• Title/Summary/Keyword: 온라인 홍보

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Design a Method Enhancing Recommendation Accuracy Using Trust Cluster from Large and Complex Information (대규모 복잡 정보에서 신뢰 클러스터를 이용한 추천 정확도 향상기법 설계)

  • Noh, Giseop;Oh, Hayoung;Lee, Jaehoon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.1
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    • pp.17-25
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    • 2018
  • Recently, with the development of ICT technology and the rapid spread of smart devices, a huge amount of information is being generated. The recommendation system has helped the informant to judge the information from the information overload, and it has become a solution for the information provider to increase the profit of the company and the publicity effect of the company. Recommendation systems can be implemented in various approaches, but social information is presented as a way to improve performance. However, no research has been done to utilize trust cluster information among users in the recommendation system. In this paper, we propose a method to improve the performance of the recommendation system by using the influence between the intra-cluster objects and the information between the trustor-trustee in the cluster generated in the online review. Experiments using the proposed method and real data have confirmed that the prediction accuracy is improved than the existing methods.

A Study on Business model of through Second life (세컨드 라이프(Second Life)를 통한 문화콘텐츠 비즈니스 모델연구)

  • Choi, Eunyoung
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.431-435
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    • 2008
  • Thanks to the development of internet, on-line market expands exponentially and corresponding solid business models are drawn attentions. Most of on-line trading items are limited with selling game related items however, Linden Lab made its turning point by introducing cyber reality game to shape the cyber life with creating his own Avatar in 2003. After 2003, Second life has grown sharply that over 12 million users around the world. While former games are progressed within fixed scenario, the concept of avatars who live his or her own lives at the cyber space that successfully differentiate from former online game. Further, cyber money, Linden Dollar can be used to buy real estate, cloth, shoes just like at real economy system. Not only for using corporate marketing, various areas of activities; promotion of public sector, politics, education are also functioned at the cyber life. In Korea, Korean version of Second life was introduced at the end of 2007 that draws attentions from the users. In this study, I examine various business models of cyber through Second life and suggest feasible culture-contents applying models.

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A Study of Activating Plans for YouTube Channels of Teacher Librarians in School Libraries (사서교사의 학교도서관 유튜브 운영 활성화 방안)

  • Seong, Yu-Kyeong;Choi, Sangki;Kim, Suntae;Oh, Hyo-Jung
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.32 no.3
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    • pp.163-185
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    • 2021
  • In the face of unprecedented pandemics, School libraries should also seek ways to provide non-face-to-face services in an online environment differentiated from existing services, which were mainly limited to face-to-face activities. This study is a basic study for school library services using the operation of YouTube channels. Thourgh the FGI was conducted on teacher librarians of school libraries who are operating YouTube channel, we investigated the awareness, necessity, and specific requirements of school libraries. Furthermore, The second interview to verify the feasibility of our propose ways to activate the operation of school libraries on YouTube in the future.

A Study to Vitalize Academic User Services of the National Assembly Archives in South Korea (국회기록보존소 학술 정보 이용자 서비스 활성화 방안에 관한 연구)

  • Jang, Yunseo;Kim, Jihyun
    • Journal of the Korean Society for information Management
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    • v.38 no.3
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    • pp.41-71
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    • 2021
  • The National Assembly record is considered one of the most valuable public records because it has great value as a historical evidence of democracy. Therefore, it is not only used as a reference or evidence for work, but also used for academic purposes. Academic information users can improve their intellectual skills in our society, lead to indirect innovation, and provide customized services to them, which can increase the continuous viewing and utilization rate of records management institutions. Therefore, the purpose of this study was to propose a plan to activate the academic information service of the National Assembly Records Preservation Center, which is in charge of the National Assembly records. To this end, interviews were conducted with practitioners in charge of literature research, case studies, and services at the National Assembly Archives and users of academic information. It proposed improving awareness of the National Assembly Archives, strengthening online services, and customized user services.

The Effects of Product Image Locations and Product Type on Responses to Search Engine Advertising (제품검색광고 내 제품 이미지 위치와 판매 단위 유형이 광고효과에 미치는 영향에 대한 연구)

  • Lee, Sungmi
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.397-404
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    • 2021
  • Product image location in search engine advertising plays an important role in consumer perception when the product is relatively low involved and has functional value. The purpose of this research is to investigate the interaction effects of product image location and product type on advertising effectiveness. Building on the literature of location effects, we show that for products for which heaviness is considered a positive attribute, product image placed on the right are preferred. To test hypotheses, a 2(product image location: left vs. right) × 2(product type: single vs. bundle) experiment is conducted and a total of 144 paricipants took part in the experiment. The results revealed that respondents show higher brand attitude and purchse intention toward a bundle product's advertising with product image place on the right. The results provide implications and suggestions for improving search engine advertising and marketing strategies.

Effective Advertising Direction in the post-COVID-19 Era (포스트 코로나 시대의 효과적인 광고 방향에 관한 연구)

  • Lee, Jei-Young;Zheng, Zhao
    • The Journal of the Korea Contents Association
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    • v.22 no.7
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    • pp.89-101
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    • 2022
  • COVID-19 is significantly changing consumers' demand and habits. In order to understand consumer characteristics and find effective advertising directions in the post-COVID-19 era, this study set young consumers who are more sensitive to market changes and technological transformation from a subjective perspective of advertising audiences. Through the Q methodology, the advertising development model in the post-COVID-19 era was derived exploratively by examining their cognitive status of advertisements in the post-COVID-19 era. The model consists of three types of advertisements: "demand mining online ads" that value consumer demand and adapt to online shopping paths, "added value creation experiential ads" that value derived value and consumer experiences, and "practical and sentimental value creative ads" based on pragmatism and emotional values. In addition, this study also suggested for the sustainable practice of advertising in the post-COVID-19 era in various aspects, such as "seeking multidimensional values," "expanding consumer experience," and "mining and leading demand.

Relationship between Psychological Characteristics of YouTube Viewers and Purchase Intention after Watching Videos: Effect of Product Type (유튜브 시청자의 심리적 특성과 영상 시청 후 구매 의도의 관계 : 제품 유형의 영향)

  • Go, Sa-Rang;Lee, Seul-Ah
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.273-283
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    • 2022
  • This study focused on the psychological characteristics of viewers watching the video, the effect of the variables of the viewer's self-control and impulsiveness level on the purchase intention was examined. In addition, the relationship between viewers' psychological characteristics and product types was also examined, reflecting that the factors that viewers consider in the purchase decision-making process may vary depending on the product type. As a result of conducting a survey of a total of 214 people, it was confirmed that the group with a low level of self-control or high impulsiveness had a higher purchase intention after watching YouTube videos on specific products than the group without. In addition, it was confirmed that the effect was same when utilitarian product purchase situation is given.

Interaction Effects of Purchase Cycle and Bundle Type on Promotion Effectiveness (제품구매주기와 번들유형이 프로모션 효과에 미치는 영향)

  • Sungmi Lee
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.181-185
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    • 2024
  • The purpose of this research is to investigate how purchase cycle of a product and bundle frame influence consumers' responses to the bundle promotion. In order to test hypotheses of this study, we conducted an experimental study that was a 2(Purchase cyle: Long vs. Short) X 2(Bundle frame: 1+1 vs. Buy2 and 50% off) between-subjects design. The reseults of this study showed the interaction effects of purchase cycle of product and bundle frame on perceived level of discount and product attitude. Based on the results, we provide theoretical implcations to extent the existing research regarding bundling promotion. Moreover, the results of this study suggest some practical implications and a new aspect about bunle promotions.

Analyzer of the Factors Affecting the Game Ranking (게임 순위에 영향을 주는 요인 분석)

  • Kim, Joo-Yean;Kim, Jong-Han;So, Won-Tae;Lim, Se-In;Cho, Eun-Sol;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.07a
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    • pp.234-236
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    • 2015
  • 현재 국내 게임시장은 모바일게임이 주도해가고 있으면서 10조원이 넘는 시장규모를 보이고 있다. 국내의 게임업체들은 온라인게임과 모바일게임을 개발하여 지속적으로 출시하고 있는 특징이 현재 게임시장의 모습니다. 게임시장에서의 신작게임에 대한 매출은 게임 인기순위와 직접적인 관계를 갖는 요인이며, 게임시장의 현황을 파악하는데 가장 중요한 정보이며 마케팅과 홍보전략에 반영되는 중요한 데이터이다. 본 논문에서는 게임시장 파악과 마케팅 및 홍보 전략에 활용되는 게임순위와 관련해서 영향을 미치는 요소에 대해서 분석한 결과를 제시하고자 한다. 게임순위 변동에서 이벤트와 업데이트 중 효과적인 방법이 무엇인지를 제안하고 이벤트와 업데이트가 각각 게임순위 변동에 얼마나 큰 영향을 주는지에 대해 서술하고 또한 게임업계에서 주로 서비스하는 이벤트 종류와 업데이트 종류에 대해 서술한다. 이때 이벤트는 순위변동에 큰 영향이 없고 업데이트가 순위변동에 영향을 준다는 것에 대해서 분석결과를 제시한다.

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Analyzing Online News Media Coverage of Depression (우울증에 관한 언론 보도 분석: 온라인 뉴스 미디어를 중심으로)

  • Roh, Soojin;Yoon, Youngmin
    • Korean journal of communication and information
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    • v.61
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    • pp.5-27
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    • 2013
  • Media coverage of depression, the mental disorder, is on the high rise following the soaring number of reported celebrity suicide. This study is an exploratory attempt to get a glance on how online news media are portraying depression. The content analysis results indicate that celebrity was the most cited source, outnumbering the others such as non-celebrity patients and experts. More than half of the sample attributed the cause of depression to socio-psychological factors. Medical consultation was the most reported means of treating depression among the sample, while over the half did not suggest any treatment methods at all. Overall, celebrity related news were less likely to talk about the cause and treatment methods. In addition, the more neuro-biological factors were designated as the main cause of depression in the articles, the more chances of treatment method of all kinds were brought up. The frame of human interest dominated a little less than half of the articles examined, and only few reported positive outcome or achievements after coping with depression.

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