• Title/Summary/Keyword: 팬 산업

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Brand Marketing through Transmedia Storytelling : Focusing on BTS's Branding Strategy (트랜스미디어 스토리텔링을 활용한 브랜드 마케팅 : 방탄소년단의 브랜딩 전략을 중심으로)

  • Lee, Min-Ha
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.351-361
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    • 2019
  • The objective of this article is to identify an alternative strategy for brand marketing through a case study of the Korean boy band BTS, which has recently seen a huge success in the global music scene. BTS has actively used transmedia storytelling as a tool to survive in the competitive music market. Transmedia storytelling refers to stories that are expanded across different media platforms, engaging audiences to explore from one medium to another to undergo multiple experiences. It gives audiences various ways of enjoying cultural content and participating in cultural content production through numerous media outlets. BTS has established and spread its fictional universe through albums, music videos, short films and webtoons, and has launched diverse projects where fans actively share, create, and play with their content. By inviting fans to actively participate in and interact with the BTS universe spreading through multiple media platforms, BTS can keep its fans engaged and energized. These activities have generated an emotional bond between BTS and their fans, which further leads to a worldwide fandom, based not on a producer-customer relationship but on mutual trust. The BTS case demonstrates the potential of transmedia storytelling as a useful benchmark to provide a positive brand experience for customers, which eventually enhances brand attachment and brand loyalty.

A Study of the New Chinese Words Under the Influence of Culture Content (문화 콘텐츠 영향의 신조 중국어 고찰)

  • Meng, Xiang-Shan;Lee, Kwang-Ho
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.131-142
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    • 2019
  • This paper is intended to examine and analyze the new Chinese words as the result of culture content. The development of the Korean entertainment industry has created a Korean wave around the world. Through this, many Korean words, Internet vocabulary, and cultural concepts have begun to enter China. Among them, there are many new words that have appeared on the Chinese Internet due to the culture content. As the number of Korean fans and Korean learners increases, new words on the Internet are widely used. The new Chinese words, which are influenced by Korean cultural content, are considered an important part of new Chinese vocabulary. To accurately recognize and understand this, first of all six categories of the new Chinese words were analyzed, which were figurative meaning, substitution, loan of foreign words, abbreviation, compound word, derivation. This formulation also works on the Chinese words with the influence of cultural content. There are three types of the Internet new words form Korean cultural. Which were new words in Chinese characters, new words in alphabets, extended meanings. And had analyzed new words through the acquisition of new meanings. Also took specific news titles and songs according to each category. Through new Chinese words, The influence of cultural content had been confirmed. It is expected that these new Chinese words enrich Chinese vocabulary, also help to facilitate communication. And these new Chinese words are often used in public media or in everyday life. We should recognize the existence of these new Chinese words, and have an accurate perception of them.

Active Noise Control of Blower Fan Noise at the Small-medium Size Factories (중소규모 공장에 설치된 송풍기의 소음 감소를 위한 능동소음제어)

  • Oh, Wongeun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.7
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    • pp.4659-4664
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    • 2014
  • The noise produced in a factory is a cause of the noise complaint of the surrounding residential areas. In addition, it affects the work efficiency and health of workers. This paper presents the results of a basic study to reduce the noise generated from the blower, which is often used in the factory of a small and medium scale, using an active noise controller (ANC) in three-dimensional space. For this purpose, the simulator program, which can compare various parameters of the original noise and controlled noise, such as sound pressure levels, power spectra, and equivalent noise levels, was developed. The noise data was recorded at 17 points around a turbo fan blower currently being operated in a small-medium size factory. The simulation results showed that the power spectrum was reduced by a maximum of 40dB in the low frequency band and the average equivalent noise level attenuation was 12.6dB.

A Study of Service Quality and Identity on Professional Sports for Promoting Licensing Product Intentions (라이센스 제품의 구매 촉진을 위한 프로 스포츠 서비스 품질과 동일시에 관한 연구)

  • Park, Bae Jin;Park, Sun Young
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.11 no.3
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    • pp.189-197
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    • 2016
  • This study is aimed at providing basic data necessary for promoting consumption of professional sports licensing in the industry through service quality. Specifically, the current study examines the effects of service quality and licensing product intentions on professional sports and evaluates the moderating identity. For this study, we distributed a total of 480 questionnaires to those sampled through non-probability sampling from people living in small and medium cities including Seoul. Collected data were coded and entered into the computer, and statistically processed using SPSS Statistics 18 The results were as follow: First, service quality of professional sports significantly effect on licensing product intentions, but identity could not effect on licensing product intentions. Second, Identity as a moderating variable has significantly positive effect on the relationship between star player of service quality and Licensing Product Intentions. In conclusion, the companies that participate as title sponsors in professional sports were proven to promotion their licensing product intentions, as identified with sports fans through service quality of professional sports such as record, attractiveness, star player and locally affiliated.

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Cycle-by-Cycle Plant Growth Automatic Control Monitoring System using Smart Device (스마트기기를 이용한 주기별 식물 생장 인식 자동 제어 모니터링 시스템)

  • Kim, Kyong-Ock;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.5
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    • pp.745-750
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    • 2013
  • In many recent studies, a variety of environmental control system for practical gardening facilities such as facility house and plant factory have been proposed. However, the plants have been exposed to growth disorder and disease and pest injury because the temperature and humidity have not properly controlled so far. Therefore, a lot of damage of farmers have been reported. The air circulation fan and industrial dehumidifier have been currently utilized as the countermeasures, but they do not meet the expectation. In this study, the growth phase of each plant is recognized by using cycle-by-cycle plants growth recogniztion algorithm to provide optimal environment according to the growth phases of each plant.he productivity can be raised by using cycle-by-cycle plant growth recognition monitoring system because it optimally controls the environment by cycle that is required for plant growth.

A Study on Technology Standardization Method Using Network Analysis: Focused on Wireless Communication Technology Layer of Internet of Things (네트워크 분석을 이용한 기술 표준화 방법론 연구: 사물인터넷 무선 통신 기술 계층을 중심으로)

  • Kim, Keungoui;Jung, Sungdo;Hwang, Junseok
    • Journal of Technology Innovation
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    • v.23 no.3
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    • pp.43-65
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    • 2015
  • Technology standard continues to exist as an social agreement throughout all industry. With development of Information and Communication, it is recently considered as a strategic factor for enhancing interoperability and increasing market dominance. Hence, technology standard research(standardization research) have a significance in analyzing the process of standard adoption and its economic effect and deriving theoretical and policy implications. However, as existing relative researches are lack in consideration on indigenous value of technology and its interoperability, there exists limitation in drawing the result of technology centered analysis. The goal of this study is to suggest new technology centered standard method by implying function of technology differentiation rate and technology preference that are deduced by technology network analysis into two stage game theory. As an example of empirical case, we selected wireless pan technology of Internet of Things, and derive its technological structure and implications related to standard.

Sentiment Analysis Engine for Cambodian Music Industry Re-building (캄보디아 음악 산업 재건을 위한 감정 분석 엔진 연구)

  • Khoeurn, Saksonita;Kim, Yun Seon
    • Journal of the Korea Society for Simulation
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    • v.26 no.4
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    • pp.23-34
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    • 2017
  • During Khmer Rouge Regime, Cambodian pop music was completely forgotten since 90% of artists were killed. After recovering from war since 1979, the music started to grow again in 1990. However, Cambodian popular music dynamic and flows are observably directed by the multifaceted socioeconomic, political and creative forces. The major problems are the plagiarism and piracy which have been prevailing for years in the industry. Recently, the consciousness of the need to preserve Khmer original songs from both fans and artist have been increased and become a new trend for Cambodia young population. Still, the music quality is in the limit state. To increase the mind-set, the feedbacks and inspiration are needed. The study suggested a music ranking website using sentiment analysis which data were collected from Production Companies Facebook Pages' posts and comments. The study proposed an algorithm which translates from Khmer to English, doing sentiment analysis and generate the ranking. The result showed 80% accuracy of translation and sentiment analysis on the proposed system. The songs that rank high in the system are the songs which are original and fit the occasion in Cambodia. With the proposed ranking algorithm, it would help to increase the competitive advantage of the musical productions as well as to encourage the producers to compose the new songs which fit the particular activities and event.

A Study on the sludge drying using waste heat of cogeneration plant (열병합발전소 보일러 폐열을 이용한 슬러지 건조 연구)

  • Ryu, Seung-Han;Lee, Sang-Hun;Shin, Dong-Hoon;Park, Jun-Hyung;Jo, Suk-Jin;Kwak, Sung-Sik;Woo, Young-Hoon;Jeon, Jong-Seok
    • Proceedings of the Korean Society of Dyers and Finishers Conference
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    • 2011.11a
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    • pp.60-60
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    • 2011
  • 염색폐수의 정화에는 필연적으로 다량의 슬러지 폐기물이 발생한다. 염색폐수 슬러지는 그간 인근 공해 해상에 투기하는 해양 배출로 저렴하게 처리하였으나, 해양오염을 우려하는 국제협약(1972년 런던협약, 1996년 교토의정서)에 의하여 2008년 8월부터 배출기준이 강화되고 2012년 2월부터는 해양배출이 금지 될 예정이다. 염색폐수 슬러지의 해양 배출이 금지되면 대체 처리방법으로는 지정매립장을 통한 매립처리 방법이나 고온 소각시설에서의 소각처리 방법이 거론되고 있다. 그러나 매립처리는 슬러지 내 함유 수분으로 인한 침출수의 문제와 더불어 장기간 안정적으로 저렴하게 사용할 수 있는 대규모 처분장을 확보하기 어려운 실정이며 소각처리는 슬러지의 높은 함수율로 인해 소각 시보조 연료의 투입이 필연적으로 최근 원유가 급등 등 에너지 비용이 지속적으로 상승함을 고려할 때 소각처리비용 또한 상당한 고가가 될 것으로 예측된다. 이와 같이 슬러지 해양배출이 금지되면 섬유 염색업체들은 많은 환경비용 부담을 안을 것이다. 본 연구에서는 대규모 염색산업단지 공동폐수처리장에서 발생하는 염색폐수 슬러지의 효율적인 건조를 위해 산업단지 내의 열병합발전소에서 발생하는 보일러 폐열을 이용하였으며, 조건 특성 및 효율을 파악하기 위해 보일러 폐열의 특성을 고려하여 슬러지 두께 및 체류시간 등 건조공정 운영조건에 따른 변수별 연구를 수행하였다. 열병합발전소 보일러에서 배출되는 폐열은 온도가 $150^{\circ}C$ 정도로 기존의 슬러지 건조에서는 사용되는 $700^{\circ}C$에 비해서는 매우 저온이다. 하지만 보일러 배가스의 경우, 온도에 비해 많은 풍량을 가지고 있으므로 열량으로 환산시 충분히 가치가 있는 것으로 조사되었다. 염색폐수 슬러지의 경우, 함수율 70% 이내의 탈수 Cake 형태이므로 두께가 두꺼울수록 건조효율이 감소하였으며, 체류시간이 길어질수록 건조효율은 증가하나 20mm 이상에서는 건조효율이 급격히감소하였다. 이를 바탕으로 5톤/일 규모 슬러지 건조 Pilot Plant를 제작하여 운영하였는데, 염색폐수슬러지의 투입공정에서 슬러지와 열풍의 접촉면적을 넓혀 건조효율을 높이기 위하여 슬러지를 압출노즐을 이용하여 슬라이스 칩 형태로 제조하여 건조공정에 투입하였으며, 건조실 내에서도 건조효율의 상승을 위하여 내부열풍순환팬을 설치하여 운영하였다. Pilot 운영결과, 체류시간 52분에서 슬러지의 함수율은 70%에서 10%이하로 감소하였다.

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A Study on Idol Marketing Strategies Using Web Entertainment - Focusing on - (웹 예능을 활용한 아이돌 마케팅 전략 연구 - <달려라 방탄>을 중심으로)

  • Lee, Shuo-Kun;Huh, Eun-Jin
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.2
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    • pp.99-109
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    • 2021
  • The purpose of this paper is to look at web entertainment in terms of marketing and analyze how consumers in Korea and abroad feel about it. To this end, methods such as literature research, case studies, and consumer interviews were used. The main conclusions of this paper are as follows. First of all, through the case of "Run BTS," the web entertainment program actively reflects the needs of viewers on entertainment content by utilizing the unique interactions of web entertainment in terms of products. In terms of price, web entertainment operated a paid service that contained more diverse contents. However, the degree of satisfaction with paid services was different for each age group or income of viewers. In terms of distribution, web entertainment can position viewers much more clearly than conventional TV entertainment, has strong communication with viewers, and is relatively free from political conflict or censorship in overseas exports. Finally, in terms of public relations, web entertainment is promoted in various ways to fans who are the mainstay of existing viewers, but public relations for various viewers other than fans are relatively weak. Based on the above analysis, this paper proposed ways to improve consumers of web entertainment by region, customized marketing by age, professional window for consumers to directly express their opinions on content, and wide promotion through various media.

Korean Dong-in Culture and Yaoi: Focusing on the Changes in the 1990s (한국 동인문화와 야오이: 1990년대를 중심으로)

  • Kim, Hyojin
    • Cartoon and Animation Studies
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    • s.30
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    • pp.263-291
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    • 2013
  • In this article, I analyze Korean Dong-in culture and its relationship with Yaoi, focusing on the changes in the 1990s. While Korean Dong-in culture has developed under the influence of Japanese Dojin culture, it is not well-known that Korean Dong-in culture has its own characteristics, reflecting the unique situations surrounding the Korean society. The reason that I pay attention to the changes in the 1990s is that they have created the foundation of the current Korean dong-in culture through changes such as the import and reception of Yaoi, the creation of 'virtual community' in PC telecommunication, the enforcement of Juvenile Protection Law, and the inauguration of 'Comic World,' Among them, the import and reception of Yaoi, a genre characterized by homosexuality including sexual relationship and fanwork, played a decisive role in the change of dong-in culture from manwha circle by highly motivated amatuer artists to fandom. The circumstances that original manhwa dong-in by manwha circle and Yaoi by manhwa fandom coexisted by the mid-1990s, the enforcement of Juvenile Protection Law and the lift of ban on Japanese popular culture rapidly weakened original manhwa dong-in. Also, the popularity of Comic World as a new type of dong-in events reflected the spread of fanwork as a new trend of Korean dong-in. In summary, the import and reception of Yaoi should be considered as one of the important changes in the 1990s Korean Dong-in culture, because 1) Korean women considered Yaoi as a liberating subculture by its powerful contents-homosexuality with sexual relationship, and 2) Yaoi succeeded in attracting new population favoring fanwork as a major trend in Korean Dong-in, differentiated from original manhwa circle population.