• Title/Summary/Keyword: Advertising media

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Less than Attractiveness of e-Sports Games for Female Audience - Journalism

  • Oleksandr, Petryk;Natalia, Sydorenko;Anastasia, Volobuieva
    • International Journal of Computer Science & Network Security
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    • v.22 no.2
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    • pp.57-62
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    • 2022
  • The attractiveness of e-sports games1 and the way it is spread has changed in recent years. Instead of conventional approaches, such as advertising campaigns or televised events, spectators are increasingly drawn to online platforms, which offer more opportunities for communication. Besides live streaming services like Twitch. tv, where spectators can watch matches in real-time or via recorded videos, social media platforms like Facebook and Twitter are now adding e-sports related content to their networks [1]. Especially the combination of live streams on Twitch, Twitter, and Facebook opens many possibilities regarding how information is shared. This might be an efficient way of spreading attractiveness among female audiences. This paper focuses on the attractiveness of e-sports events in general for females. It has been hypothesized that there are certain factors that influence this attractiveness. Studying past research papers and online resources, three factors were identified: The players' behavior and charisma, the impact of social media as well as videogames themselves. It is found that females are attracted to e-sport games because they allow them to engage more in the game compared to other videogames. This is because there are no time constraints that require players to accomplish certain tasks within a specific time frame. As such, female gamers can choose how much effort they want to put into the game depending on their personal preferences.

A Case Study on Partnership Types between Network Operators & Netflix: Based on Corporate Investment Model

  • Minzheong, Song
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.1
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    • pp.14-26
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    • 2020
  • We categorize partnership types between network operators and a global video streaming or over-the-top service provider, Netflix from 2011 to the first quarter 2018. The options are based on the integration of over-the-top (OTT), Netflix with pay TV and telecommunication operators in the form of carrier billing, access to over-the-top (OTT) via devices or the development of their tariff plans. Options of the Type 3, 'cooperation' or the Type 4, 'agreement' entails a kind of the technical involvement between two partners and commercial agreement. The types of partnership are evolving from one to others. Some partnerships have characteristics of more than one type. The majority of technical or service integration cooperation of Type 3 entail bundling and marketing promotion of Type 2 and Type 1. Similarly, the 'agreement' of Type 4, co-branded or white-label service initiative entail tariff or device user interface (UI) integration of the 'cooperation' of Type 3 and joint marketing initiatives of Type 1.

A study on the visual rhythm of Korean film trailer (한국영화 예고편의 시각적 리듬 연구)

  • Kim, Hwangjae;Shin, Sangki
    • Journal of Korea Multimedia Society
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    • v.20 no.8
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    • pp.1472-1479
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    • 2017
  • The trailer is an advertising process that requires systematic fabrication in the planning process. However, the role of sufficient consideration of the specialty of the merchandise, and the study of the quality of the merchandise, can serve as an effective advertisement. Therefore, a trailer from a marketing standpoint should effectively express the components that need to be delivered to potential audiences within a brief running time. Want to see if the rhythm of the trailers can be tangible, and how it affects receivers.

The Analysis Of Advertisement Cases Using Game And System Design (게임을 이용한 광고의 적용사례 분석 및 시스템 설계)

  • Jang, Su-Min;Kwak, Nae-Joung;Yoo, Jae-Soo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.815-818
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    • 2006
  • Lately, the development of the Internet yield to increase the number of game players. The advertisement intended for increasing game players is made an issue of. In this paper, we explain the various cases by using games as the advertising media and analyze their problems. In addition, we propose the structured module to solve the problems and to service efficiently the advertisements.

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Implementation of Personalized Advertisement and Information Application Services Using RFID Virtual Tag (RFID 가상 태그를 활용한 개인화된 광고 및 정보 응용 서비스 개발)

  • Park, Nam-Je
    • Journal of Information Technology Services
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    • v.8 no.4
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    • pp.151-163
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    • 2009
  • In this paper, we design and develop a personalized advertisement and information services system based on mobile RFID using RFID virtual tag. It is a system to perform the use of the contents information or the commercial transaction on the contents products through internet server connection by using RFID tag information with a mobile according as transmitting immediately to a cell phone after a tag generator derived RFID tag information to be substituted for the contents information being output at present, after being transmitted from a cell phone the information request signal on the contents information being output from video media. This service system provides a mechanism for gathering advertisement information left behind by many clients visiting advertisement sites for analysis of customers property, service model for selecting personalized services, and mechanism for providing them to customers who visited in a advertisement mall joined to the shopping site.

A Real-time Virtual Imaging System (실시간 가상이미징 시스템)

  • 남승진;오주현;박성춘
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2002.11a
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    • pp.269-274
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    • 2002
  • 최근에 TV의 축구, 야구와 같은 스포츠 중계 방송에서 팀의 로고나 점수, 거리와 같은 그래픽 정보를 운동장에 합성시켜 보여주는 새로운 기술이 사용되고 있다. 이는 증강현실(AR: Augmented Reality)의 한 분야인 실시간 이미징 합성 기법을 사용한 것으로서 일반적으로 가상이미징 시스템이라 불리운다. 본 논문에서는 방송용 카메라의 렌즈와 팬(pan), 틸트(tilt) 축에 센서를 부착하여 이를 해석함으로써, 실시간으로 3차원 그래픽 좌표계의 가상 카메라를 제어하는 센서기반 가상이미징 시스템의 구현 결과와 관련기술을 소개한다. KBS 기술연구소에서는 실시간 가상이미징 시스템을 개발하여 'VIVA(Virtual Imaging & Virtual Advertising)'라 이름지었다. 이 시스템은 렌즈 데이터에 근거하여 카메라 캘리브레이션을 수행하며, 주밍(zooming)시 발생하는 카메라의 시점(view point) 변화를 반영하여 원거리 촬영이 이루어지는 스포츠 중계뿐만 아니라 보다 정확성이 요구되는 스튜디오 내의 근거리 프로그램 제작에도 사용이 가능하다. 합성되는 그래픽은 실세계와 같은 완전한 3차원 좌표 공간에 놓이게 되며, 월드 좌표계와 카메라 좌표계를 이용하여 사전 제작된 오브젝트들을 원하는 곳에 위치시킬 수 있다. 실사와 그래픽의 효과적인 합성을 위하여 오버레이(overlay) 모드는 물론 알파키(alphakey)와 크로마키(chromakey)를 조합한 모드를 사용하였다. VIVA는 2002년 부산 아시안 게임에서 수영과 양궁 중계에 활용하였다.

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Trends of Smart Media Advertising Services and Technologies (스마트미디어 광고 서비스 및 관련 기술 동향)

  • Chol, C.H.;Chung, I.G.;Ryu, Won
    • Electronics and Telecommunications Trends
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    • v.30 no.3
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    • pp.52-63
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    • 2015
  • 디지털 기술의 발달과 함께 인터넷의 보급 확산은 다양한 미디어 소비 채널을 양산하였고, 정보취득 및 소비 형태의 다양화를 유도하였다. 최근 스마트폰, 태블릿PC 등 모바일 기기가 확산되고 스마트TV, 디지털사이니지와 같은 새로운 매체가 등장함에 따라 이들을 통해서 제공되는 광고가 시장에서 주목을 받고 있다. 또한 양방향 매체의 확산에 힘입어 광고 소비 매체의 특성을 활용한 다양한 맞춤형광고, 리워드광고, 네이티브광고, 커머스 연계 광고 등 새로운 유형의 광고 상품 및 서비스들이 제공되고 있으며 광고주들의 관심을 끌고 있다. 새로운 스마트미디어를 이용한 광고산업 활성화 및 경쟁력 확보를 위해서는 차세대 광고플랫폼, 다양한 광고 효과 측정 및 분석기술 등에 대한 개발 및 기반구축이 선행되어야 한다. 본고에서는 주요 매체별 광고 유형에 대하여 살펴보고 다양한 스마트미디어 광고 서비스 유형 및 사례, 광고효과 측정관련 이슈 및 기술동향 등에 대하여 살펴본다.

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Trust-based business model in trust economy: External interaction, data orchestration and ecosystem value

  • Minzheong, Song
    • International Journal of Advanced Culture Technology
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    • v.6 no.1
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    • pp.32-41
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    • 2018
  • The aim of this study is to formulate a trust-based business model of Internet services in so called the "trust economy." For it, firstly concepts of trust and trust economy are discussed. Then, we present previous literatures' review of trust in social science prism and trust economy in economic prism. This study classified the literatures' stances with two viewpoints of the 'system' and the 'user'. With this backdrop, we discuss three contradictory stances: Internal optimization vs. external interaction, personal data control vs. orchestration, and end-user vs. ecosystem value. In the result, we formulate a trust-based business model framework with three trust issues in user perspective and suggests three strategic directions related three issues along with representative use cases.

A study on the performance item of the maintenability & resident in the window components (창호용 주택부품의 갱신대응성능 및 주거성능표시항목에 관한 조사연구)

  • Park, Geun-Soo;Kwon, Bo-Min
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2005.11a
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    • pp.133-138
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    • 2005
  • This study is about the description method & scope of maintenability in window components which have been applied to the remodelling work in Apartment Housing. Already we did established the maintenability performance index through the preceding research in recent. It is defined as changeability, prefabrication, coordination. and capacity of performance preservation. As the results of analysys on the performance information that is reported by catalog & internet media, the ratio of adaptation as a maintenabilty performance was revealed to percentage of 11(11%). And as the respects of represented content, majority of the performance information only have dealt with advertising-effect, rather than physical performance make easy to change and separat.

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Development of In-Streem Video Advertising System for N-Screen (N-스크린 동영상 광고 제공을 위한 시스템 개발)

  • Choi, Yunjin;Kim, Gunhee;Lee, Beom-Goo;Jung, Byunghee;Park, Jung-Soo;Lee, Young-Bae
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2013.11a
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    • pp.193-195
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    • 2013
  • N-스크린 환경에서 방송사들을 포함한 사업자들은 온라인을 통해TV 프로그램을 시청자들에게 제공하고 있다. 사업자들은 N-스크린 서비스를 운영하면서 광고를 통해 수익을 창출하고 있는데, 모바일 이용이 활성화 되면서 N-스크린 광고 시장 규모도 증가하고 있다. 모바일 환경에서는 화면 크기의 제약으로 인해 기존의 이미지, 베너 형태의 광고 보다 동영상 광고방식이 유리하여 이에 대한 수요가 높은데, N-스크린 환경에서 다양한 화면 사이즈를 가진 기기에 동영상 광고를 제공하기 위해서는 광고 소재 관리가 필수적이다. 또한 온라인 광고 제공에 관여하는 광고주, 광고 대행사, 플랫폼 사, 매체 사 간에 협업이 가능한 시스템 개발이 요구된다. 본 논문에서는 N-스크린 환경에서 동영상 광고를 효율적으로 제공하고 운영하기 위한 시스템을 제안한다.

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