• Title/Summary/Keyword: 프로모션

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A Study on the Marketing Strategy for Domestic Fashion Multi-shop dealt with Imported Products only(II) - Focusing on Distribution Strategy/Promotion Strategy - (국내 수입 패션 멀티샵의 마케팅 전략(II) - 유통전략/프로모션전략을 중심으로 -)

  • 김승은;김선화
    • Journal of the Korean Society of Costume
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    • v.54 no.4
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    • pp.15-26
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    • 2004
  • The study was done to provide domestic fashion multi-shops with basic Information about the distribution and the promotion strategies through an investigation the marketing strategies for domestic multi-shop dealt with imported product only. Data were collected from Interview with a buyer or a staff of marketing department of Domestic Fashion Multi-shop dealt with Imported Product only. The results were as follows: For the distribution strategies, these fashion multi-shops as chosen were all placed in department stores. Their distribution channels were diverse like road shop, shop in department store and shop under direct management of department store. In case of shop in department store, it was common that the shop paid a definite commission to the department store. But S shop was managed directly by a department store as an advanced buying system that department store bought and sold goods and held themselves responsible for overstock. For the promotion strategies, these fashion multi-shops didn't make a definite budget for advertising and publicity contrary to other one-brands. But they attached importance to visual merchandising (VMD) because they had to harmonized the concept of a shop with various brands. Also they concentrated on seasonal fashion show, management of their customers and personal sales.

Tax Refund Service and e-Coupon Promotion: Designing a Tourism Marketing Platform (세금 환급 서비스와 전자 쿠폰 프로모션: 관광 마케팅 플랫폼의 설계)

  • Kim, Taekyung
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.14 no.6
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    • pp.91-101
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    • 2019
  • Tourism or travel business consists of a set of services for people who visit exotic places. Payment is usually marking the end of the series of activities relating to tourism, and it becomes the linkage for the next activity. With the recent advancement of mobile Fintech technologies, we have learned that more convenient and more secure financial transactions are improving the quality of tourism. It should be noted that tourism counts on information technology heavily in terms of mobile Internet and smart devices use, which yields to a wide business opportunities for Fintech startups. However, payment information has not been highlighted for additional marketing promotion activities. The lack of research into information technology-based business models that extend Fintech services related to payment in venture start-up studies hinders the understanding of the possibility of creating new business through the value creation process after payment. This study attempts to investigate this issue based on the theory of smart tourism and service-dominant logic with developing a new information system. More specifically, marketing promotion activities after payment for Chinese tourists visiting Korea are examined. Specifically, WeChat Pay and instant tax refund service were considered while the system was developed by following desing science research methodology. This study is meaningful in that it finds a new possibility of Fintech business model by applying scientific and academic methods, and it reminds the necessity of service automation system centered on instant tax refund.

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.

A Study of Determinants of Video-on-Demand View : Focusing on the Correlation between COVID-19 and Movie Views (영화 VOD 시청 건수 결정요인 : 코로나 19와 영화 시청의 관계를 중심으로)

  • Hong, Jin-Woo;Ha, Ji-Hwang;Jo, Jee-Hyung
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.117-130
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    • 2021
  • The government's social distancing policy and concerns about COVID-19 are increasing restrictions on outdoor leisure activities. Based on the decrease in outdoor leisure activities and the increase in indoor leisure activities, The purpose of this study is to examine the correlation between the degree of new confirmed cases of COVID-19 and the number of VOD views. This study conducted a time series analysis for 348 days from February 18, 2020 to January 31, 2021. Data were collected from the number of daily VOD views provided by the Korean Film Council and the number of new confirmed cases of COVID-19 provided by the Korea Centers for Disease Control and Prevention. The analysis showed that the number of confirmed COVID-19 cases has a significantly positive effect on the number of daily movie VOD views at the 5% significance level. This results indicate that the more confirmed cases of COVID-10, the more people watch movie VOD as indoor leisure activities. While previous studies examined the relationship between the confirmed cases of COVID-19 and indoor leisure activities in general, this study tried to academically contribute by analyzing the impact on specific indoor leisure activities. The practical implications of this study are as follows. The results of this study show that efficient promotions are possible based on significant social issues, such as infectious diseases. According to the results, promotions that respond quickly to changes are more effective than long-term promotions considering the climate or seasons. Due to the limitations of the data, the current study was conducted based only on PPV, but future research should also consider various billing forms such as PPM and SVOD.

Design of a Closed-Loop Stepping Motor Drive based on Real-Time Ethernet (실시간 이더넷 기반 스테핑 모터 드라이브 개발)

  • Kim, Jin-Ho;Ha, Kyung-Jae
    • Journal of Convergence for Information Technology
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    • v.9 no.8
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    • pp.45-52
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    • 2019
  • This paper proposes the design of a closed-loop stepping motor drive for real-time Ethernet (RTE), which can be easily applied to a variety of RTE protocols. The proposed design is divided into a closed-loop step motor drive which can be reused for various types of RTE protocol and RTE module developed for each specific RTE protocol. It is based on a layered architecture so that the motion control algorithm can be easily reused independently of the RTE protocol and motion profile. To verify the proposed design, closed-loop motor drives based on EtherCAT and Mechatrolink III were developed and their performances were evaluated. Cycle time was measured to verify the real-time communication performance of the developed EtherCAT and Mechatrolink III based motor drive. As a result, the EtherCAT was 7.5 times faster than the Mechatrolink III when 32 motor drives were connected.

A Home-Based Remote Rehabilitation System with Motion Recognition for Joint Range of Motion Improvement (관절 가동범위 향상을 위한 원격 모션 인식 재활 시스템)

  • Kim, Kyungah;Chung, Wan-Young
    • Journal of the Institute of Convergence Signal Processing
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    • v.20 no.3
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    • pp.151-158
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    • 2019
  • Patients with disabilities from various reasons such as disasters, injuries or chronic illness or elderly with limited body motion range due to aging are recommended to participate in rehabilitation programs at hospitals. But typically, it's not as simple for them to commute without help as they have limited access outside of the home. Also, regarding the perspectives of hospitals, having to maintain the workforce and have them take care of the rehabilitation sessions leads them to more expenses in cost aspects. For those reasons, in this paper, a home-based remote rehabilitation system using motion recognition is developed without needing help from others. This system can be executed by a personal computer and a stereo camera at home, the real-time user motion status is monitored using motion recognition feature. The system tracks the joint range of motion(Joint ROM) of particular body parts of users to check the body function improvement. For demonstration, total of 4 subjects with various ages and health conditions participated in this project. Their motion data were collected during all 3 exercise sessions, and each session was repeated 9 times per person and was compared in the results.

2004년 최고의 히트 사이트는 '버디버디'

  • Korea Database Promotion Center
    • Digital Contents
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    • no.1 s.140
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    • pp.69-69
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    • 2005
  • 2004년 포털 시장은 어느 때보다 상위권 포털사이트간 경쟁이 첨예한 시기였다. 다음, 네이버, 네이트의 포털 3강 구도가 고착된 가운데 다음과 네이버가 순방문자 규모 1위를 놓고 , 또 다음과 네이트가 페이지뷰 1위를 놓고 치열한 선두 다툼을 벌였다. 2위 그룹에 속한 사이트들은 상위권 포털로 진입하기 위해 공격적인 마케팅을 펼쳤다. 드림위즈는 인티즌의 커뮤니티부문을 인수했고, 대대적인 프로모션을 통해 야심차게 등장한 파란 역시 M&A를 통한 상위권 도약을 노리고 있는 것으로 알려져 있다.

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Method of Effective Marketing Promotion on the Mobile-Internet Environment (무선인터넷 환경에서의 효과적인 마케팅 수행 방법)

  • 노효원;김남호;차준섭
    • Proceedings of the Korea Multimedia Society Conference
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    • 2001.11a
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    • pp.336-341
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    • 2001
  • 무선인터넷 환경하에서 기업의 무선상거래의 활성화를 위해서는 제품 및 서비스에 대한 홍보가 무선인터넷을 통해서 이루어져야 한다. 즉, 해당 상품에 대한 정보를 느낄만한 사람들에게 필요한 시점에 무선 광고를 전달하기 위해서는 고도로 개인화된 마케팅에 대한 연구가 필요하다. 본 논문에서는 무선인터넷이라는 매체가 가지는 특성을 기반으로 개별화마케팅을 수행하기 위해 개인정보 취득 및 처리단계에서 데이터마이닝 기법인 연관관계와 군집모델 탐사를 통하여 고객의 관심사를 분석하고, 이를 토대로 마케팅을 수행하는 시스템을 설계하였으며, 이후 프로모션 정책수립과 마케팅 수행방안들을 제안한다. 이는 기업의 모바일 환경에서의 고객관계관리(mCRM)를 위한 솔루션 개발의 기반기술이 될 것이다.

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데이터마이닝을 이용한 eCRM

  • Jang, Hyung-Jin;Choi, Sung;Han, Jung-Ran;Lee, Ki-Min
    • Korea Information Processing Society Review
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    • v.8 no.6
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    • pp.38-43
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    • 2001
  • 본 고에서는 인터넷 쇼핑몰 기업들 중 신생기업들을 대상으로 이들의 기업환경에 맞는 데이터베이스 마케팅 방법론을 제시하고자 한다. 그러므로 데이터마이닝(Data Mining)을 이용하여 기존고객을 세분화한 다음 고객 개개인의 특성에 맞는 마케팅을 프로모션(Promotion)하고 신규고객을 획득할 때는 신규고객의 특성을 미리 예측하여 고객의 평생가치(LTV:Life Value)를 촉진하여 기업과 고객과의 관계성을 높이고, 기업은 안정된 고객층으로부터 수익을 창출하고, 기업으로부터 더 많은 혜택을 받게 하는 것에 대하여 연구하였다.

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A SNS-based New Products Promotion Case Study (SNS 기반 신제품 프로모션 사례 연구)

  • Kim, Sung K.;Kim, Nam K.
    • Journal of Information Technology Applications and Management
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    • v.20 no.4
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    • pp.263-278
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    • 2013
  • SNS users have increased at rapid rate. Many firms are expected to use SNS, especially in marketing area. This study describes a SNS-based new products promotion case study. We aim to identify how differently SNS users respond to different types of SNS media or SNS contents. In this analysis marketing effects are measured in a number of website hits. The study result shows how the number of user's hits differs upon a combination of SNS media and SNS contents.