• Title/Summary/Keyword: 콘텐츠 구매

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Influences of Well-being Trend on Color of Packaged Food Products (웰빙트랜드가 식품포장디자인의 색채에 끼친 영향)

  • Shin, Seong-Hoon
    • The Journal of the Korea Contents Association
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    • v.7 no.5
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    • pp.184-192
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    • 2007
  • A social trend can change market trend because it influences on consumer's lifestyle. Therefore the trend has been considered as an important factor for planning and producing new items. If a new trend occurred, its impact on market needs to be examined. Recently, well-being became top global issue and it caused many changes on packaged food products. This study focuses on measuring the impact of well-being trend on package design. The range of products for this research is limited to packaged food product selling in discount stores because it is main category to show well-being trend. Generally, good package design generates impulsive buying at the point of purchase. Colors on packages are critical point for good product design and they are also reflecting social trend to meet their consumers' psychological desires. After gathering basic information from market research, several colors had been selected and classified. For providing specific evidences result from the trend, the role of four major colors have been compared and analyzed. Finally, questionnaire had been handed out to trendy consumers to reach consensus on well-being color.

The Effect of Mental Simulation on Evaluation of Innovative New Product (멘탈 시뮬레이션이 혁신적 신제품 평가 및 시용, 구매의도에 미치는 영향: 제품유형을 중심으로)

  • Suh, Mun-Shik;Ahn, Jin-Woo;Yu, Jae-Moon;Oh, Dae-Yang
    • The Journal of the Korea Contents Association
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    • v.14 no.12
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    • pp.935-949
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    • 2014
  • Today, companies are facing business environments that are changing rapidly compared to the business environments of the past. These rapid changes can be observed in areas such as technology and market structure. To compete in rapidly changing business environments, companies are consistently releasing new innovative products to meet consumers' satisfaction. However, compared to the products that have already been successful in the past, innovative products have higher uncertainty in terms of meeting consumer's technical and emotional needs. Therefore, marketers of the companies put lots of efforts to reduce the risks of new innovative products' failure. In this study, we conducted 2(process simulation / outcome simulation) ${\times}2$ (hedonic / utilitarian) experiment to analyze the effect of mental simulation and product type on innovative new product evaluation. The results of this study are following. In process simulation, evaluation of utilitarian innovative new product was higher, but hedonic innovation showed higher evaluation in the outcome simulation. Based on research result, we recommend proper application of mental simulation.

Influence of On-line Brand Communities on Customers' Attitudes -Focusing on the Brand Selection of Online Universities- (온라인 브랜드커뮤니티가 소비자 태도에 미치는 영향 -온라인 대학 브랜드 선택을 중심으로-)

  • Rhie, Jinny
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.366-377
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    • 2010
  • As internet and mobile technology brings rapid transformation to this society of information, how relations are conducted between customers have become a critical factor influencing companies. Companies are creating Internet communities based on their brands, encouraging customers to actively form and develop brand communities. Thus, this report proposes a plan to analyze the effectiveness of community activities based on the customers active involvement and how to effectively manage and utilize it. The purpose of this research is to understand the effects on-line brand communities and their characters have on customer behavior. Also, it will study the effects community attitudes have on brand decisions and oral transmission communication when on-line brand communities choose a brand. This report was conducted to survey on-line university students to understand how communities' attitude affects the decision of on-line university brand and oral transmissions when students choose to study at a on-line university. According to research, those factors brought positive responses to character of the brand communities(confidentiality of information, interactivity, convenience, intimacy) and by doing so, on the customer's attitude side, positive results on intention of purchase and oral transmissions can be expected. In addition, the character of the brand communities affects intention of purchase and oral transmission communication. Based on this research, it is possible to propose a marketing strategy that revitalizes brand communities' activities.

A Study on an effects of China consumers' self-congruence and public-cultural involvement on Hallyu contents evaluation and attitude (중국 소비자의 자기일치성과 대중문화 관여도가 한류콘텐츠 평가와 태도에 미치는 영향에 관한 연구)

  • Park, Se-Jeung;Choi, Jiyeon;Noh, Jeonpyo
    • Journal of Digital Convergence
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    • v.14 no.2
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    • pp.377-388
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    • 2016
  • The purposes of this study are; first, to supply useful suggestions for the market segmentation of the Chinese market according to individual psychological variables(self-congruence) of customers. Second, it figures out the relative importance of actual self-congruence and ideal self-congruence. Lastly, it reveals whether there are any differences in the preference of attributes according to the popular cultural involvement. According to the results, actual self-congruence had a positive influence on the contents factor evaluation while ideal self-congruence had positive effect on the human and cultural factors evaluation. Also, the human and cultural factor had a positive influence on the purchase intention, as well as content factor and cultural factor had the influence on the word-of-mouth. In addition, the group of highly interested in the involvement at the popular culture was significantly higher in the evaluation on the human and contents factor than the low group.

A Study on the Application of EduTech for Multicultur al People (다문화 구성원을 위한 에듀테크 적용 방안에 관한 연구)

  • Back, Seungcheol;Jo, Sunghye;Kim, Namhee;Choi, Mikyung;Noh, Kyoo-Sung
    • Journal of Digital Convergence
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    • v.14 no.3
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    • pp.55-62
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    • 2016
  • Today, demand for job training of married immigrants is increasing. This research aims to propose developmental Edu-Tech based on the demand for education contents and the characteristics of multicultural family. Based on analysis such as FGI(focus group interview) and expert interview, this paper presents a four methods for development of EduTech for multicultural people, such as language skills, the recommendation technology of customized training contents, contents design based on gamification and user experience design. This research contributes to the direction of the method to use EduTech as a tool for gaps in education and welfare state.

Place-shifting of TV Content by the Use of Slingbox and the Copyright (슬링박스를 이용한 TV프로그램의 장소이동 시청의 저작권법상의 성격)

  • Cho, Youn-Ha
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.158-167
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    • 2013
  • This research examines the legal liability of place-shifting of TV contents by the use of the Slingbox. The place-shifting of TV contents is fair use because it is a non-commercial private use based on the relevant case law regarding time-shifting and device-shifting such as Sony, RIAA and Napster. But the sharing of place-shifting function is likely to be liable for copyright infringement. And place-shifting may not be fair use based on the cases which denied fair use of time-shifting and space-shifting because the consumers' convenience for the use of the copyrighted work is against the purpose of legislation of copyright law. Place-shifting is unlikely to have a significant effect on the potential market for TV contents because it presents lucrative new platforms to disseminate TV contents to computers and mobile devices. However it is likely to have negative effect because various devices can be the follow-up marketplaces of the copyright holders of TV contents. This study proposes the "innovative medium defense," a new doctrine to analyze liability of innovative media.

IoT model to improve parent-child interaction -Focus on smart watch for kids- (부모-자녀 상호작용을 증진하는 IoT 모델 -유아용 스마트워치를 중심으로-)

  • Yee, Young-Hwan
    • Journal of Convergence for Information Technology
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    • v.7 no.6
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    • pp.209-218
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    • 2017
  • To propose a contents model for children's smart watch, this study interview 15mothers who have a child using smart watches. Most mothers purchase smart watches for children to warrant their security and manage their schedules, and they use them for sending a call or text to their children, tracking or managing children's location and schedule. Mothers were satisfied with a smart watch's function of communication and safety management, but dissatisfied learning-oriented contents and worrried about bad influenced on children development. Through in-depth interviews, this study propose a persona model for children's smart watch for enhancing parent-child interaction and physical cognitive language socioemotional convergence play contents.

A Comparative Study on the Structure and Implementation of Unity and Unreal Engine 4 (유니티와 언리얼 엔진 4의 구조와 구현 방식 비교 연구)

  • Lee, HanSeong;Ryoo, SeungTaek;Seo, SangHyun
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.4
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    • pp.17-24
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    • 2019
  • In the game industry, traditional game development way was to develop a game engine in advance before developing game content. This has the disadvantage is the high cost of developing the game engine. Further, there is a problem that the game content are not developed unless the game engine is prepared in advance. In order to solve these problems, the game industry has recently selected a method of purchasing a license for a commercial engine, which is a method for improving the game content development productivity, rather than concentrating on game engine development. In this paper, we describe a game object and the structure in Unity and Unreal Engine 4. We compared the editor interface and the supported development languages in the two game engines. We also implemented a First-Person Shooter game to compare how the player's configuration and event handling differ from the two game engines.

The Blockchain based Undeniable Multi-Signature Scheme for Protection of Multiple Authorship on Wisdom Contents (지혜콘텐츠 공동저작권 보호에 적합한 블록체인 기반 부인봉쇄 다중서명 기법)

  • Yun, Sunghyun
    • Journal of Internet of Things and Convergence
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    • v.7 no.2
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    • pp.7-12
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    • 2021
  • Wisdom Contents are created with experiences and ideas of multiple authors, and consumed in Internet based Social Network Services that are not subjected to regional restrictions. Existing copyright management systems are designed for the protection of professional authors' rights, and effective in domestic area. On the contrary, the blockchain protocol is subjected to the service and the block is added by the consensus of participating nodes. If the data is stored to the blockchain, it cannot be modified or deleted. In this paper, we propose the blockchain based undeniable multi-signature scheme for the protection of multiple authorship on Wizdom Contents. The proposed scheme is consisted of co-authors' common public key generation, multi-signature generation and verification protocols. In the undeniable signature scheme, the signature cannot be verified without help of the signer. The proposed scheme is best suited to the contents purchase protocol. All co-authors cannot deny the fairness of the automated profit distribution through the verification of multiple authorship on Wizdom Contents.

Integrated Verbal and Nonverbal Sentiment Analysis System for Evaluating Reliability of Video Contents (영상 콘텐츠의 신뢰도 평가를 위한 언어와 비언어 통합 감성 분석 시스템)

  • Shin, Hee Won;Lee, So Jeong;Son, Gyu Jin;Kim, Hye Rin;Kim, Yoonhee
    • KIPS Transactions on Software and Data Engineering
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    • v.10 no.4
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    • pp.153-160
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    • 2021
  • With the advent of the "age of video" due to the simplification of video content production and the convenience of broadcasting channel operation, review videos on various products are drawing attention. We proposes RASIA, an integrated reliability analysis system based on verbal and nonverbal sentiment analysis of review videos. RASIA extracts and quantifies each emotional value obtained through language sentiment analysis and facial analysis of the reviewer in the video. Subsequently, we conduct an integrated reliability analysis of standardized verbal and nonverbal sentimental values. RASIA provide an new objective indicator to evaluate the reliability of the review video.