• 제목/요약/키워드: Future in advertising

검색결과 218건 처리시간 0.035초

Perceptional Change of a New Product, DMB Phone

  • Kim, Ju-Young;Ko, Deok-Im
    • 마케팅과학연구
    • /
    • 제18권3호
    • /
    • 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

소셜네트워크게임에서 광고비와 고객 유형 변수간 동적 상호관계 (Dynamic Interactive Relationships among Advertising Cost and Customer Types of Social Network Game)

  • 이희태
    • 유통과학연구
    • /
    • 제14권4호
    • /
    • pp.47-53
    • /
    • 2016
  • Purpose - The objective of this study is to investigate the dynamic relationships among Advertising Cost (AD), Newly Registered Users(NRU), and Buying Users(BU) of Social Network Game(SNG). SNG is getting pervasive mainly due to the rapid growth of mobile game and Social Network Service(SNS). It would be helpful for marketing researchers interested in SNG and related practitioners to understand the changes in AD, NRU, and BU with time as well as the effects on one another in mutual and dynamic way. Research Design, Data, and Methodology - Necessary data were collected from Social Network Game(SNG) company. AD, NRU, and BU are endogenous variables, but new event such as launching (event) and holidays(holiday) are exogenous dummy variables. Vector Auto regression (VAR) model is generally used to examine and capture the dynamic relationships among endogenous variables. VAR model can easily capture dynamic and endogenous relationships among time-series variables. Vector Auto regression with Exogenous variables(VARX) is a model in which exogenous variables are added to VAR. To investigate this study, VARX is applied. Result - By estimating the VARX model, the author finds that the past periods' NRU affect negatively and significantly the present AD, and past periods' BU have a positive and significant impact on the increase of AD. In addition, the author shows that the past periods' AD and BU have a positive and significant effect on the increase of NRU, and the past periods' AD affect positively and significantly BU. While the impact of AD on NRU happens after 3 or 4 days (carryover effect), that of AD on BU comes about within just 1 or 2 days (immediate effect). The effect of BU on NRU can be considered as word of mouth (WOM effect). Therefore, SNG companies can obtain not only the growth of revenue but also the increase of NRU by increasing BU. Through those results, the author can also find that there are significant interactions between endogenous variables. Conclusion - This study intends to investigate endogenous and dynamic relationships between AD, NRU, and BU. They also give managerial implications to practitioners for SNS and SNG firms. Through this study, it is found that there exist significant interactions and dynamic relationships between those three endogenous variables. The results of this study can have meaningful implications for practitioners and researchers of SNG. This research is unique in that it deals with "actual" field data and intend to find "actual" relationships among variables unlike other related existing studies which intend to investigate psychological factors affecting the intention of game usage and the intention of purchasing game items. This study is also meaningful by showing that the increase of BU can be a good strategy for "killing birds with one stone" (i.e., revenue growth and NRU increase). Although there are some limitations related with future research topics, this research contributes to the current research on SNG marketing in the above mentioned ways.

신규공모주의 가치평가와 무형자산의 역할 (The Role of Intangible Assets on the Valuation of IPO shares)

  • 최문수
    • 재무관리연구
    • /
    • 제20권1호
    • /
    • pp.1-27
    • /
    • 2003
  • 본 연구의 목적은 신규공개기업의 공모가격 결정 시 이미 자본화된 무형자산과 자본화되지는 않았으나 미래 초과수익의 창출과 관련이 있다고 생각되는 유사(類似)무형자산이 신규공개 기업의 공모주에 대한 공모가격 결정과 시장가격 형성에 있어 어떠한 역할을 하는지를 실증분석하는 것이다. 실증분석을 위해 1992년과 1998년에 걸쳐 신규공개를 한 거래소 시장의 125개 기업을 대상으로 연구를 시도하였다. 회귀분석결과, 광고비는 주간사회사나 발행회사가 공모가격 결정 시 유의한 영향을 미치지 못하는 것으로 나타나고 있으며 상장이후 공모주의 시장가격 형성에도 큰 영향을 미치지 못하는 것으로 나타나고 있다. 이에 비하여 연구개발비나 인적자원과 관련된 지출은 최종공모가격을 결정하는 데 중요한 역할을 하고 있으며 상장이후 시장가격 형성에도 유의한 영향을 미치는 것으로 나타나고 있다. 자본화된 무형자산의 경우 최종공모가격을 결정 시 거의 무시되는 것으로 나타나고 있으나 시장가격 형성 시에는 큰 역할을 하는 것으로 나타나고 있다. 영업권의 창출과 관련이 있는 초과수익의 경우, 공모가격 결정 시에는 유의하게 공모가격에 반영되기는 하나 상장이후 형성된 시장가격에 반영된 정도와 비교할 때 그 크기가 적은 것으로 본 연구의 실증분석 결과는 보여주고 있다.

  • PDF

광고회사 크리에이티브 디렉터의 핵심역량에 관한 탐색적 연구 (Exploratory Research on Creative Director's Core Competence in an Ad Agency)

  • 오창일;이현우
    • 디자인학연구
    • /
    • 제19권5호
    • /
    • pp.5-16
    • /
    • 2006
  • 이 연구의 목적은 한국광고의 상황 논리라고 할 수 있는 광고 외적 변수를 배재하고, 최상의 광고효과를 창출할 수 있는 광고 크리에이티브 요인을 탐색하는데 있다. 이를 위하여 크리에이티브 품질 관리를 책임지고 있는 크리에이티브 디렉터(C.D)의 영향력에 연구의 초점을 맞춘다. 변혁적 리더는 카리스마(charisma), 영감(inspiration), 지적 자극(intellectual stimulation), 개인 배려(individual consideration), 창작물 목표(performance goal) 등에서 영향을 발휘할 수 있을 것이라는 가정에 연구문제를 두었다. 연구 결과, 크리에이티브 디렉터의 '영감 유발' 능력은 현재나 미래나 언제나 갖고 싶은 역랑이며 보완해야 할 역량으로 나타났다. '카리스마'는 현재에는 필요하지만 미래에는 반드시 필요한 가치가 아니라는 평가도 도출되었다. 오히려 '지적 자극'이라는 보다 소프트하고 지식 정보화된 역량을 선호하는 것으로 나타났다. '카리스마'는 미래의 다양성 사회에서는 창의력 향상에 장애요인이 될 수도 있다는 것을 암시하고 있었다. 불확실성 시대와 모호성 시대에 아이디어의 혁신은 경제적인 효과를 낳을 수 있다 (Cockayne, 2004). 따라서 개인과 조직의 크리에이티브 능력에서 상호 충돌의 문제와 비공식적 조직에서의 혁신 아이디어의 발생에 관한 연구도 요구된다. 또한 혁신적 리더의 비공식적인 네트워크의 역동성에 관한 문제도 후속 연구로 제안한다.

  • PDF

국제광고의 메시지 인식 비교를 통한 표현전략 연구 : 한국·중국·미국 현지 대학생 소비자를 대상으로 (A Study of Creative Strategy through the Comparison among International Advertising Message Recognitions: Intended for Local Consumers in Korea, China, and United-States)

  • 이상훈
    • 커뮤니케이션학 연구
    • /
    • 제18권1호
    • /
    • pp.195-222
    • /
    • 2010
  • 본 연구는 한국과 중국, 미국의 현지 소비자들을 대상으로 각 나라에서 시행되고 있는 동일한 글로벌 브랜드 광고 캠페인의 메시지의 인식의 정도를 조사하여 향후 글로벌 광고 캠페인 메시지 제작에 활용하기 위하여 연구되었다. 이를 위하여 글로벌 브랜드 국제광고의 동일한 의미를 지닌 메시지 적용에 대한 한·중·미 3개국 소비자가 인식하는 문제점은 무엇인가?, Hofstede와 Trompenaar 등이 제시한 문화차원 중에서 한·중·미 3개국 소비자의 동일한 메시지의 인식과 의미체계의 표준화와 현지화 전략에 대해 현지의 소비자가 인식하는 적합성의 정도는 어떠한가? 현지화와 표준화 전략 중 국제광고의 동일한 의미를 지닌 메시지에 대한 한·중·미 소비자의 인식과 의미체계의 차이에 따라 적용할 수 있는 표준화와 현지화 전략의 적합성에 있어서 현지 소비자의 인식은 국가별로 어떤 차이가 있는가? 등의 연구문제를 설정하였다. 연구는 한국과 중국 미국의 소비자들을 대상으로 해당 국가에서 시행된 삼성전자의 휴대전화 애니콜 광고물을 함께 제시하여 설문조사를 실시하였다. 연구의 결과 세 나라의 문화와 시장의 배경의 차이에 따라 동일한 브랜드가 제시하는 메시지의 인식의 정도의 차이를 보였다. 연구의 결과 한국의 소비자는 애니콜(삼성)의 광고 메시지는 한국과 중국, 그리고 미국, 3국의 시장에 적용함에 있어서 문화와 관련된 부분의 반영이 미흡하다고 소비자들이 인식하는 것을 가장 큰 문제로 지적할 수 있다. 한국의 경우 현지 문화의 특성과 메시지 적헙성 여부에 대해서는 매우 높은 평가를 받고 있지만 광고 메시지에 감성중심의 메시지 표현이나 논리적인 메시지 전개 부분에서는 부족한 부분이 많은 것으로 나타났다. 또한, 차이가 미미하지만 표준화 전략보다는 현지화 전략이 바람직한 것으로 인식하고 있음을 알 수 있었다. 중국의 소비자는 애니콜(삼성)에 대한 메시지의 일관성과 메시지 내용의 현실성 면에서 상대적으로 높게 인식하고 있으며 긍정적으로 인식하고 있다는 것을 알 수 있었다. 그러나 메시지 노출의 현저성이나 메시지에 대한 호감, 메시지의 친숙성 면에서는 중국이 지닌 문화적 특성을 충분히 반영하지 못했다는 의견이 개진되었다. 아울러 메시지의 관계 돈독의 목적성이 현지의 문화적 특성과 적합하지 않다고 인식하고 있음도 알 수 있었다. 또한, 중국의 소비자도 마찬가지로 표준화보다는 현지화 전략이 적합하다고 생각하는 것으로 나타났다. 미국의 소비자는 광고 메시지에 대한 인식이 한국이나 중국의 소비자보다 유의미한 수준에서 낮게 나타났으며 애니콜(삼성)의 광고 캠페인에 글로벌화 전략이 반영되는 정도가 상대적으로 미약하다고 생각하는 것으로 조사됐다. 또한, 메시지의 친숙성 정도가 낮게 평가됐다는 부분 역시 미국 현지 시장에 대한 전략에 보완해야 할 문제라고 생각된다. 그리고 미국의 소비자는 한국과 중국의 소비자의 견해보다 월등한 수준에서 현지화 전략의 필요성을 인식하고 있음을 알 수 있었다. 이 밖에 메시지의 관계 돈독의 목적성과 메시지의 독특성과 관련된 영역에서도 상호간의 차이가 나타났다. 위와 같은 내용으로 볼 때 본 연구에서는 글로벌 브랜드의 국제광고 캠페인이 지니는 위상과 이를 수용하는 소비자의 관점에서 형성된 문제점을 파악하고 표준화와 현지화 전략의 범위를 결정하는 과정에서의 가장 중요한 부분이 문화영역이라는 것을 알 수 있었다. 따라서 향후 글로벌 브랜드 캠페인 전개시 표준화 전략 보다는 보다 현지의 문화와 시장 상황이 반영된 현지화 전략이 필요한 것으로 나타났다.

이태리 섬유산업(纖維産業)의 고부가가치화(高附加價値化) 전략(戰略)에 관한 고찰(考察) - TEXTILE DESIGN을 중심(中心)으로 - (A Study on the Strategy Highvalue-added in Italian Textile Industry - Focusing on Textile Design-)

  • 이은옥
    • 패션비즈니스
    • /
    • 제1권2호
    • /
    • pp.65-73
    • /
    • 1997
  • Over the past, the Korean Textile Industry has been able to establish as one of the most competent textile producer of the world. Today, however, with rapidly changing market requirements, the Korean Textile Industry is requested to improve systems for highvalue textile's market. In this regard, the purpose of this study is to propose suggestions for the strategy recommendations in the Korean Textile Design, researching on the highvalue-added Como Textile Design in Italy. As we analyzed them, the bases of their global success are as follows. 1) Participating in the making of the Global Trend in textile design market, Italian design companies lead to move international market influentially. 2) Dividing target depending on the country's textile market, Italian design companies build up their global marketing capability to increase design sale's effect. 3) Organizing and Participating in the international textile design show and fair, Italian companies attempt to set up Italian image creation as the global advertising. 4) Ensuring an adequate supply of human resource, Industry, Labor Unions, Government and Academy have a cooperative relationship to assist each other. In the basis of the above mentioned, we can suggest the strategies to accelate improvement and development in the Korean Textile and Textile Design Industry. 1) It needes to establish a monitoring system for current information in the International Textile Design Industry. 2) It needs to start building up Korean textile companies global marketing capability to produce adaptable design in market's request. 3) It needs to study and to find our traditional motifs continuosly for creating modern design following the recent Design Trend. Finally, It needs to have a close relationship between industry and education to establish human resource for the Korean Textile Industry's future success in the global market.

  • PDF

An Exploratory Study on the Distribution and Marketing Changes Under the North Korean System

  • LEE, Won-Jun
    • 산경연구논집
    • /
    • 제11권5호
    • /
    • pp.27-34
    • /
    • 2020
  • Purpose: North Korea is a very close country geographically and culturally, but the nation has been one of the most secretive countries in the world. However, in recent years, North Korean society has been known to rapidly change its economic environment as well as its diplomatic and political environment. Since the gaining power of Jong-un, Kim in 2012, the North Korean government has implemented a new set of economic policies. North Korea has embraced limited market systems and mechanisms that have become a part of the formal planned economy. This study is concerned with the recent changes in the market and marketing activities of the communist country. It also seeks to gain an understanding of the changing market behavior of North Korean consumers. The purpose of this study is to enhance understanding of the market environments of North Korea and to provide appropriate implications for practitioners and researchers. Research design, data and methodology: Academic access to information that can understand North Korea's reality is minimal. Therefore, this study was conducted based on a qualitative analysis of secondary data. The existing literature on North Korea, related news and reports were the basis of the analysis. Analysis of secondary data related to North Korea was the main methodology of the study. Results: The official ideology of North Korea rejected most aspects of marketing, and yet there were marketing activities in North Korea. This article focuses on the development of market and marketing activities in North Korea during the recent years. This study indirectly confirmed that the market function is being activated in North Korea, and the basic functions of marketing such as advertisement, price, and distribution are being formed. In this process, the activation of the 'Jangmadang(market)' played a significant role. Conclusions: Research shows that North Korea is rapidly developing its own market function. In addition, marketing activities such as advertising and pricing strategies seem to be unprecedentedly active. However, due to changes in the political environment, the future development of North Korea's marketing is still in flux. Efforts to improve mutual understanding through continuous research are required.

전통복식 문화원형 콘텐츠의 디지털 활용 현황과 제언 (Digital Application and Suggestions of Cultural Prototypes in Traditional Costumes)

  • 조효숙;임현주
    • 복식
    • /
    • 제60권6호
    • /
    • pp.89-100
    • /
    • 2010
  • This study is intended to analyze current status of costume in the cultural industry and explore feasibility of integrating costume as important cultural contents in the digital era. Among the websites for contents as the cultural archetypes, some have strong foundations while others don't. First, as for various archetypal characters restored based on the Korean history, most of their clothes focus on shapes and colors but lack details. They should be produced in 3D to provide back views or textile patterns to users. To ease understanding of the history of costume, user-friendly services such as launch of a pop-up window when users click on specific contents in question should be available for detailed information. At least there should be a link to other related sites where users can conveniently find more details. Second, some sites have too much data under one subject, increasing complexity and undermining orderliness. As a result, it takes long time to identify the site map. In this case, it is required to rearrange the contents with Quick View by subject and related links for in-depth study. Third, each subject is important to develop the archetypes for a variety of purposes. Creation of design derived from them or their commercialization can be an example but these activities should not restrict imagination of users or degrade the value of the archetypes. Last, it is needed to adopt validation system to detect the needs for a regular update (renewal) and to fix errors. We found many servers whose operation is not stable in general. When these technical issues are addressed for stable operation, users will rely on the sites to utilize them for their purpose of developing the cultural archetypes. In conclusion, advancement of www.culturecontent.com is essential. Based on efficient management and operation of the system, the quality of contents would be increased and multi-faceted advertising campaigns focusing on needs should be launched, to promote application of the contents. This is the recommendation for the future of the cultural archetype industry in Korea.

기능에 따른 메타버스 플랫폼 비교분석: 산업적용 가능성을 중심으로 (Comparative analysis of metaverse platform according to function: focusing on industrial applicability)

  • 유승엽
    • 디지털융복합연구
    • /
    • 제20권4호
    • /
    • pp.617-625
    • /
    • 2022
  • 본 연구는 기능에 따른 메타버스 플랫폼을 비교하고 분석하고자 하였다. 전문가 심층면접을 통해 5가지 메타버스 플랫폼을 선정하고 비교 분석하였다. 연구결과, 첫째 로블록스는 나만의 아바타를 커스터마이징하여 생성이 가능하며, 스튜디오 기능을 무료로 제공하며, 친구들과 프라이빗 게임을 즐길 수 있다. 둘째, 제페토는 셀카 한 장으로 아바타 생성이 가능하며, 크리에이티브 스튜디오 기능을 제공한다. 셋째, 포트나이트는 게임내 케릭터 생성이 가능하며, 게임에서 제공하는 아이템 구매 및 의복에 장치부착이 가능하고, 포크리 모드에서 친구들과 게임이 가능하다. 넷째, 게더타운은 가상공간의 유저들과 네트워킹이 가능하며, 나만의 아바타 커스터마이징 및 원하는 가상공간 템플릿이 제공된다. 끝으로, 페이스북 호라이즌은 직접 꾸민 자신만의 아바타로 가상세계 호라이즌에 참가하며, 월드 빌더라는 기능이 가능하고, 가상현실 속 광고판을 세우거나 가상의 매장이 가능하다. 본 연구는 메타버스 플랫폼의 특징을 통해 향후 산업에 적용할 수 있는 이론적 근거를 제공했다는 점에서 그 가치가 인정된다.

옥외간판디자인에서 캘리그라피 활성화 방안 - 인천시 계양구 중심으로 - (Revitalization Plan of Calligraphy in Outdoor Store Sign Design - Focus on the District of Gyeyang at Incheon -)

  • 김정희
    • 한국콘텐츠학회논문지
    • /
    • 제10권2호
    • /
    • pp.184-192
    • /
    • 2010
  • 감성마케팅의 시대라 불리는 요즘 현대인들에게 감성을 불러일으킬 수 있는 독립된 서체인 캘리그라피는 광고, 북디자인, 영화타이틀, 포스터, 패키지, BI, 패션에 이르기까지 다양한 분야에 활용되어지고 있다. 이에 인천시 계양구를 중심으로 캘리그라피를 사용한 옥외간판 100곳을 선정하여 업종별 캘리그라피 사용현황 및 활용실태와 표현도구별 분류, 색상 사용분석을 통해 캘리그라피가 옥외간판에서 활성화 될 수 있는 개선방안을 연구하였다. 그 결과 요식업종 뿐만 아니라 금융권이나 기업체 등 다양한 업종에서의 시도가 요구되어지며, 고비용으로 전문가에게 의뢰해 제작되어진 프랜차이즈의 브랜드 로고타입에서만이 아니라 영세 개인상점에서도 저비용으로 질 높은 캘리그라피 제작을 위해 지역사회를 중심으로 다양한 캘리그라피 교육프로그램 개발이 필요하겠다. 또한 세계화의 흐름 속에서 한글의 아름다움을 알리고 우리만의 독특한 거리 문화 창조를 위해 다양한 도구와 질감 표현들이 요구되어지며, 앞으로 옥외간판에서의 캘리그라피에 대한 연구들이 활성화 되어야 할 것이다.