• Title/Summary/Keyword: 인터브랜드

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Comparative Study of Corporate Brand Image in Korea and China (기업 브랜드 이미지 한국과 중국의 비교 연구)

  • Zhao, Yu-Long;Kim, Byung-Dae
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.364-374
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    • 2021
  • In a fiercely competitive market, brands have become an important foundation for people to choose their products, and brands are also symbols of people's status and strength. Therefore, the importance of brand image design is growing. And color is an expression of emotion and can improve the communication and marketing environment of brand image as an important element of brand image. In this study, Interbrand selected Korea-China TOP 50 brand as a survey target in 2019 and downloaded brand CI from each brand's homepage to data images through Adobe Photoshop program and HSB system, and analyzed the color of the brand. There is no big difference in analyzing the color characteristics of Korean and Chinese brands, and the I.R.I color image scale analysis shows that the overall design of Korean brands is vibrant, elegant and warm to consumers. On the other hand, the overall design of the Chinese brand offers consumers a solemn, modern and sophisticated emotional adjective. Based on the results, this study can provide practical implications for companies to select colors and forms when launching their own brands and developing products.

A study on the Influence of CEO Image on Brand Value -Focused on the Legal Process of Samsung CEO and Change of Corporate Value- (기업 대표이사의 이미지가 브랜드 가치에 미치는 영향 연구 -삼성전자 대표의 사법처리와 기업의 가치 변화를 중심으로-)

  • Ku, Soon-Hee;Jang, Seong-Ho
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.237-254
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    • 2022
  • This research paper studied the effect of corporate CEO's image on brand value. The purpose of this study was to elucidate the change in corporate value following the legal arrest of Samsung Electronics CEO. To demonstrate the legal restraint of Samsung Electronics CEO and change in brand value, the argument was made based on analysis data evaluated by the Korea Industrial Policy Institute and Interbrand. In the case of Samsung Electronics, even in 2017 after CEO Lee Jae-yong was arrested, the brand value of Samsung Electronics rose 9% from the previous year to reach $56.2 billion. In 2020, it ranked fifth, and in the first half of 2021, while CEO Lee Jae-yong was arrested, Samsung Electronics ranked fifth in value. In this study, Samsung Electronics' production and brand value continued to rise after the 2000s regardless of the CEO's legal restraint. As a result of this study, Samsung Electronics revealed that the company's management and brand value have been established regardless of the legal restraint of the CEO.

Impact of ESG Activities on Brand Value (ESG 활동이 브랜드 가치에 미치는 영향)

  • Yong Geun Choi;JongDae Kim
    • Journal of Korea Society of Industrial Information Systems
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    • v.29 no.3
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    • pp.89-105
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    • 2024
  • The purpose of the study is to examine the impact of ESG activities on brand value by linking the effectiveness of ESG activities to marketing, the most core part of a company. This study conducted an empirical analysis targeting companies listed on KOSPI and KOSDAQ from 2016 to 2022. Looking at the empirical analysis results of this study, first, in the individual analysis of ESG activities, it was confirmed that E (Environment) and G (Governance) have a significant positive influence on brand value. Second, in the environmental field, stakeholder response had a significant positive relationship with brand value, and in the governance field, the board of directors had a significant positive relationship with brand value. Through this study, we can provide logical evidence proving that ESG activities are important activities that must be carried out in advance to increase brand value. Among ESG activities, it was found that stakeholder response activities in the environmental field and board-related matters in the governance field play an important role in increasing brand value. It is also expected that it will serve as a catalyst for research on the importance of ESG activities in the marketing field.

Implementation of Web-based Visual Cognition Experiment System (웹기반 시각인지실험환경 구현)

  • Seo, Su-Ung;Park, Gyu-Won
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.05a
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    • pp.91-94
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    • 2009
  • 기업의 경쟁력 제고를 위한 브랜드 커뮤니케이션의 중요성이 높아지고 있는 가운데, 판매-소비 인터페이스의 최전선에 있는 패키지 디자인의 역할과 비중이 커지면서 패키지가 곧 브랜드라는 인식이 생기고 있다. 소비자가 패키지를 통해 느끼는 감성은 시각적 경험이 발생하는 시점과 환경에 따라 달라질 수 있다. 특히, FMCG의 경우, 광고를 통해 축적된 제품에 대한 긍정적 이미지는 실제 매장에서 여러 제품과 동시에 노출되었을 때 제품에 대한 느낌이 상쇄될 수 있다. 본 연구에서는 감성경험조건의 차이 즉, 패키지의 노출조건에 따라 감성의 차이가 발생한다는 가설을 세우고, 이를 검증하기 위한 온라인 실험환경을 구축하였다. 실험시나리오를 바탕으로 플래시 툴을 활용하여 인터랙티브한 실험컨텐츠를 제작하고, 평가값은 PHP 를 통해 DB 에 저장하였다. 저장된 데이터는 SPSS로 통계분석을 시도하였다. 본 실험을 통해 독립 노출과 군집노출에 따라 감성의 차이가 발생하며, 감성차이에 영향을 주는 요인으로서 컬러와 타이포그래피가 주된 요인이 된다는 점을 알 수 있었다.

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A study of Family UI on multi-platform (멀티플랫폼에서 Family UI의 적용에 관한 사례연구)

  • Shin, Hyun-Jin;Jeong, Seung-Mo;Lee, Ja-Young;Song, Hyun-Chul
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1030-1037
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    • 2009
  • One brand is taking various forms as it is made applicable to different platforms. As a result users are presented with different interfaces, navigations, and menu structures and therefore are given the burden of relearning. So, in order to minimize such inconveniences and provide consistency of use within multi-platform environments a guide that will increase the service environment predictability is necessary. This paper defines Family UI as to refer to the element of user interface that gives consistency within various platforms belonging to one company band. To propose implications of Family UI, this paper will analyze case studies in which the consistency policies have been applied.

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Consumer Trend Color Perception of Brand Personality and Attitude (소비자의 유행색 브랜드 개성 지각과 태도)

  • Chong, Sang-Soo;Lee, Yoo-Jin;Lee, Won-Jun
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.647-655
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    • 2009
  • Colors, as a part of contents, have great implications to consumers. Each individual feels the image of colors as an outcome of the accumulated experience or knowledge of oneself. This study aims to find the personality and meaning of color images through the predicted trend colors and to analyze the consumers' attitude towards them. We found that the 5 major trend colors such as Crystal Sound, Creamy Touch, Mysterious Vintage, Autumn Forest and Carnival seem to have their own personality images. Furthermore, we discovered that Crystal Sound has an image of a self-made man, Creamy Touch a highschool girl, Mysterious Vintage a God father, Autumn Forest the public and Carnival a circus clown as a result of additional adjective image analysis. In addition, customers marked the highest preference for Creamy Touch. The research result shows that the personality of an individual and that of colors are coincide and it might bring about a positive consumer behavior. And this research has a significant meaning since it is a sort of interdisciplinary study in-between fashion and marketing and it should be studied further later.

A Study on fusion design development direction of the Flexible display base (플렉서블 디스플레이 기반의 융합형 디자인개발에 관한 연구 -Head-Up Display 가상시나리오 구현을 중심으로-)

  • Kim, Hwoi-Kwang
    • Journal of Digital Convergence
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    • v.14 no.1
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    • pp.399-405
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    • 2016
  • Head-Up Display, an information-providing display, is a device that provides necessary information through a vehicle window for a driver when driving, with which the driver secures the visibility and acquires information necessary for driving. Head-up displays in early days were mostly installed in imported vehicles but increasingly, being installed in medium and large-sized domestic vehicles, they secures convenience of driving and information acquirement. The information display element of each of currently released brand cars not only has limits in consistency and in displaying interface but also reveals the limitation of a way to apply GUI, being applied to dot reflective form in terms of the technology type. Accordingly, this study draws real time information element described as necessary during driving through case survey and analysis, and aims to provide a user with new GUI guideline through transparent display technology recently developed based on results analyzed with priority of POI(Point of Interest) information.

A Proposal of Educational 3D Modelling Software Development Type Via User Experience Analysis of Open Source 3D Modelling Software (무료공개 3D모델링 소프트웨어 사용자 경험 분석을 통한 교육용 3D모델링 소프트웨어 개발유형 제안)

  • Lee, Guk-Hee;Cho, Jaekyung
    • Science of Emotion and Sensibility
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    • v.20 no.2
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    • pp.87-102
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    • 2017
  • With increasing interest in 3D printing, the interest in the 3D modelling training that should precede the 3D printing is increasing. However, the existing 3D modelling software is developed mostly by foreign brands. Thus, the interfaces are all in English. 3D modelling software training for Korean novices who are not familiar with these terms has constraints. This study aims to explore what to consider when developing a Korean model for 3D modelling educational software for 3D printing in the face of such reality. For this goal, after having novices with no experience in 3D modeling to perform a house building task using either 12D Design or Tinker CAD, we conducted a survey. It was found in the result that more users favored Tinker CAD over 123D Design, and the errors involved while working with the Tinker CAD were less than those with the 123D Design, and the ratio of people who completed the task with the Tinker CAD was higher than that with the 123D Design. In general discussion, an introductory level educational 3D modeling software development is proposed which utilize characteristics of Tinker CAD (easy modelling is possible by three-dimensional figures) and web-based method. Also, a beginner/intermediate level educational 3D modeling software development is proposed which utilize characteristics of 123D Design (with finer measurement manipulations and figure alignment) and Windows-based method.

User Experience (UX) Analysis of Advertising Platform Mobile Applications for Culture and Arts Content: Critical case study based on the UX Honeycomb model (문화예술 광고 플랫폼 앱의 사용자 경험(UX) 연구: 허니콤 모델을 통한 비판적 사례분석)

  • An, Hye-Jin;Lee, Seung-Ha
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.1-18
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    • 2022
  • This study critically analyzed the user experience (UX) of mobile applications, focusing on the advertising platforms of mobile applications for culture and arts content. This study aims to examine the direction for growth of the related mobile applications and propose alternative approaches to improve usability. In this study, a mobile app named 'Moviepre' was selected, and a heuristic evaluation was performed for in-depth exploration. For the selected case, the UX Honeycomb model was reconstructed to analyze useful, usable, desirable, findable, accessible, and credible elements of the case. First, since the users' preference for the price factor did not show a significant correlation with the usefulness of the content and the interface, it is necessary to make sure that the mobile application has unique values to gain a competitive advantage in the market. Second, by adopting customer path stages for analysis, the result indicated that users continuously interact with the service from the first moment they are aware of the mobile application. Third, if the user feels uncomfortable, it is likely that these factors hinder the establishment of a long-term relationship between the users and the mobile application. Finally, brand identity should be clearly established, and brand image strategy needs to be developed to satisfy users' expectations that high-quality culture and arts content will be available through the mobile application.