• Title/Summary/Keyword: Media value

Search Result 1,653, Processing Time 0.022 seconds

Characteristics and Categorization of Fashion Films (패션필름의 유형화에 따른 특성)

  • Kwon, Jeanne;Yim, Eun-Hyuk
    • Journal of the Korean Society of Costume
    • /
    • v.66 no.4
    • /
    • pp.128-145
    • /
    • 2016
  • Unlike the past, when fashion brands adopted unilateral communication with their consumers, the brands today have recognized the importance of bi-lateral communication. This has led to the companies producing fashion films as a means to elicit a consensus in opinion between the brands and the consumers. Such fashion films should be understood as films using fashion that transcends time, and also as a type of fashion media. This study, which is based upon the understanding that fashion films are a part of strategic marketing for enhancing the value of brands, used domestic and international literature in order to define fashion films, and establish a theoretical basis for these films. Corroborative study was also conducted for the purpose of practical categorization. This study aims to investigate the characteristics of fashion films, and to suggest a new approach to the study of fashion films. The study adopted the research methodology used in Dudley Andrew's film theory in order to create a theoretical frame that can be used to categorize fashion films. The theory is of significance because it is the basis for the category of motion picture fashion film and media technology fashion film. The study on the categorization and the characteristics of fashion films based upon 6 sub-categories shows a consistent trend of fashion films. From the results, it can be inferred that the films contribute, in part, to the enhancement of brand value. Fashion films have shown rapid growth with the mixture of other media, and with the introduction of cutting-edge technology. Fashion films can be used as new marketing methods for the fashion brands in this digital age.

The change analysis of the competitive dynamics among the existing media from the introduction of IPTV service (IPTV 도입이 매체 간 경쟁구도 변화에 미치는 영향 분석)

  • Choi, Sung-Hee;Byun, Dong-Shik;Choi, Seong-Jhin
    • Journal of Broadcast Engineering
    • /
    • v.13 no.6
    • /
    • pp.781-795
    • /
    • 2008
  • This paper focuses on effects that IPTV will have on domestic broadcasting market in the point of view of customers. The purpose of the paper is to present the future landscape of competitive media market when IPTV is launched, and to research how IPTV will have impact on terrestrial broadcasting, cable TV and satellite broadcasting industry. The paper integrates two known theories, such as the niche-gratification model and the value-expectancy model, to analyze competitive media market. The value expected model makes it possible to overcome the weakness of the niche-gratification model and to forecast competitiveness more accurately. According to this research, competitive power will be in the order of Cable TV, IPTV, and satellite broadcasting. Terrestrial broadcasting does not show strong competitive relationships with others statistically. As a result, Cable TV will be the most competitive medium in the future. IPTV will be stuck in the middle and can rapidly substitute for existing broadcasting services. While IPTV will severely threaten the satellite broadcasting company which has a relatively small number of subscribers, cable TV will be in a superior position to IPTV.

Body Segment Length and Joint Motion Range Restriction for Joint Errors Correction in FBX Type Motion Capture Animation based on Kinect Camera (키넥트 카메라 기반 FBX 형식 모션 캡쳐 애니메이션에서의 관절 오류 보정을 위한 인체 부위 길이와 관절 가동 범위 제한)

  • Jeong, Ju-heon;Kim, Sang-Joon;Yoon, Myeong-suk;Park, Goo-man
    • Journal of Broadcast Engineering
    • /
    • v.25 no.3
    • /
    • pp.405-417
    • /
    • 2020
  • Due to the popularization of the Extended Reality, research is actively underway to implement human motion in real-time 3D animation. In particular, Microsoft developed Kinect cameras for 3D motion information can be obtained without the burden of facilities and with simple operation, real-time animation can be generated by combining with 3D formats such as FBX. Compared to the marker-based motion capture system, however, Kinect has low accuracy due to its lack of estimated performance of joint information. In this paper, two algorithms are proposed to correct joint estimation errors in order to realize natural human motion in motion capture animation system in Kinect camera-based FBX format. First, obtain the position information of a person with a Kinect and create a depth map to correct the wrong joint position value using the human body segment length constraint information, and estimate the new rotation value. Second, the pre-set joint motion range constraint is applied to the existing and estimated rotation value and implemented in FBX to eliminate abnormal behavior. From the experiment, we found improvements in human behavior and compared errors between algorithms to demonstrate the superiority of the system.

Assessment of Groundwater Contamination Vulnerability by Geological Characteristics of Unsaturated Zone (불포화대 지질특성에 따른 지하수오염취약성 평가)

  • Jeong, Gyo-Cheol
    • The Journal of Engineering Geology
    • /
    • v.28 no.4
    • /
    • pp.727-740
    • /
    • 2018
  • The media in the undersaturated zone is defined as the uppermost layer of the water table at which the groundwater is unsaturated or saturated discontinuously. The properties of the unsaturated zone can affect the reduction of contaminants that flow from the lower part of soil to the water table. In recent, there have been problems in evaluating groundwater contaminations vulnerability because weighted value for permeability is given, regardless of anisotropy and heterogeneity in the unsaturated media. Geological media have various ranges of permeability. When applying the weighted value, representative of permeability for grain sizes standardized, to construction of contamination vulnerability, it will produce more exaggerated result than the case that considers unsaturated geological properties. In this study, we performed laboratory column tests considering two sets of the unsaturated layers in order to investigate the permeability in anisotropic unsaturated zone with anisotropy. On the basis of the tests, average permeability coefficients were calculated considering the properties of unsaturated media obtained from drill cores in the field. The final contamination vulnerability map constructed shows that the contamination vulnerability map applying the properties of geological media of the unsaturated zone coincides much better with the results measured in the field, compared to the case of contamination vulnerability considering the weighted value in the unsaturated zone.

A Study on DIY in Contemporary Fashion Industry (현대 패션 산업에 나타난 DIY(Do it yourself) 연구)

  • Park, Hye Won
    • Fashion & Textile Research Journal
    • /
    • v.18 no.6
    • /
    • pp.844-857
    • /
    • 2016
  • The purpose of this study was to figure out the meaning and value of DIY shown in the fashion industry today, to analyze the types and characteristics of DIY applied to the products of domestic and global fashion brands, and to provide implications for brand marketing strategies. This study was based on qualitative research which was media contents analysis and brand case study on fashion DIY. The results were as follows: First, the concept of DIY involved the Semi-DIY way that meant individuals participated in not every step of design and making process but a part of them such as design process. Also, it was means for customization. Second, the value of DIY consisted of individual value, experiential value, enjoyable value, self-actualizaion value, social value, economic value and ethical value. Third, fashion DIY was classified into seven types: DIY choosing and assembling design components of a product, DIY modifying a design with trimming, DIY making a product by using DIY Kits, DIY modifying a design after making a product by using DIY Kits, DIY choosing design components, DIY designing, and DIY all making and designing. DIY could be applied as a key marketing strategy for mass customization to meet the value of individual consumer.

A Study in The Propensity for Symbolic Consumption of Adolescents (청소년의 상징적 소비성향에 관한 연구)

  • Kim, Young-Sook;Lee, Kyung-Ok;Kim, Min-Jung
    • Korean Journal of Human Ecology
    • /
    • v.14 no.2
    • /
    • pp.277-292
    • /
    • 2005
  • The objectives of this study are to examine the degree of propensity for symbolic consumption among adolescents and its factors, and to investigate the effects of demographic variables - sex, grade, father's education, mother's education, father's job, mother's job, monthly allowance, monthly household income - self-esteem, and socialization agents variables - parents, friends, mass media - on the propensity. In this study, the propensity for symbolic consumption is defined as the propensity to consume products through their affective, subjective, and symbolic value rather than through their practical and utility value. The data used in this study were collected from 509 adolescents who are in the 2nd grade of middle or high schools in Pusan. The research results can be summarized as follows: 1. The propensity for symbolic consumption were found to have significant differences according to sex, father's education, mother's education, mother's job, and monthly allowance. 2. It differs significantly according to adolescents' self-esteem. That is, the lower self-esteem adolescents have, the higher propensity for symbolic consumption they show. 3. It also differs significantly according to the degree of communication with parents, the degree of accepting friends' view, the degree of communication with friends, the degree of informative influence from friends, and the degree of taking in mass media.

  • PDF

A Study on hotel AI robot service built on the value-attitude-behavior(VAB) model (가치-태도-행동 모델을 적용한 호텔 AI 로봇서비스에 관한 연구)

  • Hejin Chun;Heeseung Lee
    • Smart Media Journal
    • /
    • v.12 no.8
    • /
    • pp.60-68
    • /
    • 2023
  • After COVID-19, hotel industry is rapidly experiencing changes in the business environment, and under the influence of the Fourth Industrial Revolution, hotel industry is striving to secure competitive advantages through differentiation, including the use of big data and the IoT in service provision, as well as the introduction of artificial intelligence(AI) robot services. This study analyzed the perceived value of AI robot services and their impact on usage attitudes and behavioral intentions of customers who have used hotels that have introduced AI robot services. The results of the study showed that the value of robot services perceived by customers who have used robot services in hotels is categorized into three dimensions: social, experiential, and functional, and all of them have a positive effect on usage attitudes, with social, functional, and experiential values having a positive effect on usage attitudes in that order. Attitude toward use was also analyzed to have a positive effect on behavioral intention, which is consistent with the value-attitude-behavior model. Therefore, it is necessary for hotels to improve the satisfaction of hotel guests through diversified services of AI robot service.

Business Model of New Media Platform in K-Content Use (한국 방송 콘텐츠의 뉴미디어 플랫폼 비즈니스 모델)

  • Kim, Young-Hwan;Jung, Hoe-Kyung
    • Journal of Digital Convergence
    • /
    • v.14 no.10
    • /
    • pp.431-438
    • /
    • 2016
  • This study focused on the Korean-wave content consumed in the global market and analyzed success/failure factors of services through business model analysis. It aims to offer an effective new media content platform model. ViKi, Drama Fever, Maaduu.com which are representative global OTT were researched on management strategy by case analysis. The success of the global OTT platform is organized into three factors, target customer coverage, revenue model and community activation. Clear and wide coverage of target customer is important to determine the value of the service. Also, revenue model based on the pay service and community for Korean-wave fandom are essential to make good performance in new media platform business.

A Study on New Application Cases of Printing Media Design Using Cultural Contents (문화콘텐츠를 이용한 인쇄매체 디자인의 새로운 활용 사례 연구)

  • Kim, Nam-Hyoung
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2006.05a
    • /
    • pp.466-469
    • /
    • 2006
  • Nowadays, we make an attempt for media conversion from old to new media, carrying out to information society. These changes to new media are considered as new threat to printing media. New means such as CAD(Computer Aided Publishing), on-line novel and webzine can be regarded as new media and we are confronted with need of new changes in the field of printing media because of the trend of the present. It suggests that the origin of commodity competitiveness depends on the ability of cultural Contents using design. Cultural commodity is considered as strategy concepts in the more specific and realistic aspect than in the aspect of industrialization. This study introduce the case of Cellpark Co.,Ltd. which has successfully developed commodity design of World-cup cultural contents as a creating tools of innovative value connecting existed design method based on printing media with new method. This study gave the case which created Blue Ocean market through new expression method of design, products protection of contents design by patent registration, and licensing which many design firms often overlook.

  • PDF

The Impact of New Media Properties to Self-Efficacy and Marketplatform Attractiveness (뉴미디어 환경 속성이 자기효능감 및 모바일 마켓플랫폼 매력도에 미치는 영향)

  • Lee, Jeong Hoon;Kim, Soo Kyung
    • Journal of Information Technology Applications and Management
    • /
    • v.20 no.4
    • /
    • pp.315-338
    • /
    • 2013
  • As a result of New media that affects the marketing system, it is appeared a new marketing system called Market Platform in terms of market governance of trading. Market Platform is a new marketing system for ideal market system through the community structure from a hierarchy structure. It is determined that Market Platform as the role of adjustment of each side of market, buyer and seller, developed an existing marketing system. In this study, to target the Market Platform has recently emerged as the center of the market management in the new media environment. This study investigates what characteristics and impact of infrastructure of Market Platform will affect the cognitive impact on both buyers and sellers to clarify the impact on the self efficacy of the shopping process. Through this investigation, modeling for the impact that new media environment will attract Market Platform will be developed from the investigation of attractiveness of mobile market platform environment. Changes in the technical media environment gave the characteristics of the customer in the market platform, so consumers could involve not only consumed, but also manufactured. Thus, it is possible to increase the attractiveness if market must be able to not only for the convenience of shopping, but also make people to enjoy the experience of value co-creation. In other words, the new media, as a result of affecting the marketing system, mobile market platform is organized around the market of communication base. Network centrality, visible openness, ubiquitous multiplexity, 3 properties of new media increase the market self-efficacy of their customers. Therefore, the structure of market platform that enhance self-efficacy has higher attractiveness.