• Title/Summary/Keyword: Advertising Industry

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유통산업의 경쟁촉진을 위한 규제개혁 방안

  • 김성철
    • Journal of Distribution Research
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    • v.2 no.2
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    • pp.153-172
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    • 1997
  • The distribution sector is affected by a wide range of regulations. Many of these are related to health and safety, others are related to urban planning and environmental issues, whereas some mainly have an economic basis. But, regulations many be unduly restrictive, in which case they can drive up costs and ultimately prices, or they may, in some cases, reduce consumer choice. Unduly restrictive regulations could also increase costs indirectly, by reducing competition and thus lead to lower productivity growth. In the past few years, distribution sector has gone through drastic changes due to deregulation and market opening. Implementation of regulatory reforms served as an opportunity to change laws and systems which had been an obstacle to development of distribution sector. Market opening of distribution sector became a turning point to promote competition among domestic and foreign firms. However, for small and medium scale of the typical retail enterprises which were in no position to compete in terms of prices, additional facilities, and services, faced a threat of diminished trading area, and even of their existence. Because, large firms may have greater market power than small firms, as they can more easily extract favorable terms when procuring goods, and may also be able to deter entry by advertising outlays or access to the best sites. In addition, larger chain stores armied with sufficient capital dominated trading area and reduced customer's welfare by abusing their monopoly power when competing with other shops, and are often cited as an example of adverse effects of local monopoly. In order to minimize such adverse effects and to foster competition, regulatory reforms in distribution sector should set its goal to promote sound and stable distribution activities through market principle and restoring competition principle, and ultimately to boost customers welfare. Therefore, deregulation in distribution sector should be implemented in a way to promote customers welfare, eliminate entry barriers, and expand competition principle such as productivity and efficiency competition. However, it should be also recognized that deregulation of system alone is not enough to develop the distribution sector. To compete in a increasingly concentrated industry, small enterprises increasingly engage in co-operative arrangements, such as buying groups, strategic alliances or franchise agreements.

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Research on New Hip Hop Fashion of Glam Style - Focusing on Black Musician Star and Korean Hip Hop Musicians - (힙합 뮤지션의 패션 스타일 연구 - 흑인 뮤지션 스타와 국내 힙합 뮤지션의 비교 연구 중심으로 -)

  • Lee In-Seong;Lee Soon-Ja;Choi Bo-Young;Lee Min-Jung;Son Yi-Jeong
    • Journal of the Korea Fashion and Costume Design Association
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    • v.8 no.1
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    • pp.127-136
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    • 2006
  • These researches discussed promotions and effectiveness in the area of star marketing production, copying, advertising, and expenditure on clothes. The thesis is refreshing in the way it deals with analysis of strategical changes in the fashion of entertainers asia cultural industry developed. I specially focused on comparing and analyzing the changes in style of Hip Hop fashion from the period of inferior culture to the period in which their fashion is highly respected. Also, I'd like to study the influence of the fashion to Korean Hip Hop artists. The Hip Hop musicians developed their styles from underdog images of Hip Hop to glamourous and luxurious styles along with modeling in various magazines appealing sexually. In Korea, Seven and Hyori Lee are showing new and changed styles that are different from the past to their fans. The Hip Hop style now is showing with unimaginably luxurious styles as opposed to its original image. With their pursuance of ostentatious and luxurious styles Hip Hop was reborn as new Glam style. Old Hip Hop styles such as ripped jeans, safety pins, graffiti, and loose and exaggerated silhouette give inspirations to many worldly known designers and their collection. Hip Hop that used to be a branch of a low culture was able to grow to the culture of luxuries via the development the media and improvement of lives and the level of consciousness of the middleclass. Music stars with luxurious Hip Hop fashion influenced coming of a new musical genre and Korean musicians largely. I hope this research can help developing the unique low-culture and creating new trend in the field of entertainers' fashion.

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Players Adaptive Monster Generation Technique Using Genetic Algorithm (유전 알고리즘을 이용한 플레이어 적응형 몬스터 생성 기법)

  • Kim, Ji-Min;Kim, Sun-Jeong;Hong, Seokmin
    • Journal of Internet Computing and Services
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    • v.18 no.2
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    • pp.43-51
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    • 2017
  • As the game industry is blooming, the generation of contents is far behind the consumption of contents. With this reason, it is necessary to afford the game contents considering level of game player's skill. In order to effectively solve this problem, Procedural Content Generation(PCG) using Artificial Intelligence(AI) is one of the plausible options. This paper proposes the procedural method to generate various monsters considering level of player's skill using genetic algorithm. One gene consists of the properties of a monster and one genome consists of genes for various monsters. A generated monster is evaluated by battle simulation with a player and then goes through selection and crossover steps. Using our proposed scheme, players adaptive monsters are generated procedurally based on genetic algorithm and the variety of monsters which are generated with different number of genome is compared.

Effect of Clothing Interest on Party Preference and the Construction of Party Unities according to Party Wear Types (의복 관심이 파티 선호에 미치는 영향과 파티복 유형별 파티 통일체 구성)

  • Kwon, Yeji;Kim, Na Young;Chung, Ihn Hee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.40 no.4
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    • pp.733-745
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    • 2016
  • This study investigated the effect of clothing interest on party preference and suggested four party unities according to party wear types. A hypothesized model based on consumer innovativeness, clothing interest, party benefit, party interest and party preference was tested to determine the effect of clothing interest on party preference. Party unities were constructed according to party wear types along with party place, party food, and party music. Data was collected through two online surveys. The population of the survey was female consumers in their twenties. Descriptive statistics, factor analysis, reliability, correlations, and regressions were applied to the data of 305 samples. As a result, positive tendency toward consumer innovativeness, clothing interest, party benefit, party interest and party preference was observed in young female consumers with significant relations among five variables. Party preference was well-explained from the hypothesized research model, but the direct path from clothing interest to party interest was identified as insignificant. The most preferred party elements of place, food, music and wear was garden, barbecue, house music and mini dress, respectively. Four party unities according to party wear types were constructed and suggested based on the correlation analysis results between party wear and other party elements. The concept of party unity is useful to establish marketing strategies such as advertising and experience marketing in the party wear industry.

The Curriculum Design for Department of Culture and Contents according to Technology Change (기술 변화에 따른 문화 콘텐츠 관련학과 교육과정 개발)

  • Jeon, SeongSin;Lee, WonHyung
    • Journal of Digital Convergence
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    • v.11 no.3
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    • pp.299-304
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    • 2013
  • Culture contents are connected directly with our lives. Experts who produce culture contents or work at such industry or most of people regardless of age and gender are exposed to media contents like movie, game, animation, broadcasting and advertising. There are a number of users who use smart phones and smart pads which can view such media contents. The era of smart device which people easily surf, watch, and produce media contents will be opened. Therefore, the efficient curriculum for producing more touchable media contents should be developed continuously. Most of people recognize the necessity of educations to enhance creativity at university education. This paper intended to research the method of roles curriculum of university produce culture contents which stimulate emotion, creative and show new technology. This paper suggests academic curriculum for department of culture and contents based on the basics, even though new media device emerges the proper talents can be fostered.

The Effect of Perceived Enjoyment and User Characteristics on Intention of Continuous Use of Mobile Social Network Games: Focusing on Mediating Effect of Flow Experience (모바일 소셜 네트워크 게임에 대한 지각된 즐거움과 이용자 특성이 지속적 이용의도에 미치는 영향: 플로우 경험의 매개효과를 중심으로)

  • Youm, Dongsup
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.415-425
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    • 2017
  • The purpose of this study is to examine the effect of perceived enjoyment and user's characteristics on the intention of continuous use when users play social network games on a mobile device. In addition, the study empirically investigated the mediating effect of flow experience in this process. To fulfill the purpose, this study conducted a survey on 244 college students and collected data. When the collected data was analyzed, the followings were known. First, perceived enjoyment, and both self-efficacy and innovation propensity of user's characteristics turned out to have a positive (+) effect on the intention of continuous use in mobile social network game. Second, in the process, it was known that flow experience played a mediating role. These findings are expected to be useful data in developing game contents of high quality or making a marketing strategy for continuous improvement of online social network game industry. In addition, future studies are expected to generalize the research to various age groups.

The Type and Characteristics of Korean Sport Star' TV Commercial by Period (시대별 한국 스포츠 스타 TV광고의 형태와 특성)

  • Yi, Eun-Surk
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.543-550
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    • 2017
  • The purpose of this study is to investigate the change of the type and characteristics of Korean sports star TV commercials and to deeply investigate the relationship with social contexts and backgrounds. In order to solve the purpose of this study, This study collected data of 38,517 TV advertisements from 1970 to 2009, and analyzed data of 146 media contents. The results obtained are as follows. First, Korean sports star TV commercials showed a steady increase with the economic growth and media development of Korea, and the percentage of total TV advertisements was low. Second, sports star TV advertising plays a role of expanding the sports industry, but it shows that the efficiency of relationship persistence decreases without social situation and public recognition.

A Meta-analysis of the Articles in Journals Related to TV Outsourcing Production Policy: Focused on the Treatise Published in Lee Myung-bak and Park Geun-hye Governments (방송 외주제작 정책 관련 학술논문의 메타 분석 : 이명박·박근혜 정부에서 발간된 논문을 중심으로)

  • Kang, Seung-Mook
    • The Journal of the Korea Contents Association
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    • v.19 no.12
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    • pp.289-298
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    • 2019
  • This paper studied a meta-analysis of 45 papers published during the administration of Lee Myung-bak and Park Geun-hye governments in order to renew academic interest in the TV outsourcing production policy. The meta-analysis was made up of classifications of three items(issued year, journal, academic field) and six items(topic, aim, question, subject, methodology, results). According to the results, the articles(30, 66.7% and 15, 33.3%) published during Lee & Park's regimes adapted the promotional topics for TV outsourcing production policy. The reasons for the papers(18, 40.0%) on management economy, industry, and advertising related to outsourcing production policy are because the two governments focused on research projects that matched the regime stance rather than the autonomy and diversity of broadcasting, media, contents, and the visual.

Augmented Reality Logo System Based on Android platform (안드로이드 기반 로고를 이용한 증강현실 시스템)

  • Jung, Eun-Young;Jeong, Un-Kuk;Lim, Sun-Jin;Moon, Chang-Bae;Kim, Byeong-Man
    • The KIPS Transactions:PartB
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    • v.18B no.4
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    • pp.181-192
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    • 2011
  • A mobile phone is becoming no longer a voice communication tool due to smartphones and mobile internet. Also, it now becomes a total entertainment device on which we can play game and get services by variety applications through the Web. As smartphones are getting more popular, their usages are also increased, which makes the interest of advertising industry in mobile advertisement increased but it is bound to be limited by the size of the screen. In this paper, we suggest an augmented reality logo system based on Android platform to maximize the effect of logo advertisement. After developing software and mounting it on a real smartphone, its performances are analyzed in various ways. The results show the possibility of its application to real world but it's not enough to provide real time service because of the low performance of hardware.

A Study on Characteristics of the Type of Interactive Broadcast Program in Korea (국내 양방향 방송 프로그램 유형 특징에 관한 연구)

  • PARK, JIN SIK;KIM, SUNG HOON
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.4
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    • pp.209-215
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    • 2019
  • The purpose of this study is to suggest the development of interactive services and technologies in the media industry. Through the analysis of domestic two-way broadcasting contents service, this study analyzed platform and services type according to service type of terrestrial broadcasting, SO operator and Telco. Also, by identifying the characteristics of interactive programs(open, interactive, personalized, stereoscopic), this study propose important convergence possibilities of the future providers and development plans through supporting technologies and services for each characteristic. In the case of terrestrial broadcasters, ARS, web sites and mobile apps were mostly provided in both directions, and SO and satellite broadcasting operators were found to provide diversity in interactive service operation using data domain. In the case of IPTV companies, most of them provide interactive services with additional video or information service through adjustment button or app, and cable TV operators had more adjustment data broadcasting than exclusive use data broadcasts. Therefore, domestic interactive broadcasting service type needs convergence type of revenue model needs and needs to be converted into new competitive interactive broadcasting program service environment.