• Title/Summary/Keyword: Advertising Industry

Search Result 318, Processing Time 0.023 seconds

Graphic Design Curricula to Improve Practical Skills Contents (실무수행능력 향상을 위한 시각디자인 교과과정 연구)

  • Kim, Hee-Jun;Park, Seong-Hyoen
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.4
    • /
    • pp.76-87
    • /
    • 2016
  • The purpose of this study is to examine university graphic design curricula to cultivate creative specialized manpower equipped with practical skills. To attain the goal, this author investigated the curricula of four-year, three-year, and two-year universities located in the capital area including Seoul and interviewed those working in 10 specialized design companies located in Seoul and Incheon. According to the findings of analyzing the curricula, four-year, three-year, and two-year universities all emphasize practices based on projects and inquiries more rather than the mastery of basic design. Among the areas, publication graphic designs are emphasized the most, and the next are visual multimedia designs. However, advertising marketing designs are not or hardly emphasized in the curricula. But specialized university education demanded by those specialized design companies is the education emphasizing the mastery of basic design more rather than practices based on projects and inquiries. Concerning the cultivation of specialized graphic designers having central roles as the pillars of knowledge industry or creative industry demanded in this age, it is needed to have a new perspective to reorganize specialized education grounded on close cooperation and favorable relationship between universities in charge of specialized education and those specialized companies.

A Study on the Convergence Contents of Projection Mapping in China (중국에서 프로젝션 맵핑을 활용한 융합콘텐츠 사례 연구)

  • Shi, Yu;Chung, Jean-Hun
    • Journal of Digital Convergence
    • /
    • v.16 no.1
    • /
    • pp.311-316
    • /
    • 2018
  • Projection mapping is one of the convergence contents combined with digital technology. After entering the Chinese market, with its fantastic shock of visual impact, it becomes China's most shocking, most popular, and most commercial value of marketing means, to be widely used in advertising, construction, tourism and other fields. But in China, the lack of projection mapping professionals and professional will affect the development of the entire industry. The study analysed the case of projection mapping in China, and discovered the future direction development of projection mapping. Projection mapping will keep going based on local cultural environment, and combined with other intelligent technologies, and spreading to daily life, also expanding the using area, creating the manifestation pattern then contributing greatly to the entertainment content industry.

Empirical Study on Relationship between Influential Factor in Smartphone Purchase Consumer Awareness (스마트폰 구매의 영향요인과 소비자 인식과의 관련성 연구)

  • Kim, Hyung Jun
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.10 no.4
    • /
    • pp.211-224
    • /
    • 2014
  • This study is aimed at considering the relationship between the influential factor in Smartphone purchase and consumer awareness. For this purpose, this study set up the influential factors in Smartphone purchase as advertising effect, brand effect and usability effect and corporate image effect, and considered the relationship between these influential factors and consumer awareness empirically. The research results can be summarized as following 3 parts: First, the four factors suggested as the influential factor in Smartphone purchase were verified to have a significant influence on customer satisfaction and customer loyalty, and thus, it is thought that the bigger the influence of these factors, the more customer satisfaction and customer loyalty will increase. Second, among the factors suggested as influential factors in Smartphone purchase, the biggest factor in influencing customer satisfaction was found to be 'Usability Effect' while the biggest factor in influencing customer loyalty was revealed to be 'Brand Effect.' As a result, this study could learn that it's necessary that 'Usability Effect' should be considered more preferentially than other factors in order to enhance customer satisfaction while 'Brand Effect' should be preferentially considered in orderto raise customer loyalty. Third, it can be judged that in the relationship between customer satisfaction and customer loyalty, the bigger the customer satisfaction, the higher the customer loyalty. It is hoped that such research results could be applied as useful materials in time of establishing the marketing strategy. Nevertheless, this paper makes it clear that due to the constraints in the number of sample areas and samples, there is a limit in objectifying the research results into all areas.

A Study on Enhancement Method of Public Perception about Geoscience using Big Data Analysis: Focusing on Media Article (지질자원기술 빅데이터 분석을 통한 국민 인식 제고 방안 연구 : 언론 기사 중심으로)

  • Kim, Chan Souk
    • Economic and Environmental Geology
    • /
    • v.55 no.3
    • /
    • pp.273-280
    • /
    • 2022
  • The purpose of this study is to explore the social perception on geoscience using a big data analysis and to propose a way to enhance people's perception on geoscience. For this, 5,044 media articles including geoscience produced by 54 media companies from January 1, 2010 to April 14, 2022. were analyzed. Big data analyses were applied. The results of analyses are as follows: Media articles consist of key words of research institute, some countries of America, China and Japan, City of Pohang, CEO of KIGAM. And geology, industry, development of mineral resources, environment, energy, nuclear power, and groundwater are highlighted as key words. Also, it is confirmed that topics related to geoscience such as expert, environment and research institute are not individually isolated, but interconnected and linked to topics in the center of future, industry, and global. Based on this result, ways to enhance people's perception on geoscience were discussed.

Female Images in Cosmetic TV Commercials of Feminism : Focused on Cases (1991-2019) of Mamonde (페미니즘 관점에서 본 화장품 TV광고의 여성 이미지 : 1991년~2019년의 마몽드 광고 사례를 중심으로)

  • Choi, Eun-Sob
    • Journal of Korea Entertainment Industry Association
    • /
    • v.14 no.7
    • /
    • pp.1-26
    • /
    • 2020
  • This study aimed to figure out the characteristics and trends of female images in domestic cosmetic ads, in regard to the introduction and change of the feminism. To begin with, 86 TV commercials of Mamonde cosmetic brands, aired from 1991 to 2019, was analysed in both quantitative and qualitative method. In result, in the first period (1991~1997), the radical feminism was predominant, insisting equality with males. But in the second period (1998~2005), it returned to the liberal feminism in which conventional female images remains. In the third period (2006-2011), the feminism and the post feminism appeared to be mixed, while, in the fourth period (2012-2019), the post feminism has become remarkable where females actively pursue the beauty. To summarize, it is meaningful in academic aspect that the result is a case study which vertically examined the female images of one single cosmetic brand in terms of feminism, on the other hand, in practical aspect that they suggest the establishment of communication and creative strategies of female products.

An Exploratory Study on the Effects of Mobile Proptech Application Quality Factors on the User Satisfaction, Intention of Continuous Use, and Words-of-Mouth (모바일 부동산중개 애플리케이션의 품질요인이 사용자 만족, 지속적 사용 및 구전의도에 미치는 영향)

  • Jaeyoung Kim;Horim Kim
    • Information Systems Review
    • /
    • v.22 no.3
    • /
    • pp.15-30
    • /
    • 2020
  • In the real estate industry, the latest changes in the Fourth Industrial Revolution, such as big data analytics, machine learning, and VR (virtual reality), combine to bring about industry change. Proptech is a new term combining properties and technology. This study aims to derive and analyze from a comprehensive perspective the quality factors (systems, services, interfaces, information) for mobile real estate brokerage services that are well known and used in the domestic market. The surveys in this study were conducted online and offline and a total of 161 samples were used for statistical analysis. As a result, all hypotheses were approved to except system quality and service quality. The results show that the domestic proptech companies who are mostly focused on real estate brokerage services, peer-to-peer lending, advertising platforms and apartments need to grow in various fields of proptech business of other countries including Europe, USA and China.

Study on Business Model of e-Sports Industry in Korea (국내 e스포츠산업의 비즈니스 모델에 관한 연구)

  • Yang, Ji-Hoon;Lee, In-Kyu;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
    • /
    • v.9 no.6
    • /
    • pp.163-173
    • /
    • 2018
  • This study aims to diagnose and analyze the business model of domestic e-sports industry and draw its implications. In-depth interviews with business executives of the e-sports teams, the e-sports media, the e-sports stadium and the game companies was had to identify the cost and revenue of each e-sports industry. The results was that the revenue of the e-sports team, stadium and game company mainly consisted of the sponsorship of the parent company. And main revenue of e-sports media was advertising, subscription fees and copyright income, whereas their expenses was the production costs. Especially the purpose of sponsorship of the game companies was not the profit of e-sports, but the promotion of the parent company game. Result implies the necessity of the development of revenue sources, executing the admission ticket charge in stadium and the development of new sponsorship. This study is expected to contribute to opening the new area of the business model of the e-sports industry that was not nearly so far treated, and consequently the development of the e-sports industry in Korea.

Perceptional Change of a New Product, DMB Phone

  • Kim, Ju-Young;Ko, Deok-Im
    • Journal of Global Scholars of Marketing Science
    • /
    • v.18 no.3
    • /
    • pp.59-88
    • /
    • 2008
  • Digital Convergence means integration between industry, technology, and contents, and in marketing, it usually comes with creation of new types of product and service under the base of digital technology as digitalization progress in electro-communication industries including telecommunication, home appliance, and computer industries. One can see digital convergence not only in instruments such as PC, AV appliances, cellular phone, but also in contents, network, service that are required in production, modification, distribution, re-production of information. Convergence in contents started around 1990. Convergence in network and service begins as broadcasting and telecommunication integrates and DMB(digital multimedia broadcasting), born in May, 2005 is the symbolic icon in this trend. There are some positive and negative expectations about DMB. The reason why two opposite expectations exist is that DMB does not come out from customer's need but from technology development. Therefore, customers might have hard time to interpret the real meaning of DMB. Time is quite critical to a high tech product, like DMB because another product with same function from different technology can replace the existing product within short period of time. If DMB does not positioning well to customer's mind quickly, another products like Wibro, IPTV, or HSPDA could replace it before it even spreads out. Therefore, positioning strategy is critical for success of DMB product. To make correct positioning strategy, one needs to understand how consumer interprets DMB and how consumer's interpretation can be changed via communication strategy. In this study, we try to investigate how consumer perceives a new product, like DMB and how AD strategy change consumer's perception. More specifically, the paper segment consumers into sub-groups based on their DMB perceptions and compare their characteristics in order to understand how they perceive DMB. And, expose them different printed ADs that have messages guiding consumer think DMB in specific ways, either cellular phone or personal TV. Research Question 1: Segment consumers according to perceptions about DMB and compare characteristics of segmentations. Research Question 2: Compare perceptions about DMB after AD that induces categorization of DMB in direction for each segment. If one understand and predict a direction in which consumer perceive a new product, firm can select target customers easily. We segment consumers according to their perception and analyze characteristics in order to find some variables that can influence perceptions, like prior experience, usage, or habit. And then, marketing people can use this variables to identify target customers and predict their perceptions. If one knows how customer's perception is changed via AD message, communication strategy could be constructed properly. Specially, information from segmented customers helps to develop efficient AD strategy for segment who has prior perception. Research framework consists of two measurements and one treatment, O1 X O2. First observation is for collecting information about consumer's perception and their characteristics. Based on first observation, the paper segment consumers into two groups, one group perceives DMB similar to Cellular phone and the other group perceives DMB similar to TV. And compare characteristics of two segments in order to find reason why they perceive DMB differently. Next, we expose two kinds of AD to subjects. One AD describes DMB as Cellular phone and the other Ad describes DMB as personal TV. When two ADs are exposed to subjects, consumers don't know their prior perception of DMB, in other words, which subject belongs 'similar-to-Cellular phone' segment or 'similar-to-TV' segment? However, we analyze the AD's effect differently for each segment. In research design, final observation is for investigating AD effect. Perception before AD is compared with perception after AD. Comparisons are made for each segment and for each AD. For the segment who perceives DMB similar to TV, AD that describes DMB as cellular phone could change the prior perception. And AD that describes DMB as personal TV, could enforce the prior perception. For data collection, subjects are selected from undergraduate students because they have basic knowledge about most digital equipments and have open attitude about a new product and media. Total number of subjects is 240. In order to measure perception about DMB, we use indirect measurement, comparison with other similar digital products. To select similar digital products, we pre-survey students and then finally select PDA, Car-TV, Cellular Phone, MP3 player, TV, and PSP. Quasi experiment is done at several classes under instructor's allowance. After brief introduction, prior knowledge, awareness, and usage about DMB as well as other digital instruments is asked and their similarities and perceived characteristics are measured. And then, two kinds of manipulated color-printed AD are distributed and similarities and perceived characteristics for DMB are re-measured. Finally purchase intension, AD attitude, manipulation check, and demographic variables are asked. Subjects are given small gift for participation. Stimuli are color-printed advertising. Their actual size is A4 and made after several pre-test from AD professionals and students. As results, consumers are segmented into two subgroups based on their perceptions of DMB. Similarity measure between DMB and cellular phone and similarity measure between DMB and TV are used to classify consumers. If subject whose first measure is less than the second measure, she is classified into segment A and segment A is characterized as they perceive DMB like TV. Otherwise, they are classified as segment B, who perceives DMB like cellular phone. Discriminant analysis on these groups with their characteristics of usage and attitude shows that Segment A knows much about DMB and uses a lot of digital instrument. Segment B, who thinks DMB as cellular phone doesn't know well about DMB and not familiar with other digital instruments. So, consumers with higher knowledge perceive DMB similar to TV because launching DMB advertising lead consumer think DMB as TV. Consumers with less interest on digital products don't know well about DMB AD and then think DMB as cellular phone. In order to investigate perceptions of DMB as well as other digital instruments, we apply Proxscal analysis, Multidimensional Scaling technique at SPSS statistical package. At first step, subjects are presented 21 pairs of 7 digital instruments and evaluate similarity judgments on 7 point scale. And for each segment, their similarity judgments are averaged and similarity matrix is made. Secondly, Proxscal analysis of segment A and B are done. At third stage, get similarity judgment between DMB and other digital instruments after AD exposure. Lastly, similarity judgments of group A-1, A-2, B-1, and B-2 are named as 'after DMB' and put them into matrix made at the first stage. Then apply Proxscal analysis on these matrixes and check the positional difference of DMB and after DMB. The results show that map of segment A, who perceives DMB similar as TV, shows that DMB position closer to TV than to Cellular phone as expected. Map of segment B, who perceive DMB similar as cellular phone shows that DMB position closer to Cellular phone than to TV as expected. Stress value and R-square is acceptable. And, change results after stimuli, manipulated Advertising show that AD makes DMB perception bent toward Cellular phone when Cellular phone-like AD is exposed, and that DMB positioning move towards Car-TV which is more personalized one when TV-like AD is exposed. It is true for both segment, A and B, consistently. Furthermore, the paper apply correspondence analysis to the same data and find almost the same results. The paper answers two main research questions. The first one is that perception about a new product is made mainly from prior experience. And the second one is that AD is effective in changing and enforcing perception. In addition to above, we extend perception change to purchase intention. Purchase intention is high when AD enforces original perception. AD that shows DMB like TV makes worst intention. This paper has limitations and issues to be pursed in near future. Methodologically, current methodology can't provide statistical test on the perceptual change, since classical MDS models, like Proxscal and correspondence analysis are not probability models. So, a new probability MDS model for testing hypothesis about configuration needs to be developed. Next, advertising message needs to be developed more rigorously from theoretical and managerial perspective. Also experimental procedure could be improved for more realistic data collection. For example, web-based experiment and real product stimuli and multimedia presentation could be employed. Or, one can display products together in simulated shop. In addition, demand and social desirability threats of internal validity could influence on the results. In order to handle the threats, results of the model-intended advertising and other "pseudo" advertising could be compared. Furthermore, one can try various level of innovativeness in order to check whether it make any different results (cf. Moon 2006). In addition, if one can create hypothetical product that is really innovative and new for research, it helps to make a vacant impression status and then to study how to form impression in more rigorous way.

  • PDF

A Comparison of Internet Practices between U.S. and South Korean Firms from Value Chain Perspective (한.미 기업의 인터넷 활용 비교 연구: 가치사슬을 중심으로)

  • Lee, Seog-Jun;Nam, Kyung-Doo;Koh, Chang-E.
    • Information Systems Review
    • /
    • v.6 no.2
    • /
    • pp.79-94
    • /
    • 2004
  • The Internet is now an ubiquitous technology in business and possesses the potential to make the concept of value chain into an attainable reality. We posit that the way the Internet is utilized, the extent of the Internet's impact on business performance, and the extent the firms are prepared to take advantage of the Internet varies from country to country and from industry to industry. Based on data collected from 54 firms in the U.S. and 135 in South Korea, we compared the two countries (U.S. and South Korea) and two major industry groups (manufacturing and service) regarding the pattern of Internet utilization on the Internet from a value chain perspective. The findings show that U.S. companies utilize the Internet more extensively in such areas as human resources management, automation, sales, and advertising than the South Korean counterparts. However, we did not find a statistically significant difference in the way the two countries use the Internet within a value chain model. We also compared Internet practices by industry sector (i.e., service vs. manufacturing) within each country. The results show that firms in the service sector tend to use the Internet more extensively than the manufacturing counterparts in both countries. Particularly in Korea the difference between the sectors was significant in the extent to which they utilized the Internet to support such business activities as inter-organizational alliance, communication, and marketing.

The Interrelationship between Pop Art and Textile Design (팝 아트와 텍스타일 디자인의 상호관계)

  • 차임선
    • Archives of design research
    • /
    • v.13
    • /
    • pp.177-200
    • /
    • 1996
  • The purpose of this study is to show the textile designers how to be creative and how to accept other ideas which are not necessarily of their own, and to show what exactly creating anything means. During the 1950's and'60s. America and Europe reached their peak in developing their consumption culture. After World War II, America achieved an astonished feat in developing its thechnology and industry to cause the economy to a rapid ascendence. The U.S. government adopted the Keynsian theory in its economic policy. The Keynsian theory advocates the consumer spending. And during this time period the American public developed consumption habit. Mass production and mass media went in hand to induce the public to buy. The public became an important target for the advertising stratages of the industry. In order for the industry to advertise the mass produced products, it had to utilize the mass media such as television, newspaper, and magazine. And mass media came into play an important role not to advertise the products, but to imform and educate the public about the products. This corporate stratege is further enhanced by the desire of the American public to climb up the ladder by way of material possession. Pop Art was born not only in reflecting the ideology of the consumption culture, but acted as a catalyst for more spending. The subjects of Pop Art are cars, foods, comics, Hollywood actors and movie scenes, the famous singers or persons. Andy Warhol specifically used the chosen image repeatedly to emphasize the redundacy of the image. The common factors which exist between Andy Warhol's Pop Art and textile design is the repetition in form, and the way of transferring an image to a canvas - Warhol used the frotttage technique to transfer an image to a canvas and textile design is transferred to a paper by way of transferring technique. Also the way Warhol thought of his paintings as a decorative elements and made a couple of his paintings into wallpapers or exhibits his painstings wall to wall demonstrates his close alliance with the textile design, let alone his comercial design background. In this study, I examined the inter-relationship between textile design and Pop Art. To carry out this study, I examined the comsumption culture: and the biomorphic relationship of culture and art: and Pop art and its transience stage. The major finding of this study is there exists a common denomenator between textile design and Pop Art, especially of Andy Warhol's.

  • PDF