• Title/Summary/Keyword: Interactive Advertisement

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수용자의 상호작용성과 제품관여도에 따른 양방향 TV광고 효과

  • Yang, Yeong-Jong
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2008.10b
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    • pp.235-245
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    • 2008
  • The interactive advertisement is already on satellite and cable broadcasting hereafter the introduction of this system is concerned on terrestrial programs. This study is to research the effectiveness of interactive TV advertising focusing on factors of involvement and interaction. Study started for the effect measurement of interactive television advertisement. Interactive television advertisement has different concept than existing television advertisement. Thus, the effect also needs to examine in other methods. Study is mainly focusing on the characteristics of interactive and the experiments, which was based on existing data, for measurement of effect. In the experiments, the characteristics were categorized in a search time, a number of searched pages about interactive television advertisement. The research finds that the involvement of the audience increases when the interaction of advertising attitude, brand attitude, and purchase intentions also increases. And so, a successful interactive TV advertisement results in longer searching hours and greater it visits by the audience when the interaction factors are considered and increased. By study of consumer's characteristics and behavior, a new method of the effect measurement for interactive television advertisement is provided. The new method includes not only existing measurement elements of television advertisement which are attitude on advertising and brand, and customers' purpose, but also the features of interactive television advertisement, which are search time, a number of searched pages. Recently added features provides data of the effect on high/low groups and it contributes to the process of interactive television advertisement. Study on interactive television advertisement will be helpful to plan an effective strategy by suggesting the theoretical evidence of its effect.

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Design of Hot-spot generator for inserting content-based interactive advertising on DMB broadcasting

  • Park, Tae-Jin;Park, Se-Hyun;Lim, Soon-Bum;Choy, Yoon-Chul
    • Journal of Korea Multimedia Society
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    • v.11 no.12
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    • pp.1765-1774
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    • 2008
  • Due to recent increase of product placement(aka. PPL) in TV drama and entertainment program, the audience of these programs is exposed to the advertisement in the form of the props and backgrounds without discernment. Advancement in digital data broadcasting technology enabled advertisers to insert detailed information of the product or associated advertisement link into the content of the broadcast program as an interactive advertisement. With the interactive advertisement, the audience can focus on the content of the program and the advertiser can create an advertisement with a rich content through the interaction between the advertisement and the audience. It is possible because the interactive advertisement is dynamic advertisement behavior only activated by the audience's intention. In this research, we develop a Hot-spot generator to insert interactive advertisement in the DMB broadcast program. We also suggest dynamic Hot-spot generation technique that allows the Hot-spot object to follow not only the shape of the advertising object in the program, but also the movement of the object as the program progresses.

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A Study on the Interactive Television Advertisement's Effect through the Involvement of and Interaction with Audience (수용자의 상호작용성과 제품관여도에 따른 양방향 TV광고 효과)

  • Yang, Young-Jong
    • Journal of Digital Convergence
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    • v.6 no.4
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    • pp.63-71
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    • 2008
  • This study researches the effectiveness of interactive TV advertising focusing on the factors of audience involvement and interaction. The study began with the effective measurement of interactive television advertisements. Interactive television advertisements have different concepts than existing television advertisements. This study mainly focuses on the characteristics of audience interaction and experiments based on the data of 78 persons for measurement. In the experiments, the characteristics were categorized according to search time, specifically the number of searched pages about interactive television advertisement. Hypothesis 1 reveals that the interaction of the audience increases when the advertising attitude, brand attitude, and purchase intentions also increase. Hypothesis 2 finds that the involvement of the audience increases when the advertising attitude, brand attitude, and purchase intentions also increase. By studying these consumer characteristics and behavior, a new method of effective measurement for interactive television advertisement is uncovered. The new method includes not only existing measurement elements of television advertisement which include attitude about advertising and brand, and customer purpose, but also the features of interactive television advertisement like customer search time. According to this research on interactive television advertisement, the interaction with and involvement of the audience are highly influential variables.

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Interactive Advertisement that Feels and Experiences

  • Kim, Yuji;Lim, Chan
    • International journal of advanced smart convergence
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    • v.8 no.3
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    • pp.13-19
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    • 2019
  • In this paper, we propose and implement VVVV base interactive advertisement. It has now expanded from the traditional marketing methods of television, radio, newspapers and magazines to become a digital marketing era. However, it is still in the form of infusion-type advertising, similar to traditional marketing techniques. For more innovative we put story and design elements into digital technology. Consumers will feel fresh excitement as they experience advertising. Emotional stories and image will also provide an element for customers to talk to each other. The propose advertisement is design to recognize the movement of people in the corridor by using Arduino and ultrasonic sensor installed in the passageway where many people pass. Arduino and VVVV takes people's movements for a values. This values change the advertising image. In this case, we applied the mask in VVVV so that the image to be reproduced and the image of the background role are displayed when the person passes the sensor. By realizing this interactive advertisement, the objective is to increase the buyer's purchasing power by approaching the buyer more effectively than the existing advertisement.

DTV Interactive Advertisement Authoring Tool Using Sketch Input and Evaluation Function (사용자 스케치 입력과 평가 함수를 이용한 디지털방송용 양방향광고 생성 도구)

  • Park, Tae-Jin;Choy, Yoon-Chul
    • Journal of KIISE:Software and Applications
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    • v.37 no.1
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    • pp.39-50
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    • 2010
  • Interactive broadcasting service using wired/wireless Internet return channel has strong ripple effect. It allows the audiences to participate actively to the program they are watching, and communicating. This paper develops an authoring tool that makes an object-formed interactive advertisement from extracted areas of the advertising object the user specified in TV programs. In the authoring tool, the advertisement producer specifies the target object subjectively and the selected object keeps moving here and there repeatedly. Therefore, it is hard to make an object-formed interactive advertisement with existing tools. This paper suggests sketch-based interface technique for extracting advertising objects, and also provide evaluation functions to correct any sketch error. This paper also converts the area of object into MPEG-4 BIFS codes for authoring the object-formed interactive advertisement.

Interactive Roles of Local versus Global Primed Identity and Advertisement Framing on Brand Evaluation (브랜드평가에 대한 아이덴티티의 점화와 광고프레임의 상호작용효과)

  • Choi, Nak Hwan;Liu, Cong
    • Science of Emotion and Sensibility
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    • v.16 no.1
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    • pp.11-28
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    • 2013
  • This article aims to explore the interactive roles of types of primed identity (local versus global identity) and types of ad framing on brand evaluations. The authors designed 2 experiments in which each experiment followed a $2{\times}2$ between-subject design. The empirical results showed that a gain-framed ad induced more positive emotional responses than a loss-framed ad, and the positive affective responses lead to more favorable brand evaluation. Furthermore, the results showed that there were interactive effects of primed identity and types of advertisement frame on brand evaluation. In the additional analysis, the results showed that when people with local identity were exposed to the gain-framed ad, they would engage in a higher level of integration processing than those in the control group, which in turn induced more favorable evaluation to the local brand. That is, the integration processing mode played a mediating role between the interaction (local id priming ${\times}$ ad frame) and the local brand evaluation. However, in the case of global brand evaluation, the integration processing mode did not play such a mediating role.

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Empirical Data Analysis of a Social Network Name-Directory Service with Advertisements (광고를 동반한 소셜 네트워크 이름-디렉터리 서비스의 실험적 데이터 분석)

  • Kim, Yung Bok
    • Journal of Information Technology Services
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    • v.13 no.4
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    • pp.189-203
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    • 2014
  • With the evolution of Internet technologies and the increasing variety of Internet devices, advertisements in various web services have also expanded. Interactive web services often go hand in hand with effective advertisements for a business model. We estimated statistical parameters of the interactive web server for service monitoring and advertisement-effect. In the web pages, we integrated the plugins of social networking services (SNSs) (e.g. Facebook, Twitter) and an advertisement scheme (e.g. Google AdSense) that regards social name-directory contents. Empirical data analysis and statistical results are presented with the implementation of estimations of parameters (e.g. utilization-level and serviceability) and advertisements in a social networking name-directory service (http://ktrip.net or http://한국.net). We found that estimated parameters were applicable to service monitoring of web-server as well as to synthesis of advertisement-effect in our social-web name-directory service.

Research of the public service advertising using interactive media in public space (공공 공간에서 인터랙티브 미디어를 이용한 공익 광고 디자인에 관한 연구)

  • Li, Cheng;Park, Sanghyun
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.933-937
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    • 2009
  • Interactive multi-media advertising is a new field with broad space of research coming into being with the emergence and extensive application of computer multi-media technology. This text analyzes the existing application in the advertisement of mutual media at first. Secondly analyze the public service advertisement design in the mutual media and public space. Through to in the public space, utilize to public service advertisement design and analysis of the mutual media, To characteristic and advantage of the mutual media, make the application of the public service advertisement to carry on research on the public space.

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Development of an IoT-Based Human Interactive Advertising Service for Sharing Economy (공유경제를 위한 IoT 기반의 휴먼 인터랙티브 광고 서비스 구현)

  • Jung, Wonseok;Lee, Chang-Kyo;Ko, Wan-Jin;Seo, Jeongwook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.413-415
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    • 2019
  • In this paper, we develop IoT-HiAS(IoT-Human Interactive Advertising Service) for sharing economy. The HiAS device shooting the front of the device via a webcam and recognizes the person in real time through the SSD model using MobileNet. If the number of persons above the set threshold is recognized by counting the recognized person, the advertisement is reproduced on the idle resource through the beam projector. At the same time as the advertisement is reproduced, the captured image of the advertisement start time in the front of the device and the number of recognized persons are sends the IoT server of an oneM2M-compliant HiAS server using the IoT client. When the advertisement is finish, the webcam is shooting the front of the device and the image is sends the IoT server. We implemented the IoT-based human interactive advertising service by transmitting the received data to the advertiser and the advertising producers through the SNS(Social Network Service) agent of the HiAS server.

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Research about development process of game tendencious advertisement contents that drive active participation of internet user (인터넷 유저의 능동적인 참여를 유도하는 게임성향 광고 콘텐츠 개발 과정에 관한 연구)

  • Lim, Woo-Soung;Ryu, Seuc-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2004.11a
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    • pp.101-109
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    • 2004
  • Internet got into popularization by development of digitech today, and according as Internet user increases, advertisement that use internet is increasing. Specially, advertisement that use internet regardless of time customer and company both direction(interactive) communication possible because, image about special quality of product or company feature that can be active to customer and offer effectively have. There is charm that both direction communication that internet advertisement can attract to unspecified multitude internet connecter regardless of time this are available, internet user can do participation more easily. Interaction of Banner advert or different advertisement that form commentary of current internet advertisement is inert with internet posthumous work. It can become more efficient advertisement if take advantage of prognostication that most important element of game is interaction in internet advertisement. Investigator who aim in this point wishes to do on the basis of special quality of internet advertisement and interaction attribute of game and present actuality design process case of internet ad of game inclination.

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