The purpose of this study is to verify the effect of experiential economy factors using metaverse on the intention to accept advertisements reflecting new technologies. The subjects of this study were those located in G Metropolitan City and J Province, and those who experienced metaverse. From August 1 to September 10, 2022, 150 people participated in the survey without face-to-face. Analysis methods were frequency analysis, factor analysis, reliability analysis, correlation analysis, multiple regression analysis, and three-step mediated regression analysis. The conclusion is as follows. First, the influence of metaverse experience on advertisement acceptance intention was shown in the order of relational experience, educational experience, and escapist experience. Second, it was found that the relational and educational experiences of metaverse partially mediate metaverse usefulness and affect the advertisement acceptance intention. Third, it was found that the relational and educational experiences of the metaverse partially mediate the metaverse presence and affect the advertisement acceptance intention. Also, it was found that the metaverse's escapist experience completely mediates the metaverse's presence and affects the advertisement acceptance intention. Fourth, it was found that the escapist experience of metaverse completely mediates the ease of use of metaverse and affects the advertisement acceptance intention. It is expected that this study will contribute to the construction of a new platform in the advertising market using various platforms of metaverse.
Changing health awareness has had an important effect on the functional food industry and is creating greater market opportunities. Unfortunately, there is no statement on functional dairy products in the Processing of Livestock Products Act. As a result, there is confusion in the market and legal difficulties with regard to the advertising of functional dairy products. This study was carried out to improve the current standardization of functional dairy products by comparing the domestic Health/Functional Food Act with the Japanese Health Promotion Law, and by investigating scientific data and articles from various literature and the Internet. In Japan, the Ministry of Health, Labor, and Welfare (MHLW) officially presented the Food with Health Claims (FHC) system that consists of Food with Nutrient Function Claims (FNFC), and innovated Food for Specified Health Uses (FOSHU). In 2005, the FOSHU system was changed to include several new subsystems: Current, Standardized, Reduction of disease risk, and Qualified FOSHU. Finally, to manufacture FOSHU, scientific evidence pertaining to such products must be examined by MHLW. Since FNFC was allowed, only 12 vitamins, ${\beta}-carotene$, and five minerals were approved, though without scientific evidence of efficacy. The Korean Health/Functional Food Act requires that health/functional foods (HFFs) be marketed in measured doses. There are two types of HFFs: generic and product-specific. There are 67 ingredients listed in the act for generic HFFs, and if an HFF has a new active ingredient, it is considered a product-specific HFF. Product-specific HFFs must be approved by the Korean Food and Drug Administration (KFDA). With the present standards, it is impossible to label and advertise functional dairy products with health/functional claims. Government agencies must cooperate to solve this problem, and standardization should be carried out by considering existing health/functional products and claims/indications from other countries.
Timelapse is an imaging technique that captures motion at regular intervals and then projects it at normal speed. We looked at Timelapse advertising images of global brands and presented a model for analyzing components and expression methods of Timelapse, a new image technique. In previous research, literature research, Internet data survey, and YouTube data were investigated. Continuous photography has been developed as an imaging technique, and we have examined the current production status applied to domestic and foreign documentary, domestic and foreign drama, film, and advertisement. In 2015-2016, I will analyze the techniques of iPhones (2016), Ralph Lauren Polo Ads (2015), and Canon EOS (2013) videos that use Timelapse techniques in their recent advertisements. The results show that the Timelapse component is a static element, the static motif is mainly an artificial structure, the place is outdoor, the color is taken at a time showing the characteristics of the place, and the layout is all centered. The dynamic motif is a moving object. The dynamic line consists of a story based on the object. The time is about 11-15 seconds, the longest is about 1 minute and 30 seconds, and the editing is mainly focused on the product with the brand logo emphasized. In conclusion, it is the role of the image to pay attention to the advertisement and catch the eye. In order to motivate the buyer's mind, it is necessary to direct and edit such as Timelapse, which stimulates the emotions inherent in the mind and stimulates the non-verbal symbols. Future research is likely to reveal various attempts at temporal editing of images.
Lots of virtual communities and online businesses presently derive their primary sources of revenues through advertising, but nevertheless are plagued with marginal profitability though they might possess a significant user base. In the light of the need for an efficacious business model, there have been recent insights of an online community in particular reaping profits through an innovative and lucrative revenue generation method that earns by selling digital items. There have been some obvious evidences (e.g., Cyworld, SecondLife, Habo Hotel, etc.) that online communities can be profitable through their unique business model of selling digital items. However, there is lack of understanding about the motivation of purchasing digital items. This study tries to identify the main motivators of digital item purchases based on social/individual identity theory and self-presentation theory. "Digital items", otherwise known as "virtual assets", may include online avatars, accessories for the avatars, decorative ornaments like furniture, digital wallpapers, skins, background music and virtual weapons used for Internet games. These digital items are employed by users for representation and articulation in the online space, especially to create and enhance their online profiles in web pages and games. Prices for digital items typically range from a few cents to a few dollars each. Based on the theoretical framework like social identity theory and self-presentation theory, we developed the research model and proposed seven hypotheses. An analysis of 225 members of Cyworld found that digital item purchase intention in virtual world is affected by both members' need for self-presentation and need for affiliation. We also found that the need for self-presentation is significantly increased by innovativeness of members, community group norm, and community involvement. We concluded that the need for self-presentation could be a key variable for profitable business model in online community service industry. However, neither individual self-efficacy nor the need for affiliation significantly influenced the need for self-presentation which triggers purchase intention of digital items. In term of the theoretical and practical contribution, this study can be a pioneering empirical research that investigates the purchase intention of digital items based on social identity theory and self-presentation theory in the online context. Also, the findings of our study are valuable and practical for practitioners in the market who wish to adopt or improve the business model of selling digital items in an online community. From the findings, it can be seen that innovativeness of users, community group norm, and community involvement are three significant factors that influence need for self-presentation of users which ultimately leads to their intentions to buy digital items. These findings put forth that virtual community providers and online businesses selling digital items should prioritize their efforts and focus on these three factors if they want to increase the sales of these digital items and generate greater revenues. This study provides important implications for academic researchers and practitioners to understand why the community members pay money for their digital items in virtual world and how the practitioners can increase the sales of digital items in an online community. A couple of limitations of the study and future research directions are also discussed.
Recently not only industry but also academy have shown an intense interest in social networking service. However, reckless imitation will not guarantee the successful eco-system of social networking service without rich understanding of growth driver and business model. Hence, this study aims at analyzing open platform strategy and business model conducted by a representative social networking service provider in order to provide platform operator, network operator, and portal provider with meaningful implications. Advertisers may pay great attention to social networking service because it has strong ability to provide users with spontaneous motivation to manage and update their profile, and these valuable information can be utilized for providing personalized advertisement on social networking service. As a result, one side of consumers in two side market, advertisers, tend to pay more expenditure to place advertisements. In addition, the open platform adopted by social networking service providers causes pro-sumers to participate in the eco-system, and thereby the explosive quantitative growth is realized. The fact of that this open social networking service can invade other web service area via an unified platform indicates that it may expand its service scope into a wide variety of web service areas. Hence, domestic portal services providers and network providers should consider social networking service not as one of new web services but as an disruptive service platform. Corresponding to the emergence of social networking service, especially if their business area is related to display advertising market, they should seek a way to provide social networking service access users's newly updated information and develop innovative media technologies to enter context awareness ads market.
This study was conducted to assess the recognition and consumption of health functional food (HFF) of the college students in the Northern Gyeonggi-do area (Republic of Korea). To accomplish this, a survey was conducted to investigate 360 college students (183 males and 177 females) regarding their general characteristics, as well as the recognition, knowledge, considerations, purchases and consumption of HFF. Most male and female students (68.9% and 61.6%, respectively) were unaware of the HFF certification mark, however, more females(58.8%) were aware of the legal HFF definition compared to males (36.6%). The HFF advertising routes for males and females were 'TV radio' (43.2% and 43.5%, respectively) and 'internet smart phones' (19.7% and 27.1%, respectively). The main factor considered for selection and the most serious problem concerning HFF by males and females were 'effectiveness' (36.1% and 43.6%, respectively) and 'hype (exaggerated advertisement)' (35.0% and 55.9%, respectively). The main purchase route by males and females was 'pharmacy' (35.2% and 27.8%, respectively). The main reason for HFF product purchase by males and females was 'health promotion' (38.8% and 29.4%, respectively) and the main reason for not purchasing an HFF product was 'no health problem'(34.8% and 36.7%, respectively). The percentage of HFF consumption was 46.0% in males and 69.8% in females. The main HFF product consumed by males and females was 'vitamin mineral' (36.9% and 43.5%, respectively). The main reason for HFF consumption by males was 'health promotion' (31.0%) and females was 'recovery from fatigue' (21.8%). The main reason for not consuming HFF by males and females was 'no health problem' (38.4% and 41.5%, respectively). These results suggest the need to provide correct information concerning HFF to college students. Based on these results, greater efforts should be made to provide meaningful information regarding factors affecting purchase and consumption patterns for college students related to the research and development of HFF in the Northern Gyeonggi-do area.
Journal of the Korean Academy of Child and Adolescent Psychiatry
/
v.27
no.2
/
pp.130-138
/
2016
Objectives: The aim of this study was to develop auditory-verbal and visual-spatial memory tasks using smart devices for children aged 8 to 10 years and examine their validity. Methods: One-hundred and fourteen school-aged children were recruited through internet advertising. We developed memory tasks assessing auditory-verbal memory, visual-spatial memory, and working memory, and then examined their construct validity by examining the developmental trend of the children's mean scores with age. In order to examine the concurrent validity of the tasks, we conducted correlation analyses between the children's scores on the newly developed auditory-verbal, visual-spatial memory and working memory tasks and their scores on well-known standardized tests of memory and working memory, including the auditory-verbal memory subtests of the Korean Luria-Nebraska Neuropsychological Battery for Children, Korean Rey-Osterrieth Complex Figure Test, digit span and arithmetic subtest of Korean Educational Development Institute Wechsler Intelligence Scale for Children Revised, and Corsi block test. Results: The memory and working memory scores measured by the newly developed tasks tended to increase with age. Further, there were significant correlations between the scores of the four cognitive tasks and the corresponding scores of the standardized assessment tools. Conclusion: This study revealed promising evidence for the validity of the memory tasks using smart devices, suggesting their utility for school-aged children in research and clinical settings.
The purpose of this research was to analyze the effect of consumer innovativeness on the evaluation of online fashion advertisement sustainability and on purchase intentions of advertising products. Online survey have been conducted of 573 people who had experience of online advertisements. The data collected from the surveys were analyzed by the factor analysis, the t-test and the multiple regression analysis. the results are as follows: Firstly, it has been identified that the concept of sustainability of online fashion advertisement consists of four sub-elements of the objectivity of advertisement expressions, the non-harmfulness of advertisement expressions, the protection of personal information, and the non-infringement of web use. Secondly, the group that has a higher consumer innovativeness shows a significantly higher experience of online advertisements as well as more many internet use hours than those who have a lower consumer innovativeness. In addition, comparing with the group that shows lower consumer innovativeness, the group who has higher consumer innovativeness shows a significantly higher recognition of the protection of personal information, the non-infringement of web use and the objectiveness of advertisement expressions among the sub-elements of online fashion advertisement. Lastly, the objectiveness of advertisement expressions and the non-infringement of web use significantly affect the intentions of the group that has high consumer innovativeness to purchase advertised products, and the purchase intentions of those who have low consumer innovativeness are significantly affected by the objectiveness of advertisement expressions and the protection of personal information.
Lee, Dong Hoon;Oh, Hye Soo;Jang, Jae Min;Jeong, Jong Woon;Yang, Sang Oon
Journal of the Korean Society of Safety
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v.35
no.5
/
pp.74-85
/
2020
Smart phone zombie or Smombie means pedestrians who walk without attention to their surroundings because they are focused upon their smart phone. Because the traffic accidents and injuries caused by Smombie have been increased rapidly in recent years, the social attention and policies are needed to prevent it. This study was conducted to analyze Smombie's current status and some solutions used before and to propose new improved method through the latest ICT trend. In this study, we did the field survey to check Smombies at several places in Seoul through people counting, and found that a lot of pedestrians still use the smart phone while walking. And we analyzed many case studies about some solutions to prevent Smombies previously. The case studies include legal regulations, government policies, smart phone app services and facilities that are used before. We studied them through internet searches and reference studies and we also checked the current operating situation as visiting several places that the solutions actually has been operated. Therefore, we found there are some limitations in previous solutions in terms of effectiveness and management. To consider new solution that can be expected to overcome the limitations, we analyzed the latest ICT trends focused on features to utilize the Smombie prevention, especially video recognition and digital signage. In these days, video recognition has been developed rapidly with assistance of AI technology and it can recognize the specific pedestrian's characteristics such as holding smart phone as well as hair style, clothes, backpack and etc. On the other hands, the digital signage is the convergence device that includes big display, network connection and various IoT sensors. It can be used as public media in many places for public services as well as advertising. Through these analysis results, we show the requirements and the user scenario for the improved method to prevent Smombie. Finally, we propose to develop R&D technology to recognize Smombie exactly as pedestrian attributes and to spread creative contents to increase pedestrian's interest and engagement for Smombie prevention through digital signage.
Ten animal hospitals in Seoul were selected, and of which 41,305 practice in total for recent 1 year were analyzed based on international classification of disease(ICD) of WHO. Of the entire practice, prophylaxis cases accounted for 42.2%. Of the 9,376 cases of internal diseases, digestive system diseases accounted for 4,957 cases(52.9%), respiratory system diseases 1,776 cases(18.9%), circulatory system diseases 1,239 cases(13.2%), and neoplasms diseases 413 cases(4.4%), respectively. In the estate investment expenses, to be specific, rental guarantee deposit accounted for about 50% of the entire estate cost, foregift(48%), and monthly rent(2%). Dividing the income of animal hospitals into medical service, articles selling, and pet-dog beauty, medical service accounted for 71.6% of the entire sales, selling of articles 16.7%, and pet-dog beauty 11.6%. Publicity work for the animal hospital was done mostly through web sites on internet(47%), then through local advertising papers(23.5%), and through bulletins and telemarketing(11.8%). Manpower of the animal hospitals in this study was mostly composed of veterinarians(45.5%) up to about half of the entire staffs, while there was no veterinary technician who had specialized education in that area.
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