• Title/Summary/Keyword: 예술시장

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Media exposure analysis of official sponsors and general companies of mega sport event (메가 스포츠이벤트의 공식스폰서와 일반기업의 미디어 노출 분석)

  • Kim, Joo-Hak;Cho, Sun-Mi
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.4
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    • pp.171-181
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    • 2018
  • As the proportion of sports events in the sports industry grows, the official sponsor market for sports events is also increasing. But because official sponsors are limited and expensive, some companies approach sporting events by way of Ambush marketing. This study is to analyze the differences of media exposure between official sponsors and general companies of mega sport events. To accomplish the purpose of the study, we collected text articles and analyzed them from the period of 2016 Rio Olympics, one year before the Olympics and one year after the Olympics. Web crawling was performed using Python for the collection of articles. Morphological and frequency analysis was performed using the KoNLP package and the TM package of statistical program R. In addition, the opinions of the related experts group were gathered to classify the companies or organizations in the media as the Organizing Committees for the Olympic Games(OCOGs), official sponsor, and general companies. As a result of the analysis, 5,220 times appeared related to the OCOGs, 7,845 times appeared related to the official sponsor, and 7,028 times appeared related to general companies. There isn't much difference in the frequency of exposure between official sponsors and general companies. It implies that Ambush marketing is recognized as a strategic marketing technique. The International Olympic Committee(IOC) has to recognize these social phenomena and establish reasonable standards for the marketing activities of official sponsors and general companies. And this study will serve as a basis for fair sponsor activities or marketing activities of sports events.

The Effect of Choice and Service Quality on User Satisfaction among Long-Term Home Care Service Recipients (장기요양 재가서비스 서비스 품질과 선택권 실현이 이용자 만족도에 미치는 영향)

  • Cho, Han-Ra;Yeo, Yeong Hun
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.3
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    • pp.597-604
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    • 2017
  • The purpose of this study is to examine the moderating effect of choice realization between service quality and user satisfaction to elderly home care services. For this purpose, we analyzed 258 respondents who received elderly home care service in Jeollabuk-do. Considering the assumption that the moderating effect of choice realization would be different by rural and urban areas because of the disparity of the elderly welfare infrastructure, the urban and rural areas were analyzed separately. The analyses showed that choice realization had a moderating effect on the relationship between service quality and user's service satisfaction for the service clients resided in urban areas. However, there was no significant moderating effect of choice realization for the service clients in rural areas. This result implies that the moderating effect of selection realization is different in rural and urban areas because of the poor elderly home care facilities in rural areas. In order for aged people to actively express the effect of service user choice, it is necessary to solve welfare imbalance between regions through expansion of welfare infrastructure and policy support to rural area.

The effect of similarity, time of release, and message type on the evaluation of extended brand in the era of consumption polarization (소비 양극화 시대에 확장 유사성, 출시 시기, 메시지 유형이 확장 브랜드 평가에 미치는 영향)

  • Kwak, Junsik
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.9
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    • pp.141-149
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    • 2017
  • Numerous products are on the market every day and consumption is becoming increasingly polarized. Some products have been introduced to the market for the first time and others are the existing products that have upgraded performance. For companies, new products must be released constantly to prevent losing existing customers and to increase loyalty. However, when companies released new product, they communicate consumer brand name and core benefits of the new product. Moreover, if a new product fails, the amount that the company has to pay is bound to grow. So companies often use brand extension strategies that use the names of famous brands that are already loved by their customers for new products. In this study, the effect of extension similarity, time of release, and message type on brand extension was investigated. Result shows that using abstract messages rather than specific messages is more effective when similarities with existing brands are poor. In particular, the closer the release period is, the more effective these effects are. However, in case of extending the brand with high similarity products, it is effective to focus on concrete messages when the release time is near, and to communicate abstract messages when the release time is long. This result suggests that companies should take into consideration not only the similarity of extension but also the timing and characteristics of messages when extending the brand.

The Correlation of the Diction of Korean Lyrics Employed by Bilingual Users and the General Diction of K-Pop Lyrics : Focusing on a Korean-American Hip-hop Singers in the 1990s (이중언어 사용자와 K-Pop 노랫말 딕션과의 연관성 : 90년대 후반 재미교포 힙합가수를 중심으로)

  • Seo, Keun-Young
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.267-280
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    • 2019
  • The hybrid phenomenon of pronunciation of K-Pop lyrics, which is the diction fusion phenomenon of lyrics, is not a strategic measure for an overseas expansion but a natural formation in the course of history of K-Pop. With the debut of Seo Tai-ji and Boys in 1992, the course of K-Pop changed and settled from ballad to dance music. After three years, the success of a hip hop dance music, 'Come Back Home', opened up a door to Korean Americans who ascertained the potential competitiveness of a hip hop music in K-Pop market. And the writer insists that such advance of Korean Americans into K-Pop market is the origin of the bilingual usage and diction fusion phenomenon of K-Pop lyrics. Therefore, this research will look into the pronunciation system of Korean and English in order to understand the bilingual pronunciation system shown in the lyrics sung by Korean American hip hop singers in the 1990s. Moreover, through Korean pronunciation system, this analysis will discover the main cause of continual acceptance and application of Korean American's broken Korean in the diction of lyrics. Last but not least, this exploration will show the correlation of English pronunciation method of Korean lyrics appeared in K-Pop and the diction of Korean lyrics used by Korean American hip hop singers in late 90s. This research will identify the primary cause of the diction fusion phenomenon in the course of history of K-Pop.

A Design Perspective on Instagram Addiction (디자인적 관점에서 바라본 인스타그램 중독)

  • Changhee Han
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.339-345
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    • 2023
  • Design exists behind technology. Design is intertwined with the needs of daily life and market structures, and while dealing with technology, it can become insensitive to its meaning. Unlike other social media platforms, Instagram consists of image-based content. The purpose of this study is to examine the addictive design of Instagram. Furthermore, we discuss the ethical responsibilities that designers must have. A theoretical framework for understanding Instagram design is established through a review of major domestic and international literature that has been previously studied. Understand the history, structure, and functions of Instagram and identify Instagram designs that promote social media addiction. In this study, we introduced the mechanism by which Instagram promotes user addiction through design issues. (1) Pull-to-Refresh (2) Red color in push alarm (3) Profile photo border expression in Instagram Story. This design stimulates users' social desires and FOMO, forming the structure of obsessive Instagram usage habits. Instagram is an example that forces us to reconsider the ethical role of design and designers along with the advancement of technology. In today's world, the intrinsic value of what they create, including our society and life itself.

A Study on the Marine Design Base of Marine Leisure Facilities in Southeast Area of Korea - Focusing on the investigation of marine leisure facilities - (동남권 해양레저시설의 해양디자인기반에 관한 연구 - 해양레저시설 조사 중심으로 -)

  • Park, Kwang-Cheol
    • Management & Information Systems Review
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    • v.33 no.5
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    • pp.185-212
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    • 2014
  • This study investigated the base of marine leisure facilities and studied the future vision for development of marine industry by conducting a systematic analysis on the category of marine leisure products for development of design and specialization of southeast area of Korea. If the age of $20,000 of per capita national income is called 'the age of my car', $20,000 of per capita national income is called 'the age of my boat'. According to the report of UK-based Marine South East, the scale of world's small boat and personal waterborne equipment reached 277 trillion won in 2010 and domestic market scale is expected to be 11 trillion won. Marine leisure facilities are the new growth engine industry that the government should promote as a nation's strategic and core industry, and the government is pushing ahead with promotion of marine industry actively by announcing Marine Leisure Equipment Industry Activation Plan(June 2009, Ministry of Knowledge Economy), Marine Leisure Activation Plan(July 2010, Ministry of Land, Infrastructure and Transport), The 1st General Plan for Marina Port(January 2010, Ministry of Land, Infrastructure and Transport) etc. The purpose of marine design lies in seeking the status of the country and qualitative value in human life through functional, artistic, industrial and cultural development of design elements for all marine activities made around the sea. Related to all activities made in the ocean and cost, marine design is a sphere of design that includes special conditions centering around water. Considering the condition that 3 sides of land are facing the sea, this study systematically analyzed present condition of equipment possessed by each area, type of facilities, operational status, current status of sectoral use of marine leisure facilities and future prospect of marine leisure products that become the basis of value to raise the statue as an advanced marine power in 2010s through development of the qualitative level of the people, establishment of the direction of national strategy, convergence of industry and culture and specialization of area focusing on the actual condition survey of marine leisure facilities. Especially, this study will be predicting the basis of strategy for strengthening marketability and competitiveness by suggesting role and process of design in developing a promising marine leisure product through an actual condition survey of marine leisure products of southeast area.

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도체 현수방법에 따른 쇠고기 품질 비교

  • Park, Beom-Yeong;O, Mi-Ra;Kim, Jin-Hyeong;Jo, Su-Hyeon;Ha, Gyeong-Hui;Seong, Pil-Nam;Hwang, In-Ho;Lee, Jong-Mun;Kim, Dong-Hun;An, Jong-Nam
    • Proceedings of the Korean Society for Food Science of Animal Resources Conference
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    • 2006.05a
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    • pp.146-150
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    • 2006
  • 도축 후 2일째 가열 감량은 시험구(골반골 현수)가 대조구(아킬레스건 현수)에 비하여 유의적으로 감량이 높았으나, 드립량에 있어서는 반대의 결과를 보였으며, 전체 감량은 두 처리구간 차이가 없었다. 연도의 지표인 전단력가는 대조구 $6.45kg/cm^2$로 시험구 $5.52kg/cm^2$에 비하여 유의적으로 높았으며, 골반골 현수를 통하여 도축 후 8일차의 대조구의 전단력 수준을 보여 숙성기간을 약 1주일 정도 단축이 가능하였다. 근절길이는 대조구 $1.93{\mu}m$, 시험구 $2.48{\mu}m$로 시험구가 유의적으로 길어 골반골 현수에 의한 단축 억제 효과로 볼 수 있다. 관능 평가 결과 도축후 2일차에는 대조구에 비하여 시험구가 다즙성, 연도, 향미, 기호성에서 유의적으로 높은 값을 보였으나, 도축 후 8일째에는 대조구와 시험구간에 차이를 보이지 않았다. 출하 연령과 현수방법에 따른 대퇴이두근의 물리적 특성을 비교한 결과로서 근절길이는 모든 월령에서 시험구가 대조구에 비하여 길었다. 전단력은 시험구가 대조구에 비하여 유의적으로 낮은 결과를 보였다. 골반골 현수에 의한 전단력가 감소 효과는 출하 월령이 많을수록 효과가 큰 것으로 나타났다. 드립 발생율은 대조구가 시험구에 비하여 유의적으로 높은 경향을 보였다. 가열 감량과 보수성은 처리구에 관계없이 유의적인 차이를 보이지 않았다. 관능 특성을 비교한 결과 30개월 미만의 경우에는 유의적인 차이를 보이지 않았으나, 30개월 이상에서는 처리구가 대조구에 비하여 다즙성 연도, 향미, 기호성 모두 우수한 것으로 나타났다. 특히 골반골 현수는 출하 월령이 증가됨에 따라 관능 특성의 개선율이 높은 것으로 나타났다. 수 있다.분별을 성공적으로 수행하였다.(p<0.05), 맛, 연도, 다즙성 및 전체적인 기호성은 유의한 차이가 없었다.자체를 악하다고 볼 수 없고 더구나 구원을 이 세상에서의 이탈로 볼 수 없다. 진정한 구원이란 원래 하나님이 보시기에 아름다웠던 그 세상으로의 회복을 포함한다. 이런 면에서 하나님 주권 신앙 하에서 구원이란 전 인격적인 구원, 전 우주적인 구원이 된다. 그렇기 때문에 성도는 세상의 삶과 학문, 예술, 정치, 경제, 사회를 포함한 모든 분야를 하나님의 뜻 가운데서 그 원래의 목적에 부합할 수 있도록 회복시키는 일에 적극 참여해야 한다.자체가 이를 주도하기는 사실 어려움이 있다. 그리고 대형유통점이 영업행위를 영업시간제한에서부터 출점제한에 이르기까지 규제하는 건은 심사숙고하여야 한다. 대형유통점이 국가경제 및 지역사회에 미치는 영향이 부정적인가 긍정적인가에 대해 국내외 학계와 업계에서 여전히 많은 논란이 있기 때문이다. 정부와 지자체에 의한 시장개입은 반드시 필요한 경우에 한해 합당한 방법에 의해 이루어져야 한다. 대형유통점에 대한 규제는 지역사회에 미치는 영향을 다면적으로 평가한 결과에 근거하여 이루어져야 할 것이다. 대부분의 지자체는 체계적인 평가시스템과 객관적인 통계 자료를 갖고 있지 못한 실정이다. 향후 가장 시급한 과제는 시장개방 이후 지난 10년간 대형유통점이 지역사회에 미친 영향에 관한 광범위한 통계자료를 수집하고 이를 체계적으로 분석하여 정책방향을 올바르게 설정하는 것이라 할 수 있다.i와 K. pneumoniae가 존재하며 확산 중임을 시사한다. 앞으로 CTX-M형 ESBL의 만연과 변종 CTX-M형 ESBL의 출연을 감시하기 위한 정기적인 연구와 조사가 필요한 것으로 생각한다., A2-1, B1-1, B2-1의 경우,

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The Korean Girl Group Kara's Differentiation Strategy Which Overcome the Trilemma and Led to the Great Reversal Success (삼중고 탈피 후 대역전의 성공을 이끈 걸 그룹'카라'의 차별화 전략)

  • Kim, Jeong-Seob
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.2
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    • pp.169-178
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    • 2021
  • The Korean girl group "Kara" has suffered the trilemma of its de facto failure to debut, the crisis of team breakup, and the CEO crisis of the agency. But the group has made an outstanding achievement in the history of Korean pop music after overcoming all odds. Their success strategy has never been disclosed by insiders involved in Kara's total music projects. This study has been carried out in the analysis of the strategy to provide academic implications and to honor the contribution of the late CEO Ho-yeon Lee and Kara's key member Ha-ra Gu. Therefore, between Nov. and Dec. 2020, we conducted in-depth interviews with managers, composers, stylists and Ha-ra Gu(Only in 2019, before her death) who took part in the project. The research model is set up by combining Porter's Competitive Advantage Strategy and the music value chain model into categories of "Product Innovation Differentiation (PD)" (producing, album production, performance activities) and "Marketing Differentiation (MD)" (market targeting, image specialization, promotion and communication). The analysis showed that the PD focused on complete rediscovered harmonization and revalued members' personality and sincerity with peppy songs and dainty dances as well as emission of "bright energy" which caused healing effects instead of mimicking other star singers recklessly. In terms of MD, they selected Japan's 10-20s as their main market, increasing intimacy with fans and media with the image of cute+pretty+classy+sexy. The result suggests that Poter's differentiation can function as a meaningful strategy frame in the fostering, hit, and revival of idol groups. In addition, it reaffirmed that spontaneous and passionate activities of early-stage or celebrity fan may serve as a valid catalyst for realizing differentiation, as Kara's caller of Japanese actor Gekidan Hitori caused a strong "priming effect" that drove Kara's unexpected wonderful success in Japan.

A Study of the Reactive Movement Synchronization for Analysis of Group Flow (그룹 몰입도 판단을 위한 움직임 동기화 연구)

  • Ryu, Joon Mo;Park, Seung-Bo;Kim, Jae Kyeong
    • Journal of Intelligence and Information Systems
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    • v.19 no.1
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    • pp.79-94
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    • 2013
  • Recently, the high value added business is steadily growing in the culture and art area. To generated high value from a performance, the satisfaction of audience is necessary. The flow in a critical factor for satisfaction, and it should be induced from audience and measures. To evaluate interest and emotion of audience on contents, producers or investors need a kind of index for the measurement of the flow. But it is neither easy to define the flow quantitatively, nor to collect audience's reaction immediately. The previous studies of the group flow were evaluated by the sum of the average value of each person's reaction. The flow or "good feeling" from each audience was extracted from his face, especially, the change of his (or her) expression and body movement. But it was not easy to handle the large amount of real-time data from each sensor signals. And also it was difficult to set experimental devices, in terms of economic and environmental problems. Because, all participants should have their own personal sensor to check their physical signal. Also each camera should be located in front of their head to catch their looks. Therefore we need more simple system to analyze group flow. This study provides the method for measurement of audiences flow with group synchronization at same time and place. To measure the synchronization, we made real-time processing system using the Differential Image and Group Emotion Analysis (GEA) system. Differential Image was obtained from camera and by the previous frame was subtracted from present frame. So the movement variation on audience's reaction was obtained. And then we developed a program, GEX(Group Emotion Analysis), for flow judgment model. After the measurement of the audience's reaction, the synchronization is divided as Dynamic State Synchronization and Static State Synchronization. The Dynamic State Synchronization accompanies audience's active reaction, while the Static State Synchronization means to movement of audience. The Dynamic State Synchronization can be caused by the audience's surprise action such as scary, creepy or reversal scene. And the Static State Synchronization was triggered by impressed or sad scene. Therefore we showed them several short movies containing various scenes mentioned previously. And these kind of scenes made them sad, clap, and creepy, etc. To check the movement of audience, we defined the critical point, ${\alpha}$and ${\beta}$. Dynamic State Synchronization was meaningful when the movement value was over critical point ${\beta}$, while Static State Synchronization was effective under critical point ${\alpha}$. ${\beta}$ is made by audience' clapping movement of 10 teams in stead of using average number of movement. After checking the reactive movement of audience, the percentage(%) ratio was calculated from the division of "people having reaction" by "total people". Total 37 teams were made in "2012 Seoul DMC Culture Open" and they involved the experiments. First, they followed induction to clap by staff. Second, basic scene for neutralize emotion of audience. Third, flow scene was displayed to audience. Forth, the reversal scene was introduced. And then 24 teams of them were provided with amuse and creepy scenes. And the other 10 teams were exposed with the sad scene. There were clapping and laughing action of audience on the amuse scene with shaking their head or hid with closing eyes. And also the sad or touching scene made them silent. If the results were over about 80%, the group could be judged as the synchronization and the flow were achieved. As a result, the audience showed similar reactions about similar stimulation at same time and place. Once we get an additional normalization and experiment, we can obtain find the flow factor through the synchronization on a much bigger group and this should be useful for planning contents.

Current Status and Success Strategies of Crowdfunding for Start-up in Korea (국내 창업분야 크라우드펀딩(Crowdfunding) 현황과 성공전략)

  • Yoo, Younggeul;Jang, Ikhoon;Choe, Youngchan
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.9 no.4
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    • pp.1-12
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    • 2014
  • It is essential factor for business operation to raise funds effectively. However, in Korea, many start-ups and small businesses have difficulties in fund-raising. In recent years, crowdfunding, a new method for funding a project of individuals or organizations by raising monetary contributions from a large number of people, has been growing up simultaneously with diffusion of social media. Crowdfunding is on early stage in Korea, and the majority of projects are focused on cultural or art categories. There is high proportion of projects that have social value in start-up sector. Crowdfunding in Korea has great potential because success rate of it is much higher than its of advanced countries, although market size is much smaller than them. The purpose of this paper is to propose success strategies of crowdfunding for start-up through case study. 5 crowdfunding platforms of Korea and Kickstarter, the platform of United States were investigated. Then we checked the figures related to the operation of the whole Korean projects on start-up. Finally, we made comparison between the cases of success and failure by analyzing 8 project characteristics. The study shows that it were the differences in trustworthiness and activeness of project creator, value of reward and efforts for interactivity that have great effects on success of the project. Whereas there was no significant influence of societal contribution and sponsor engagement. The thesis provides success strategies of crowdfunding for start-up as follows. Firstly, creator of the project should make support base by enthusiastic activites before launching funding project. Secondly, there should be contents that can easily show the process of business development in the project information. Thirdly, there must be appropriate design of rewards for each amounts of support money. Finally, efforts for interactivity, such as frequent updates, response for comments and SNS posting, should be followed after the launch of the project.

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