advertisement has varied on lifestyle of people, who live aninformation-oriented society with portable equipment such as web phone and PDA(Personal Digital Assistant). Also, the advertising has expended mobile techniques and its application field unpredictably. The intrinsic characteristic of misdistribution, reach, and convenience in mobile advertisement add up the capacity of a location, information and individualize. This market condition leads the basic audio focused formal mobile advertisement to the new mobile Internet environment with an additional able of data communication. Moreover, the type of SMS (Short Message Service), Graphic, Wep Push, and ridchmedia, which based on music, basic graphic, voice, and letters transfer by mobile terminal and the mobile character is present inevitably correlation with pixel art and animation in 2D(Two Dimensions) techniques. Thus, this research appoints the importance and its role of mobile advertisement that is core of the business marketing in new media era. To activate mobile market, the mobile companies classify the characteristic of consumers with developed commercial use of mobile character and research their behavior to meet optimal mobile character in business.

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Case Study of SM Entertainment on the K-Pop Visual Directing Strategy (K-Pop 비주얼디렉팅 전략에 관한 SM 사례연구)

  • Choi, Lia Sung-Yee;Ko, Jeong-Min
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.373-379
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    • 2019
  • This study examines the process and scope of visual directing through the case of SM Entertainment, and explores the role of visual directors. As a result of the case study, SM created the visual directing team composed of art director and visual designers within the creative headquarters and was actively introducing visual directing for the development of idol. The visual directing process of SM, which is being developed as a part of the star marketing, consists of analyzing the environment in marketing strategy, establishing marketing strategy related to idol, setting up target image per artist, and finally planning and managing the visual directing project. The visual director in SM is required to have creative talent, logical persuasion, information analytical ability, visual expression ability, and field application ability. SM also applies visual directing accumulated from idol singers to SM business areas such as MD product design and production, product composition and designer collaboration, and SM town COEX artium. This paper have significance in attracting visual directing to the academic field.

The Suggestion for the Introduction of Game Culture to Museums (뮤지엄의 게임문화 수용을 위한 제안)

  • Kim, Young-Ae
    • Journal of Korea Game Society
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    • v.13 no.4
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    • pp.47-60
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    • 2013
  • Current perception of games is divided. On the one hand, they are criticized as harmful entertainment due to their violent content and addictive nature, and on the other hand, they are evaluated positively as products of a creative industry that offers alternative, interactive entertainment. Based on the latter, this paper will reevaluate the positive element of such games in relation to the museum, the canon of historical and cultural evaluation. The analysis on game culture introduction to the museums consists of three categories: the practical application that includes educational, communicational, and promotional purposes; the approval of games as industrial assets and their extensive cultural influence; and the indirect acceptance of art works using games. A panoramic view of game culture development would promote research on the link between game culture and museums; furthermore, it would establish a basis for an introduction of game culture in academia and predict the future of the industry.

Development of the curriculum for enhancing practical competence of nail beauty - Focused on the National Competency Standards - (네일 미용 역량기반 교육과정 개발 - NCS 기반으로 -)

  • Lim, Soo Eun;Kim, Mun Young
    • The Research Journal of the Costume Culture
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    • v.30 no.3
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    • pp.414-428
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    • 2022
  • The goal of this study was to develop a curriculum based on practice and job competency, reflecting opinions on the required job competence of nail practitioners and professionals related to nail beauty. Through in-depth interviews with nail experts, the research focuses on developing nail beauty competency-based curriculum and curriculum profiles that reflect practitioners' needs of job competence in the field. In-depth interviews with 11 field experts and surveys of 154 people were conducted to develop a competency-based curriculum for beginner nail hairdressers. The results of this study show that the existing 38 National Competency Standards (NCS) job competencies were reduced to 21 job competencies. In addition, based on the common opinions of experts who reflect the current trend, two tasks on "eyelashes" and "waxing" were added, and they were modified and supplemented with 23 core competencies. The development of a competency-based curriculum and educational programs for nail beauty was performed based on the requirements of the core competencies investigated and the development of a systematic map for the core competencies of beginner nail technicians and hairdressers. In conclusion, the need for professional education and training for nail hairdressers is growing, and it can be seen that a curriculum building multi-faceted abilities is needed for their qualifications as experts. This study found that it is necessary to develop interpersonal communication skills that include marketing elements other than practical skills such as personality and customer response methods in the nail beauty curriculum.

A Study on the Protection of Creators' Rights Using Social Media for Non-fungible Token Marketplaces (대체 불가능 토큰 마켓플레이스를 위한 소셜미디어를 활용한 창작자 권리 보호 방법에 대한 연구)

  • Lee, Eun Mi
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.667-673
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    • 2021
  • Unauthorized generations and sales of non-funable tokens (NFTs) without the consent of the creator is one of the biggest problems that arise in NFT Marketplaces. This study proposes a method to practically reduce the problem of NFT sales without the consent of the creator by means of authentication with social media accounts. Through the proposed method, creators who are already using social media as a means of communication and marketing for creative activities can authenticate with their own accounts. Creators who have difficulty authenticating with their own accounts will be provided with alternatives to authenticate using human networks. In addition, the proposed method of protecting creator rights was designed using a flowchart to enable development using only the public API (Application Programming Interface) provided by social media. The proposed method can protect creators' rights and reduce damage caused by NFT fraud by inducing buyers to trade NFTs of authorized sellers through social media.

A Study on Luxury Brand Communication Through the Application of Contemporary Art (현대미술 적용을 통한 럭셔리 브랜드 커뮤니케이션에 관한 연구)

  • Lee, You Jung;Chung, Jae Yoon
    • Journal of the Korea Fashion and Costume Design Association
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    • v.24 no.1
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    • pp.1-14
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    • 2022
  • In the past 10 years, the luxury goods market growth has significantly outpaced other consumer goods categories. Its market value exceeded US $1.2 trillion globally in 2018. In response to this significant consumer demand, the product portfolio of luxury brands has been modified, as several products that previously were exclusive have now released lower-priced versions. This phenomenon is called new luxury. These new luxury products, however, have caused the democratization of the luxury that threatens the exclusivity of luxury brands. In this circumstance, luxury consumers are becoming disillusioned with the vulgarization of luxury goods and prefer exclusive luxury experiences. In order to keep pace with the changes in the luxury consumer needs and promote the brand image with a creative and luxurious connotation, luxury brands are increasingly associating with contemporary art through diverse channels. However, there is a lack of theoretical research investigating the main points to be considered when applying contemporary art to luxury brands and attempting effective brand communication. Therefore, this study aims to provide insights into the key issues for luxury brands when applying contemporary art for effective brand communication. An in-depth case study with the luxury fashion brand, Louis Vuitton, was carried out to better understand contemporary art applications and obtain analytical insights. Through the research, key insights were identified as follows: 1) setting a clear objective for art application based on an in-depth understanding for both the art and the luxury brand, 2) sending harmonized and coherent messages from all perspectives by using a variety of different communication channels, 3) providing a meaningful customer experience by considering the characteristics of contemporary art.

A Study on the Characterisitics of Modoo-Oriented Training Model of a Mixed Type in Non-Face-To-Face Tele-Practical Classes (비대면 원격 모바일 홈페이지 실습수업에서 혼합형 방식의 모두(modoo) 활용 중심 수업의 특성 연구)

  • Lee, Hee-Young
    • Journal of the Korea Convergence Society
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    • v.12 no.8
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    • pp.105-113
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    • 2021
  • Due to the recent coronavirus outbreak, many universities in Korea have started to implement remote education. Accordingly, the Ministry of Education has stated its plans to continuously encourage and maintain remote learning as the future innovation model for education and suggested the need for a diverse range of remote learning models. However, studies on the development of practical learning models have not been carried out actively until now. Particularly, there are not many case studies in the field of design, especially regarding mobile website development. As means to improve the newly designed practice environment, this study therefore proposes the "modoo" project that offers domain creation and online marketing services. As a result of this study, the researcher suggests the use of a mixed(blending) teaching method and realized that the effectiveness of education multiplies when project-based learning and flipped learning is combined appropriately. The research methodology was divided into two big sections, education content and operations, and the effect was evaluated using the course evaluations. The study results confirmed that the applicability will increase given that learning satisfaction levels increased by more than 5% compared to face-to-face learning.

A Study on the Education Programs for Employees in Coffee Restaurants from the Employers' Viewpoint (수요자 관점에서 커피 전문점 종사원을 위한 교육 프로그램)

  • Min, Kye-Hong
    • Culinary science and hospitality research
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    • v.15 no.3
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    • pp.271-283
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    • 2009
  • The purpose of this study is to make analyses on the importance and performance of the foodservice management, foodservice service, and the courses related to coffee in the colleges providing a coffee related curriculum, in order to determine which courses are required in the education programs for employees needed by the coffee restaurants as the employers' viewpoint. The analysis methods were frequency analysis, T-test and IPA analysis. The result are as followings. First, the performance was lower than the importance when it comes to importance and performance with the coffee related courses recognized by the staff in the coffee restaurants, particularly with a big gap in the theory of cost control and coffee theory. Second, in the IPA analysis of the importance and performance of the curriculum, quadrant - I as a weak item includes the cost control, foodservice marketing, and coffee theory courses. Quadrant - II includes the foodservice, coffee extraction practice, Espresso, Caffe Latte and Cappuccio, and Latte Art courses. Pertaining to the quadrant - III are those courses lack of the necessity, including the foodservice management, foodservice franchise, practical English in service, and coffee roasting. Quadrant - IV contains those course of less importance but of higher performance such as the practicum work experience. As part of limitations of study, specialties of staffs working for coffee franchise shops were not reflected due to lacking in pre-conducted studies and the samples couldn't be recognized to represent all coffee franchise shops since the sampling districts were restricted only to Seoul metropolitan area.

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