• Title/Summary/Keyword: Audiences development

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A Study on the Convergence Directing Characteristics of a Fashion Show - Focused on the Louis Vuitton Women's Collection - (패션쇼의 융복합 연출 특성에 관한 연구 - 루이비통 여성복 컬렉션을 중심으로 -)

  • Ha Jin Choi;Jae Yoon Chung
    • Journal of the Korea Fashion and Costume Design Association
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    • v.24 no.4
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    • pp.11-25
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    • 2022
  • Convergence, a universal phenomenon in modern society, takes place in various ways throughout society, and the concept of convergence can also be observed in fashion shows. The concept of convergence is actively emerging in terms of fashion show directing. The purpose of this study is to suggest the development of fashion show directing by analyzing the convergence characteristics of fashion show directing through a Louis Vuitton fashion show, and to provide data on convergence in fashion shows. The object of the study is the women's Paris Pret-a-porter and women's cruise collection presented at the Louis Vuitton fashion show. The research method integrated the criteria for analysis and the characteristics of fashion show production through previous studies and a literature review. The characteristics of convergence production in Louis Vuitton fashion shows were identifeid through literature and visual data. In this study, the convergence of the Louis Vuitton fashion shows were divided into four categories: genre integration, sensory synesthesia, perspective diversification, and media scalability. First, the integration of genres enhanced the brand image and effectively conveyed the concept of the show. Second, the synesthesia of the senses expanded communication with the audience and increased the audience's immersion. It has also become a new way to experience fashion shows in person. Third, the diversity of perspectives changed and diversified the way audiences experienced fashion shows. Fourth, the scalability of the media means various ways in which the audience can experience fashion shows. Through this, it is possible to effectively convey information and experiences about fashion shows to the audience.

A study on DVB-SI based additional information transmission method of data service linked with movie information TV program (영화정보 프로그램 연동형 데이터서비스의 DVB-SI 기반 부가정보 전송 방법에 관한 연구)

  • Kwangilm KO
    • Convergence Security Journal
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    • v.22 no.2
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    • pp.91-98
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    • 2022
  • Because the movie has the characteristics of a cultural product where experience is important, a promotional strategy is used to convert viewers into movie audiences by providing indirect experiences of movies through professional movie information programs. Considering that the movie information program is a strategic publicity medium that raises the audience's intention to watch a movie, a study on the data service that provides useful additional information to the viewer in conjunction with the movie information program is meaningful. Against this background, this study contains the core research contents in the development of data service linked with movie information program. Specifically, additional information of the movie information program was defined. And to provide the additional information to the data service, the digital broadcasting international standard DVB-SI-based additional information transmission method was devised.

The Analysis of the "Idol Nurture" Pattern of the PRODUCE 101 Program (<창조 101> 프로그램의 아이돌 양성 모식 분석)

  • Li, Duruo
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.37-46
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    • 2019
  • The PRODUCE 101 (Chinese version《创造101》) program is an "Idol Nurture" reality show bought by China's Tencent Video from the copyright of the Korean PRODUCE 101 program. The program's "Idol Nurture" pattern is concentrated in the four aspects of the "Semi-finished" training objects, the complementary nurturing goals, the key points of storytelling, and the extreme empowerment of training subjects. The "Idol Nurture" process is fully presented through the programming of the training processes inside entertainment companies, and the foregrounding of the back stages of the recording, trainees and entertainment companies. The "Idol Nurture" pattern of the program has attracted great attention and has been applauded by many because it better satisfies audiences' diversion utility, personal relation utility, and personal identity utility. This pattern of "Idol Nurture" program can provide insightful reference and valuable experience to the development of other reality talent shows.

Interministerial GHS Activities and Implementation in Korea

  • Yu, Il-Je
    • Proceedings of the Korean Environmental Health Society Conference
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    • 2005.06a
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    • pp.240-248
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    • 2005
  • To implement a globally harmonized system of classification and labeling of chemicals (GHS) in Korea, an interminsterial GHS working group involving 6 ministries established an expert working group composed of 7 experts from relevant organizations and one private consultant to prepare an officialKorean GHS version by March, 2005. As such, the translation and review of the official Korean GHS version, including annexes, started in October, 2004 and was completed on March 15, 2005. The official Korean GHS version has now been posted on the websites of the relevant ministries and organizations to solicit public opinions. The official Korean GHS version will be finalized after a public hearing scheduled forMay, 2005. Collaborative efforts as regards implementing and disseminating the GHS in Korea will be continued to avoid any confusion or duplication and for effective use of resources. The globally harmonized system of classifying and labeling chemicals (GHS) was originally adopted in 1992 at the United Nations Conference on Environment and Development (UNCED), as subsequently reflected in Agenda 21 chapter 19. The work was coordinated and managed under the auspices of the Interorganization Programme for the Sound Management of Chemicals(IOMC) Coordinating Group for the Harmonization of Chemical Classification Systems (UNCEGHS). The technical focal points for completing the work were the International Labour Organization (ILO); Organization for Economic Cooperation and Development (OECD); and United Nations Economic and Social Council's Subcommittee of Experts on the Transport of Dangerous Goods (UNSCETDG). The work was finalized in October 2002, and the World Summit on Sustainable Development in Johannesburg on 4 September 2002 encouraged countries to implement the new GHS as soon as possible with a view to having the system fully operational by 2008 (UN, 2003). Implementation has already started with pilot countries introducing the system to their national practices in different regions of the world. The GHS text, called the purple book, becameavailable as a W publication in early 2003. The GHS text, called the purple book, becameavailable as a UN publication in early 2003. The GHS system will be kept dynamic, and regularly revised and made more efficient as experience is gained in its implementation. While national or regional governments are the primary audiences for this document, it also contains sufficient context and guidance for those in industry who will ultimately be implementing the national requirements that will be introduced (UN, 2003). The Japanese government published their official Japanese GHS version, the first in Asia, in April 2004 after starting work in January 2003 based on an interministerial chemical coordination committee involving 7 ministries, including the Ministry of Foreign Affairs, Ministry of Internal Affairs and Communications, Ministry of Health, Labour, and Welfare, Ministry of Agriculture, Forestry and Fisheries, Ministry of Economy, Trade and Industry, Ministry of Land, Infrastructure, and Transport, and Ministry of Environment (MOE, 2004). Accordingly, similar to the Japanese GHS efforts, this paper presents the interministerial efforts involved in publishing the official Korean GHS version.

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A Case Study on Big Data Analysis of Performing Arts Consumer for Audience Development (관객개발을 위한 공연예술 소비자 빅데이터 분석 사례 고찰)

  • Kim, Sun-Young;Yi, Eui-Shin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.12
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    • pp.286-299
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    • 2017
  • The Korean performing arts has been facing stagnation due to oversupply, lack of effective distribution system, and insufficient business models. In order to overcome these difficulties, it is necessary to improve the efficiency and accuracy of marketing by using more objective market data, and to secure audience development and loyalty. This study considers the viewpoint that 'Big Data' could provide more general and accurate statistics and could ultimately promote tailoring services for performances. We examine the first case of Big Data analysis conducted by a credit card company as well as Big Data's characteristics, analytical techniques, and the theoretical background of performing arts consumer analysis. The purpose of this study is to identify the meaning and limitations of the analysis case on performing arts by Big Data and to overcome these limitations. As a result of the case study, incompleteness of credit card data for performance buyers, limits of verification of existing theory, low utilization, consumer propensity and limit of analysis of purchase driver were derived. In addition, as a solution to overcome these problems, it is possible to identify genre and performances, and to collect qualitative information, such as prospectors information, that can identify trends and purchase factors.combination with surveys, and purchase motives through mashups with social data. This research is ultimately the starting point of how the study of performing arts consumers should be done in the Big Data era and what changes should be sought. Based on our research results, we expect more concrete qualitative analysis cases for the development of audiences, and continue developing solutions for Big Data analysis and processing that accurately represent the performing arts market.

Roles and Communality of National/Public Theatre Companies - Focused on Daegu Municipal Theatre - (국공립극단의 역할과 대중성 - 대구시립극단을 중심으로 -)

  • Kim, Geon-Pyo
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.91-100
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    • 2019
  • It is an undeniable that cultural landscape of Korea is centered in Seoul, where all the cultural powers are oriented. From this aspect, a municipal theatre of Daegu (Daegu Municipal Theatre), where is considered an area somewhat isolated from the perspective of culture, has managed to develop theoretical programs serving public purposes through efforts on the diversification of performance programs, development of creative plays, acceptance of open direction, classic, modern and experimental plays, foreign exchange, musicals and non-verbal, development of modern and post-modern history of the region, aggressive exploration of subjects, and characterization of the theater through citizen-participated programs and communication with citizens. With such efforts on diversification of public benefits and communality conforming to its purpose, it has been recognized for its contribution to the recovery of popularity of performance art and plays in Daegu. The Daegu Municipal Theatre, celebrating the 20th anniversary of establishment this year and having Choi Ju-Hwan as its fifth art director, has managed to conduct various experimental attempts to gain popularity and these include the exploration of the region and its historical figures, development and promotion of creative musicals, and promotion of communication between citizens and performance culture and of participation of audiences, in turn having a stabilized operation system. Such changes are seemed to be attributable to the maturity of performance production and roles of senior members. From this aspect, this study aims at investigating the changes in the Daegu Municipal Theatre and 'roles and popularity of national/public theatre companies.

Practical Study for Developing Graphic Design Adopting Systematic Theories of Typography (타이포그래피의 체계적 이론을 활용한 그래픽디자인의 실무적 발전 방안)

  • Lee, Ki-Bok;Hong, Young-Il
    • The Journal of the Korea Contents Association
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    • v.10 no.11
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    • pp.80-91
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    • 2010
  • Typography is very important for the delivery of information and for its aesthetic functions, typography focuses on facilitating faster and easier legibility for audience in modern society. But analysis for pre-studies for typography are limited in trend in the center of Kinetic Typography, dissolution of typography and territory extend as well as its typography analyzed by plastic arts aspects to acutely requiring expressing strategy and study based on typographic theory in working-level are insufficient. This study is to apply systematic theory to typography in order to suggest guidelines for increasing utility of typography for graphic design. It presents case studies, organized by theme, focusing on graphic design artworks featured in world-renowned specialty publications like the Creative 38 Annual Awards during 2008 and 2009. For practical help to designers engaged in various projects, it also suggests practical tactics for development that may enhance creative strategies in the creation of designs adopting typography. This study offers systematic usage methods of typography to the practical graphic designers and expected to contribute to the development of graphic designs that stimulate the visual senses of their audiences.

The Research Work of Development of Imaging Media and Expansion of The Animation Expression - Focusing on The Expansion of Space for Frozen (영상미디어 기술의 발달과 애니메이션 표현력의 확장에 대한 연구 -<겨울왕국>에서 나타난 공간의 확장 중심으로)

  • Lim, Jae Min;Lee, Jong Han
    • Cartoon and Animation Studies
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    • s.36
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    • pp.325-347
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    • 2014
  • "The art challenges the technology, and the technology inspires the art." By this word John Lasseter expressed Pixar animations main soul of story. Media technology has a close relation with the animation. As media developed more and more, an animation has been widen a lot and have given new visions to the audiences. We can see such this figure from the history of the Disney animation. They had tried to make all the kind of animations such a silent animation, planetary animation, black and white animation and the multi colored animation. Lately Disney had made animation that has traditional style. But the method of making traditional animation stable side story's holdup the audience. So Disney animation decided to change this method. For the result of Disney animation studio effort Frozen had produced after a computer graphics work following Rapunzel. What was the reason for entertain well of Frozen? Not only changing the method of producing traditional to computer graphic is could not make entertain well. We can see from the Frozen concordance of the original idea and modern scenario, OST the perfection of computer graphics work. In this paper work Disney animation has worked from the silent animation to computer graphic works result of "The Frozen". For the contribution of technology development makes able to analyze animations expression and relation. There is a lot shots that hard to analyze in the Frozen. But I will study it with the method named "Expansion in space" to making main analyzing expressive extension that appears on the scene.

An Analysis of the Preference Type of Internet Personal Game Broadcasting in China - focused on Player-Unknown's Battlegrounds Streaming (중국의 1인 게임 방송의 선호 유형 분석 - 배틀그라운드 1인 게임 방송을 중심으로)

  • Seo, Ryung;Kihl, Taesuk
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.81-89
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    • 2018
  • The purpose of this study is to classify the types of internet personal game broadcasting in China and to examine viewers' preferences type of it. By targeting top 100 creators of Player-Unknown's Battleground streaming as a personal game broadcaster with over 100,000 followers, the game types were classified based on the purpose and characteristic of game broadcasting such as game play, entertainment, and audience participation. As a result, the type of internet personal game broadcasting in China was classified into progamer type, cooperative playing type, storytelling type, and reciprocal entertainment type. The progamer type was 38% and it was the highest proportion of Player-Unknown's Battlegrounds streaming. Next came storytelling type, cooperative playing type and reciprocal entertainment type with 25%, 19% and 18% respectively. In sum, progamer type and storytelling type which shows relatively low real - time communication with audiences accounted for a high percentage of 63%. This implies that the characteristics of the broadcast media focused on 'showing' have influenced the production and planning of personal game broad casting. The interactive characteristics of the platform of personal game broad casting can be expected to gradually change the conventional customs of broadcasting media.

Simultaneous Effect between eWOM and Revenues: Korea Movie Industry (온라인 구전과 영화 매출 간 상호영향에 관한 연구: 한국 영화 산업을 중심으로)

  • Bae, Jungho;Shim, Bum Jun;Kim, Byung-Do
    • Asia Marketing Journal
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    • v.12 no.2
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    • pp.1-25
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    • 2010
  • Motion pictures are so typical experience goods that consumers tend to look for more credible information. Hence, movie audiences consider movie viewers' reviews more important than the information provided by the film distributor. Recently many portal sites allow consumers to post their reviews and opinions so that other people check the number of consumer reviews and scores before going to the theater. There are a few previous researches studying the electronic word of mouth(eWOM) effect in the movie industry. They found that the volume of eWOM influenced the revenue of the movie significantly but the valence of eWOM did not affect it much (Liu 2006). The goal of our research is also to investigate the eWOM effects in general. But our research is different from the previous studies in several aspects. First, we study the eWOM effect in Korean movie industry. In other words, we would like to check whether we can generalize the results of the previous research across countries. The similar econometric models are applied to Korean movie data that include 746,282 consumer reviews on 439 movies. Our results show that both the valence(RATING) and the volume(LNMSG) of the eWOM influence weekly movie revenues. This result is different from the previous research findings that the volume only influences the revenue. We conjectured that the difference of self construal between Asian and American culture may explain this difference (Kitayama 1991). Asians including Koreans have more interdependent self construal than American, so that they are easily affected by other people's thought and suggestion. Hence, the valence of the eWOM affects Koreans' choice of the movie. Second, we find the critical defect of the previous eWOM models and, hence, attempt to correct it. The previous eWOM model assumes that the volume of eWOM (LNMSG) is an independent variable affecting the movie revenue (LNREV). However, the revenue can influence the volume of the eWOM. We think that treating the volume of eWOM as an independent variable a priori is too restrictive. In order to remedy this problem, we employed a simultaneous equation in which the movie revenue and the volume of the eWOM can affect each other. That is, our eWOM model assumes that the revenue (LNREV) and the volume of eWOM (LNMSG) have endogenous relationship where they influence each other. The results from this simultaneous equation model showed that the movie revenue and the eWOM volume interact each other. The movie revenue influences the eWOM volume for the entire 8 weeks. The reverse effect is more complex. Both the volume and the valence of eWOM affect the revenue in the first week, but only the volume affect the revenue for the rest of the weeks. In the first week, consumers may be curious about the movie and look for various kinds of information they can trust, so that they use the both the quantity and quality of consumer reviews. But from the second week, the quality of the eWOM only affects the movie revenue, implying that the review ratings are more important than the number of reviews. Third, our results show that the ratings by professional critics (CRATING) had negative effect to the weekly movie revenue (LNREV). Professional critics often give low ratings to the blockbuster movies that do not have much cinematic quality. Experienced audiences who watch the movie for fun do not trust the professionals' ratings and, hence, tend to go for the low-rated movies by them. In summary, applied to the Korean movie ratings data and employing a simultaneous model, our results are different from the previous eWOM studies: 1) Koreans (or Asians) care about the others' evaluation quality more than quantity, 2) The volume of eWOM is not the cause but the result of the revenue, 3) Professional reviews can give the negative effect to the movie revenue.

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