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Analyzing the User Intention of Booth Recommender System in Smart Exhibition Environment (스마트 전시환경에서 부스 추천시스템의 사용자 의도에 관한 조사연구)

  • Choi, Jae Ho;Xiang, Jun-Yong;Moon, Hyun Sil;Choi, Il Young;Kim, Jae Kyeong
    • Journal of Intelligence and Information Systems
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    • v.18 no.3
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    • pp.153-169
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    • 2012
  • Exhibitions have played a key role of effective marketing activity which directly informs services and products to current and potential customers. Through participating in exhibitions, exhibitors have got the opportunity to make face-to-face contact so that they can secure the market share and improve their corporate images. According to this economic importance of exhibitions, show organizers try to adopt a new IT technology for improving their performance, and researchers have also studied services which can improve the satisfaction of visitors through analyzing visit patterns of visitors. Especially, as smart technologies make them monitor activities of visitors in real-time, they have considered booth recommender systems which infer preference of visitors and recommender proper service to them like on-line environment. However, while there are many studies which can improve their performance in the side of new technological development, they have not considered the choice factor of visitors for booth recommender systems. That is, studies for factors which can influence the development direction and effective diffusion of these systems are insufficient. Most of prior studies for the acceptance of new technologies and the continuous intention of use have adopted Technology Acceptance Model (TAM) and Extended Technology Acceptance Model (ETAM). Booth recommender systems may not be new technology because they are similar with commercial recommender systems such as book recommender systems, in the smart exhibition environment, they can be considered new technology. However, for considering the smart exhibition environment beyond TAM, measurements for the intention of reuse should focus on how booth recommender systems can provide correct information to visitors. In this study, through literature reviews, we draw factors which can influence the satisfaction and reuse intention of visitors for booth recommender systems, and design a model to forecast adaptation of visitors for booth recommendation in the exhibition environment. For these purposes, we conduct a survey for visitors who attended DMC Culture Open in November 2011 and experienced booth recommender systems using own smart phone, and examine hypothesis by regression analysis. As a result, factors which can influence the satisfaction of visitors for booth recommender systems are the effectiveness, perceived ease of use, argument quality, serendipity, and so on. Moreover, the satisfaction for booth recommender systems has a positive relationship with the development of reuse intention. For these results, we have some insights for booth recommender systems in the smart exhibition environment. First, this study gives shape to important factors which are considered when they establish strategies which induce visitors to consistently use booth recommender systems. Recently, although show organizers try to improve their performances using new IT technologies, their visitors have not felt the satisfaction from these efforts. At this point, this study can help them to provide services which can improve the satisfaction of visitors and make them last relationship with visitors. On the other hands, this study suggests that they managers along the using time of booth recommender systems. For example, in the early stage of the adoption, they should focus on the argument quality, perceived ease of use, and serendipity, so that improve the acceptance of booth recommender systems. After these stages, they should bridge the differences between expectation and perception for booth recommender systems, and lead continuous uses of visitors. However, this study has some limitations. We only use four factors which can influence the satisfaction of visitors. Therefore, we should development our model to consider important additional factors. And the exhibition in our experiments has small number of booths so that visitors may not need to booth recommender systems. In the future study, we will conduct experiments in the exhibition environment which has a larger scale.

Taiwan Security Industry and Its Current Development of Education (대만 민간경비의 현황과 발전전망(臺灣保安産業與敎育發展現況))

  • 왕계원
    • 한국경호경비학회:학술대회논문집
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    • 2008.11a
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    • pp.63-82
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    • 2008
  • 지난 10여 년 동안 대만사회의 가장 큰 변화 중 하나는 '개인 경비', 혹은 '개인 경호' 사업이 크게 발달했다는 것이다. 민간의 역량과 과학화된 설비로써 재산보호와 신변보호를 하고자 하는 개인 경비에는 여러 방식이 있다. 예를 들어 개인안전 경비(즉, 수행경호), 현금운송 경비, 주거경비, 상공업경비(여기에는 공장지대의 안전한 보호와 백화점, 금융기관, 보석상점 및 편의점 등의 경비가 포함됨), 그리고 각종 경비장치의 설치 등이 있다. 천징훼이(陳靜慧, 2006)는 대만의 경비 산업 경영형태에 대해 아래와 같이 분석하였다. 그의 주장에 따르면, 대만의 경비 산업은 일반 업무 위주로 하고 있으며, 여기에는 시스템 경비, 상근 경비, 현금 경비, 신변 경비가 있다고 밝혔다. 이 일반 업무는 일본, 미국, 독일의 형태와 유사하다. 그러나 미국과 독일의 경비회사들은 특수한 업무를 담당하고 있다. 미국의 경우 무장경비 현금수송, 신용조사 업무, 보험조사 업무, 거짓말 탐지 업무를 수행한다. 독일의 특수 업무에는 군대설비 경비, 교통지휘 및 질서 유지, 신속 고발 경비, 그리고 교도소 경비가 있다. 량신쩐(梁心禎, 2006)은 대만의 경비 산업 발전의 흐름에 대해 다음 세 단계로 구분했다. 제1단계는 1978년부터 1987년까지로 이 시기 대만은 일본 경비 사업 발전의 영향을 수용했기 때문에 일본의 경비사업 관리방식과 시스템 설비를 받아들여 점차 대만 방식의 경비 형태로 발전시켜 나갔다. 초기 발전단계의 경영방식은 주로 외국 기술과의 협력을 통한 시스템 경비가 주를 이루었다. 제2단계는 1988년부터 1997년까지인데, 이 시기에 이르러 경비 사업은 비인기 사업에서 인기 사업으로 시장이 확대되었고, 해외업체와의 활발한 기술 교류, 새로운 브랜드 개발과 경비 경영 방식의 혁신, 그리고 상근 경비와 수행경호와 같은 경비 관련 항목의 확장을 이루었다. 또한 이 시기에 수많은 경비회사들이 세워져 새로운 경쟁시대로 돌입하였다. 제3단계는 1998년부터 현재까지로 이전의 전통적인 건물경비 방식에서 경비와 부동산 관리 서비스를 함께하는 방식으로 경영 형태가 바뀌었고 전반적인 서비스 품질을 중시하기 시작하였다. 따라서 경비 사업자는 아파트 및 빌딩관리 보호 회사를 설립하여 이를 공동 경영하였으며, 전문적이고 종합적인 단계로 들어섰다. 대만 경비 교육제도의 설립과 제도화된 면허증 시스템 구축은 아직 초보적인 단계로써 여전히 이 두 방면의 발전을 강화시켜야 하는데, 교육과 심사를 시행하여 경비원의 소질을 향상시켜야 할 것이다. 경비사업자는 과학기술적인 통제 시스템을 받아들여 인건비를 낮추고 서비스의 범위와 품질을 향상시켜야 한다. 또한 각 지방의 노동조합은 정부가 법령을 개정하여 경비원의 자격제한과 업무를 보장해주도록 건의해야만 경호원의 대우와 이미지가 개선될 수 있다. 아울러 국제학술교류의 확대와 경비 관련 산업에 대한 토론회와 전시회를 자주 개최하여 새로운 지식을 습득해야 한다.

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The Meaning of Collective Relationships Becoming by Large-scale Interview Project - Focused on the media exhibition art <70mk> - (대규모 인터뷰 작업이 생성하는 집단적 관계성의 의미 - 미디어전시예술 <70mK>를 중심으로)

  • OH, Se Hyun
    • Trans-
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    • v.7
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    • pp.19-48
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    • 2019
  • This study was described to examine the meaning of the media exhibition work <70mK>, which aims to capture the topography of the collective consciousness of the Korean people through large-scale interviews. <70mK> edits and organizes interview images of individual beings in mosaic-like layouts and forms, creating video exhibitions and holding exhibitions. The objects in the split frame show the continuity of differences that reveal their own thoughts and personalities. This is a synchronic and conscious collective typology in which the intrinsic nature of the individuals is embodied in a simultaneous and holistic image. Interview images reveal their own form as a actual being and convey the intrinsic nature of one's own as oral information. <70mK> constructs a new individualization by aesthetically structuring the forms and information of life individuals in the extension of a specific group. The beings in the frame are not communicating with each other and are looking straight ahead. it conveys to visitors their relationship and personality as the preindividual reality. It is the repetitive arrangement and composition of heterogeneity and difference that each individual shows, and is a chain operation that includes collective identity behind it. <70mK> constructs the direct images and sounds of individual interviewee, creating a new form of information transfer called Video Art Exhibition. This makes metaphors and perceptions of the meaning and process of transindividual relationships and the meaning of psychic individuation and collective individuation. This is an appropriate case to explain with modern technology and individualization of Gilbert Simondon thought together with the meaning of becoming and relation of individualization. The exhibition space constructed by <70mK> is an aesthetic methodology of the psychic and collective meaning and its relationship to a particular group of individuals through which they are connected. Simondon studied the meaning of the process of individualization and the meaning of becoming, and is a philosopher who positively considered the potential of modern technology. <70mK> is a new individual as structured and generated ethical reality mediated by modern technology mechanisms and network behaviors. It is an case of an aesthetic and practical methodology of how interviews function as 'transduction' in the process of individualization in which technology is cooperated. The direct images and sounds of <70mK> are systems in which the information of life individuals is carried, amplified, accumulated and transmitted. It is also a new individual as a psychic and collective landscape. It is a newly became exhibition art work through the multiple individualization, and is a representation of transindividual meanings and process. The media exhibition art of individualized metastable states leads to new relationships in which viewers perceive the same preindividual reality and feel affectivity. The exhibition space of <70mK> becomes a stage for preparing the actual possibility of the transindividual group beyond the representation of the semantic function.

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Analysis of the Aesthetics of the Human Body Portrayed in Front Cover of Women's Magazines Prior to 1945 (1945년 이전 여성잡지 표지화에 나타난 인체미 분석)

  • Lee, Soon-Jae
    • Journal of the Korean Society of Clothing and Textiles
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    • v.30 no.12 s.159
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    • pp.1737-1746
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    • 2006
  • The purpose of this study is to present a concrete image of the ideal beauty as shown in era preceding 1945 that effects the shaping of our aesthetic values; by analyzing its characteristics through the covers of women's magazines of that period, this research aims to promote the understanding of beauty of the human body. The scope of my research extends throughout the collection of women's magazines stored in the National Library and the Korea Magazine Information Center. The gathered research materials are: 5 kinds of Shin-Yeo-Sung (신여성), 51 kinds Yeo-Sung(여성) and 30 kinds of Ga-Jung-Ji-Woo(가정지우). The result of the research could be summarized as the followings. Before the 1920's in response to the violent opening, there was a trend of sticking to the traditional standard. In the 1920's, the prevalent images of women were meek and fragile. Japanese standard of beauty was explicitly indicated. In the 1930s, as Western movies started to be shown to the general public, western features were idealized and furthermore intelligence was required as a further condition. In the 1940s, preparation of the war led to encouragement of images of motherhood and natural beauty, and resistant to this trend led to pseudoclassicism.

Visual Narrative Strategy of Game Promotion: Comparative Analysis of Dead Island and Dead Island 2 Trailers (게임 프로모션 시각 내러티브 전략: <데드 아일랜드>와 <데드 아일랜드 2> 예고편 비교 분석)

  • Roh, Chul-Hwan
    • Cartoon and Animation Studies
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    • s.48
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    • pp.249-269
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    • 2017
  • Promotion and marketing, which are essential to lower the investment risk and maximize commercial profit in the video game market. Game developers and publishers set up public relations strategies to encourage potential consumers' needs. Considering characteristics of video game, the trailer, which is the animated image advertisement material, could occupy a key position in its promotion and marketing plan. Cinematic spectacles and attractive narratives are essential ingredients for game trailers, which are usually produced in 3D animation. Dead Island is an open world first person shooters (FPS) game released in 2011. When launched, it grabbed a great attention with a trailer, awarded the Golden Lion Prize for the best internet film at the Cannes Lions International Festival of Creativity. The game was a commercial success and several spin-offs were producted. In 2014, its publisher, Deep Silver showed the official trailer of Dead Island 2 at Electronic Entertainment Expo, the world's largest game show. Dead Island 2 was scheduled to be released in 2016, but has been now delayed until 2018. This study compares and analyzes two trailers of Dead Island 1 and Dead Island 2. We examine the narrative structure of the trailer for the sequel promotion of a successful game. The differences between the two could be useful for building a promotion strategy of other game series.