• Title/Summary/Keyword: Advertising Image

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Implementation of an Interactive Advertising platform Using the Kinect (Kinect를 이용한 Interactive 광고 플랫폼 구현)

  • Kim, Kyung-hyun;Lee, Ki-young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.89-92
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    • 2013
  • South Korea's advertising market in 2012, growing at a standard 10 trillion, but most advertising is in the form of one-way communication by advertisers. In this paper, at the time they are attracting the interest of consumers, more recent placement by Facebook or Youtube propose an advertising platform using the Kinect motion-sensitive controller that can communicate with consumers. In the proposed platform, by the simple enjoyment of the game accept ads without resistance, and can deliver content more effectively than advertising indirectly passing. Had occurred in the existing Windows forms drawing problem was solved by using the XNA game engine using the Facebook API was designed so that it can be integrated with SNS.The scored elements to attract the interest of the users with the introduction of the ranking system and the user's face image to extract added to the story line, and increased immersive.

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Comparison of Vietnamese Consumer Response to Advertisements of Korean Companies and Vietnamese Companies: Focusing on Balance Theory (한국 기업과 베트남 기업의 광고에 대한 베트남 소비자 반응에 관한 비교연구: 균형이론을 중심으로)

  • Han, Sangpil
    • Journal of the Korea Convergence Society
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    • v.12 no.10
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    • pp.161-167
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    • 2021
  • This study was conducted for the purpose of comparing the advertising effect of Korean companies and Vietnamese domestic companies by applying the balance theory to Vietnamese consumers emerging as a new market for Korean companies. An experiment was conducted on female university students, and cognitive, emotional, and behavioral responses to advertisements in the two countries were investigated. The results showed that there was no difference in the cognitive dimension of Vietnamese consumers' evaluation of advertisements in Korea and Vietnam, but there is a difference in the emotional dimension and the behavioral dimension. This study contributed theoretically to the possibility of applying the balance theory to the study of international advertising effects, and the implications of international advertising of Korean companies in the underdeveloped markets were discussed.

The Effect of Sustainable Fashion Brand's Advertising Color and Expression on Consumers' Emotions and Perceptions - Focus on Instagram - (지속가능 패션 브랜드 광고의 색채와 표현형식이 소비자의 감정과 인식에 미치는 영향 - 인스타그램 중심으로-)

  • Jiang, Wei;Ko, Eunju;Chae, Heeju
    • Fashion & Textile Research Journal
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    • v.21 no.4
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    • pp.432-451
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    • 2019
  • Companies and brands that practice sustainability pay attention to New Media due to its ability to build a sustainable relationship between companies and consumers. The need for research on specific roles, characteristics, and social media effects on eco-friendly advertising has had rapid growth in marketing programs for sustainable activities especially shown through social media. Information about sustainable fashion has spread to consumers through social media, and multifarious efforts have been made to attract the attention of youth. Despite the dramatic increase in eco-friendly marketing through social media as a part of sustainability, there is a lack of research on the major influences of emotional factors such as ad color and expression in social media. In this context, it is meaningful to identify relationships between emotional responses, advertising value and consumer behavior of sustainable fashion brands in Instagram and implement a suitable advertising type (color vs expression) for consumers. We used 366 responses for the final analysis. Data were analyzed by factor analysis, structural equation modeling using SPSS 18.0 and AMOS 18.0. The results of this study suggest that emotional responses, advertising value have a significant effect on the flow. This study expands on a previously limited research field by verifying consumer responses to image advertising on Instagram, rather than general sustainable fashion marketing. The study results also provide meaningful implications for a relation formation between customers and fashion brands vis-${\grave{a}}$-vis sustainable social media marketing.

A Study on the Effect of Advertising by Generation on the Types of Tourist Attractions Posted on SNS (SNS에 게시된 관광지 사진유형에 따른 세대별 광고효과에 관한 연구)

  • Lim, Jae-Moon
    • Journal of Digital Convergence
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    • v.19 no.7
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    • pp.71-77
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    • 2021
  • This study aimed to suggest ways to utilize local governments' SNS by recognizing whether advertising affinity affects advertising effectiveness and significant differences between photo types (personality or absence) and generation. The survey was conducted from 1 April to 16 April 2021, and a total of 235 copies were used for empirical analysis. According to the analysis, advertising likeability affects advertising effects, and photos involving tourists have a greater impact on advertising effects in their 20s. This will require local governments to make various efforts to identify the generations that access SNS the most, and to encourage them to post photos suitable for that generation, along with ensuring that tourists' photos are posted at tourist attractions.

The Application of Agent and Advertising in 3D Sports Game (3D 스포츠 게임에서 Agent와 광고의 활용에 관한 연구)

  • Lee, Yong-Jae;Lee, Young-Jae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.10
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    • pp.2269-2276
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    • 2010
  • This research shows how autonomous character agents work in 3D sports game and its application to advertising. It is a kind of interdisciplinary study between game and advertising. In other words, advertising can be used a beneficiary model in game industry. For the purpose of analyzing the role of agents, 3D table-tennis game and advertising tools are developed. The role of agents is booming up and focusing on the game by their voices and texts. In game, several famous brands are showed up as a mean of advertising. This study analyzed the role of agents and advertising from the game user's position. For validity and reliability of the research, questionnaires were analyzed. As a results, several facts are found. Firstly, the agents worked positively as a game boomer. More than half of the respondents answered the agents are useful for the game. Secondly, the advertising tools showed up on the game are helpful to understand the brand. In other words, the game is contributed to build up the brand image. These kinds of attempts may be significant in that the agents are performed as a parter of functional and woman-oriented game. And advertising brands when placed in the game could play the role of the game item or quest. The proposed method can provide the basic references for developing 3D game as an interdisciplinary study.

A Study on the Location of Game-themed Music by PC Game Genre : Focusing on types of music, structural elements of music, and images (PC게임 장르에 따른 게임 테마음악의 위치화 연구 : 음악종류, 음악의 구조적 요소, 이미지를 중심으로)

  • Park, Kwan-Ik;Hwang, Kyung-Ho;Lee, Hyung-Seok
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.75-90
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    • 2020
  • The purpose of this study is to identify the functional role of music, which is one of the main elements that make up PC games. To this end, theme music by genre of PC game was divided through analysis and then the relationship between variables was analyzed by visually positioning the distance between 'music type', 'structural element of music' and 'image' using multiple correspondence matching analysis. As a result, it was confirmed that there was a difference in location between the types of music by game genre, the structural elements of music, and the characteristics of the image.

An Implementation of Smooth laser image using universal joint (유니버셜 관절을 이용한 유연 레이저 영상 구현)

  • 김태강;이건영
    • 제어로봇시스템학회:학술대회논문집
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    • 2000.10a
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    • pp.347-347
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    • 2000
  • Nowadays, the Laser image is used to realize multi-media show for events, an advertising media and 3D simulation, realization of video image and so on. It is a hot issue to realize the laser image like computer graphic image. The image used in laser projector is vector graphic image that is described by linking point to point. A computer makes this continuous vector graphic images so that the image shows as an animation. A control signal converted by a computer makes the laser projector draw image. Two motors and universal joint are used to realize 2D laser image in this study. Developing a controller applied Look-ahead algorithm and software to interface with personal computer, This study is the chief aim of improving difference of moving velocity that is appeared from edge of vector graphic image and disparity of graphic density.

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A Study of Modern Art and Fashion Trend Image -Based on after 1995 Fashion Trend- (현대예술과 패션의 트랜드 이미지에 관한 연구 -95년 이후 Fashion Trend를 중심으로-)

  • 이은영
    • The Research Journal of the Costume Culture
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    • v.6 no.3
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    • pp.88-99
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    • 1998
  • Image of Modern Art & Fashion are created on the whole in daily life. Image itself is not simple. There is no more distinction between content & form through mutual crossing for intellectual thinking. Specially, image of reproduction circumstance too many mixtual and compromise (collage) are continued to occur. They could pursuit to change their image through the more increase of impulse, exception and popular experience. In this thesis, I studied about image of Modern fashion & Art. In the modern art, visual image showed as anti-beauty and combination of cultural system. It has shown in the theory of Fred Davis and through fashion brand advertising image as follows; Youth vs maturity (ageless image), male s female and androgynous vs unisexuality (genderless image), colligation vs monopoly (street mode image). As a results, the modern trend image are showing the value of the ambivalence. It can be said that he anti-beauty which are occasionally showed in ambivalence has shown a tendency toward another tradition (feminity) through giving an impulse and paradox.

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The Effects of Factors of Fashion-Retail-Entertainment on Store Image & Store Loyalty (패션 리테일 엔터테인먼트 구성 요소가 점포 이미지와 점포 충성도에 미치는 영향)

  • Lee, Seung-Hee;Park, Ji-Eun
    • The Research Journal of the Costume Culture
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    • v.15 no.1 s.66
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    • pp.179-192
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    • 2007
  • The purpose of this study was to investigate the relationship among fashion retail-entertainment, store image and store loyalty. Two hundred eleven who female college students living near Seoul area participated in this study. Two hundred sample used for data analysis. For data analysis, frequency, factor analysis, correlation analysis and multiple regression analysis were used. The results were as follows: First, fashion retail-entertainment had 4 factors such as shopping environment, sales service, dining facilities, and others. Store image composed of psychological image, merchandise mix, customer service, and advertising exposure. Store loyalty had 3 factors; cognitive loyalty, intentional loyalty, emotional loyalty. Second, retail-entertainment factors had positive influences on store image and store loyalty. Third, store image had positively affected on store loyalty. Based on these results, successful strategies for fashion retail-entertainment business would provide.

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The Effects of Environmental Claim Types and Consumer Vocabulary on Eco Fashion Advertisement (친환경 패션 광고의 친환경 주장 유형과 소비자 언어가 광고효과에 미치는 영향)

  • Kim, Minyoung;Chun, Eunha;Ko, Eunju
    • Fashion & Textile Research Journal
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    • v.19 no.2
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    • pp.166-179
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    • 2017
  • Fashion industry have been emphasizing on eco-friendly business to enhance their public image. Due to the lack of consumers' awareness and experience of eco fashion advertising, this have resulted in adverse outcomes. Therefore, it is required to develop eco fashion advertisement that meets the public interest of Koreans. This study aims to obtain practical implications which can be applied to further eco fashion advertising. The study examines the public opinion towards eco fashion using Twitter as big data analysis and the protracted implication was provided to consumers as consumer vocabulary to see the advertising effect of consumer vocabulary. In addition, this study focuses on the environmental claim types to identify the most effective advertisement in eco fashion. The results are as follow. Associative claim types had a more positive influence on advertising attitude than substantive claim types. Substantive claim types had a more positive influence on brand cognition than associative claim types. In addition, the moderating effects of consumer vocabulary on advertising attitude and brand cognition were supported in substantive claim types. Advertisement attitude shows positive effects to both brand cognition and brand attitude. It has been proved that brand cognition leads to positive influence towards brand attitude and brand attitude eventually increases consumers' urge to buy products. This study has implication when providing a guideline for eco fashion advertisements.