• 제목/요약/키워드: Advertising image

검색결과 344건 처리시간 0.023초

향수 광고에서 보여지는 신체 이미지 및 패션 연구 (The Study of Body Characteristics and Fashion in Fragrance Advertising)

  • 권기영
    • 대한가정학회지
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    • 제41권11호
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    • pp.35-48
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    • 2003
  • The purpose of this study is to investigate ideal body image and clothing style through the analysis of models portrayed in fragrance advertisement that is the representative goods showing the fashion brand image. For this study, 120 perfume advertisements appeared in GQ and Vogue magazines issued in 2002 were selected. The models' characteristics portrayed in advertisement are categorized with role relationship, race, body exposure and clothing styles. The results are as follows. 1. Fragrance advertisements most commonly depict a single model portraying narcissism, and later then most common are advertisements both male and female model in a sexual relationship. 2. The analysis of models' race shows racism toward Asian models and Afro- American models. White models are main characters in fragrance advertisements more often than other races, and in mixed-ethnic ads, whites typically outnumbered minorities. This shows currently aesthetic stereotypes, that is, white ideology still exists. 3. The results of models' body exposure are showing nudism with partially clad or nude. This shows the eroticism of male and female. 4. The highest portion of clothing style appeared in fragrance advertisement were casual wear for male model and dressy formal wear for female models, which respects current fashion trends.

모바일 증강현실 기술 및 표준화 동향 (Trend of Technologies and Standardizations for Mobile Augmented Reality)

  • 이용환;이유경;박제호;윤경로;김정길;김영섭
    • 한국위성정보통신학회논문지
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    • 제8권1호
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    • pp.83-88
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    • 2013
  • 최근 스마트폰 사용자가 늘어나면서 증강현실 (Augmented Reality) 기술을 활용한 제품 소개 또는 광고 마케팅이 활발히 이뤄지고 있다. 이는 실제 환경에 가상 물체나 정보를 합성하여 원래의 실제 환경에 존재하는 사물처럼 보이게 하는 증강현실을 활용한 애플리케이션들이다. 본 논문에서는 모바일 환경에서 증강현실의 기술 요소 및 관련 표준화 동향을 살펴보고, 이미지 기반의 증강현실 기술에 대한 표준화 필요성에 대해 논의한다.

로고를 이용(利用)한 패션 디자인에 관(關)한 연구(硏究) (A Study on Fashion Design Using Logo)

  • 이미숙
    • 패션비즈니스
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    • 제3권4호
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    • pp.103-112
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    • 1999
  • The purpose of this study is to investigate the various expressions in fashion design using logo. For this study, fashion magazines such as Vogue, Elle, WWD, Hi Fashion, Mode et Mode, Fashion News, Collezioni were analyzed. A corporate identity consists of the logo and name owned by a company together with the rules and guidance on how these are to be used, for example in printed material such as letterheads, catalogues and reports, in advertising, marketing and promotion, and on produsts and services. Logos provide the bedrock for the development of corporate identities, for the evolution of commercial brands, and for the nurturing of corporate culture. Logo is a primary means of communicating corporate values to customers and designers. It represents an asset of incalculable value, because it has been consistently maintained and protected over the years. The logo is the cornerstone of the company‘s image and the style of a logo or products name must harmonize with the feeling of the product or brand image. Fashion designers today are using their logos in different forms of communication. It is common to see a brand’s logo proudly emblazoned the classic chic garments as well as accessories such as bags, shoes, caps. The consumer, then becomes a ‘walking ad’ for the brand.

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노인수요계층의 아파트 실내 색채계획을 위한 색채선호 연구 (Color Preference of the Elderly for the Apartment Interior Color planning)

  • 전은정;조성희
    • 한국실내디자인학회논문집
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    • 제15권6호
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    • pp.221-228
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    • 2006
  • The purpose of this research is to investigate the tendency of color preference for the elderly in housing. For this, a questionnaire survey was carried out with color chips and 9 photos of the living rooms which were chosen among apartment model houses in Pusan. Preference of color usage was measured by SD scale developed by advertising adjectives for the model houses. The result of this study are as follows: 1) The preferred color image was characterized as soft, warm and simple. The main factors of color image were identified and named as 'dignity factor' and 'personality factor'. 2) The elderly preferred G generally, but R for dominant color of the living room. They distinguished their attitudes about the color by the purpose of color usage. 3) For colors of architectural components of the living room, preferred colors were narrowed Y, YR and R for wall, art wall and floor. Beige was the most popular color in the living room for the elderly. This research can contribute to the basic data of color planning for the elderly housing.

Research on the Correlation Between the Alienation Effect and Immersion of Breaking the Fourth Wall in Games

  • Qi Yi;Jeanhun Chung
    • International journal of advanced smart convergence
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    • 제12권4호
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    • pp.328-333
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    • 2023
  • Breaking the fourth wall is a very popular concept right now, and depictions of breaking the barrier between virtuality and reality are often used in game advertising. In VR games, game manufacturers describe the experience after breaking the fourth wall as an experiencer who will be completely immersed in the virtual world, as if they are actually living in the virtual world. At the same time, research in the field of traditional drama also shows that breaking the fourth wall can also bring a sense of alienation to the player, allowing the experiencer to clearly realize that he and the character are in a completely different world, and to conduct aesthetic criticism of related works of art.So why there are two completely different feelings after breaking the fourth wall will be the content of this article. This article will focus on the theoretical analysis of the relationship between two different cognitions and two completely different cognitions after breaking the fourth wall. Finally, it will be analyzed from three directions: game perspective, game art style, and different world views of the game. Finally, it was concluded that when players break the fourth wall in the game, these three factors will cause the experiencer to have two completely different cognitions.

A Research of Real-time Rendering Potentials on 3D Animation Production

  • Ke Ma;Jeanhun Chung
    • International journal of advanced smart convergence
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    • 제12권4호
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    • pp.293-299
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    • 2023
  • In recent years, with the rapid development of real-time rendering technology, the quality of the images produced by real-time rendering has been improving, and its application scope has been expanded from games to animation and advertising and other fields. This paper analyses the development status of real-time rendering technology in 3D animation by investigating the 3D animation market in China, which concludes that the number of 3D animations in China has been increasing over the past 20 years, and the number of 3D animations using real-time rendering has been increasing year by year and exceeds that of 3D animations using offline rendering. In this study, a real-time rendering and offline rendering 3D animation are selected respectively to observe the screen effect of characters, special effects and environment props, and analyse the advantages and disadvantages of the two rendering technologies, and finally conclude that there is not much difference between real-time rendering 3D animation and offline rendering 3D animation in terms of quality and the overall sense of view, and due to the real-time rendering of the characteristics of the WYSIWYG, the animation designers can better focus on the creation of art performance. Real-time rendering technology has a good development prospect and potential in 3D animation, which paves the way for designers to create 3D content more efficiently.

학교 홍보를 위한 유니폼 디자인 개발- 이화여자대학교를 중심으로 - (Uniform Design Development for School Advertisement - Focused on Ewha Womans University -)

  • 이민정;김현정;이언영;이인성
    • 복식문화연구
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    • 제17권5호
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    • pp.780-790
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    • 2009
  • The study analyzed the characteristic of school uniform, focusing on Ewha Woman's University of Seoul, reflected present trend as well as characteristic and symbol of school and developed uniform design for advertising Ewha Woman's University. The purpose of this study is to propose uniform that can be discriminated from that of other university and increase advertisement effect with mental superiority and pride in university by trying uniform design development, which can provide school and student with satisfaction, and reflecting present trend as well as characteristic and symbol of school. The study is meaningful because it can be basic materials for various uniform designs, connecting function, symbol and trend to uniform development. The uniform for school advertisement was manufactured in a way to reflect characteristic and image of school, escape from fixed idea preferring traditional design in the past and reflect trend. It is expected that the uniform created with symbolic image of school will give high advertisement effect and improve school image by providing student with sense of coherence and discriminated feeling in various events and the meeting with other school students. Moreover, the student wearing the uniform with splendid design will feel mental superiority and have pride in school at the same time. In conclusion, the uniform reflecting trend is proper for the uniform of advertisement helper representing school as long as it can reflect characteristic and image of school. It will be also helpful for developing wider design and more splendid uniform because the study can create the motive to apply trend to other uniform that does not adopt trend.

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타이포그래피 유머적 표현의 지각성향과 효용성 연구 (PROPENSITY TO PERCEIVE AND EFFECTIVENESS OF TYPOGRAPHY WITH HUMOR)

  • 진경인;김지현
    • 디자인학연구
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    • 제12권3호
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    • pp.17-26
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    • 1999
  • 일반 대화속에는 물론, TV광고, 포스터, 신문, 잡지 등에 광범위하게 이용되고 있는 유머는 창조적인 사고로 아이디어를 개발하는 디자이너에게 훌륭한 표현수단이 되고 있으며 어떤 표현방법보다도 포용력 있고 설득적인 중요한 수단으로 그 가치와 함께 끊임없는 연구가 이루어지고 있다. 그러나 지금까지 유머에 관한 연구는 광고를 중심으로 상품구매에 미치는 영향에 관한 유머 소구효과가 대부분이라 실제로 새로운 표현방법을 개발하고자 하는 디자이너에게는 이러한 연구자료가 이용되지 못하고 있는 실정이다. 따라서, 수용자인 대중에게 효과적인 메세지 전달을 하기위해 노력하는 디자이너 입장에서 새로운 연구가 계획되어야 하며, 객관적으로 검증되고 실제적으로 활용가능한 자료가 필요하다. 본 연구는 인간의 가장 기본적이며 공통적 언어인 유머를 통하여 타이포그래피의 새로운 표현방법을 제시하고, 각 유형별로 어떠한 표현 특성이 있는지 분석하여 그를 토대로 디자이너와 대중이 공유할 수 있는 보다 타당성있고 효과적인 유머 표현을 위해 이의 효용성을 실증적으로 고찰하였다. 이러한 결과를 토대로 타이포그래피의 유머적 표현방법이 대중에게 어떻게 지각되고 있는지를 알고, 실험을 통해서 디자이너가 아이디어 개발에 접근해 가기를 바라며, 그러한 작업이 이루어질 때 보다 객관적이고 적합한 디자인을 계획할 수 있고 나아가 메세지 전달효과를 증대시킬 수 있다.

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CCTV융합채널의 마케팅믹스가 대리점 행태에 미치는 영향분석 (Effects of Marketing Mix on Behavior of Authorized Dealers in the Korean CCTV Converging Channels)

  • 이진춘
    • 디지털융복합연구
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    • 제13권4호
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    • pp.89-100
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    • 2015
  • 본 연구는 우리나라 CCTV융합채널 업계에서 마케팅믹스의 특성이 브랜드 이미지, 대리점 지각, 전환장벽과 대리점의 충성도에 미치는 영향을 분석하는데 초점을 두고 있다. 본 연구는 마케팅 믹스요인을 외생요인으로 하고 브랜드 이미지, 대리점 지각, 전환장벽을 매개변인으로 하고, 대리점 충성도를 결과변인으로 하는 구조방정식모형으로 구축하였다. 본 연구에서는 8개의 가설을 설정하고, 전국의 191개 업체를 대상으로 설문조사하여 얻은 자료를 AMOS20과 SPSS20을 이용하여 분석하였다. 그 결과, 마케팅 믹스 중 제품공급과 가격이 브랜드 이미지에 유의한 영향을 미쳤으며, 광고만이 대리점 지각에 영향을 미치고 있음이 나타났다.

소비자의 향기 선호와 향기에 의한 이미지, 색채 및 TPO 연상 (Consumer's Fragrance Preference and Image, Color and TPO Associations with Fragrance)

  • 김다혜;김태연;서기용;이승현;정인희
    • 한국의류학회지
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    • 제39권4호
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    • pp.529-544
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    • 2015
  • This study investigated consumer's fragrance preferences as well as image, color, and TPO associations with fragrance. Eight branded perfumes of four fragrance families were selected according to the top note (floral, fruity, green, and citrus) as stimuli; consequently, fragrance preferences and associations were measured. A survey that included a scent test was conducted; subsequently, 186 responses from male and female consumers in their twenties were analyzed using descriptive statistics, independent sample t-test, paired t-test, and chi-square analysis. The fruity fragrance was shown to be preferred the most. The perfume itself was associated with cool image, blue or pale tone colors, summer, and casual occasions in general, while a citrus fragrance was related to warm, winter, and deep tone colors in specific. Fragrance associations could be utilized in perfume marketing plans and activities such as advertising and packaging development.