• Title/Summary/Keyword: Production perception

검색결과 366건 처리시간 0.03초

애너글리프(Anaglyph)를 이용한 3차원 입체영상 제작 사례에 대한 분석 -애니메이션 <이그드라씰>을 중심으로 (The Analysis on 3-Dimensional Stereoscopic Video Production Using Anaglyph Method_Focused on the Animation 'YGGDRASIL')

  • 강현종
    • 한국게임학회 논문지
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    • 제13권3호
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    • pp.131-140
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    • 2013
  • 본 논문은 디지털 영상매체의 발달함에 따라 주목받고 있는 3차원 입체영상 제작방법에 있어서 가장 먼저 개발되어진 애너글리프 방식을 이용하여 마야 프로그램에서 제작되어진 3D 입체영상 애니메이션 '이그드라씰'을 분석하였다. 이 작품에서 사용한 애너글리프 방식은 3D 입체영상을 비교적 쉽게 제작할 수 있으며 색상의 차이를 이용하여 분리된 영상을 통해 입체감을 효과적으로 표현할 수 있었다. 또한 시지각 이론을 적용한 공간연출은 작품에서의 필요한 거리감과 깊이감 그리고 속도감을 표현하는데 효과적 이였다.

친환경유기농산물 소비촉진을 위한 마케팅 전략 (Marketing Strategies for Promotion Policy of Environmentally Friendly Farm and Organic Products)

  • 유덕기
    • 한국유기농업학회지
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    • 제16권4호
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    • pp.391-408
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    • 2008
  • The overall focus of this study was to identify marketing and promotion strategies that can maintain and enhance environmentally friendly farm and organic production and processing activities. This is particularly important as the volume of environmentally friendly farm and organic produce that is generally available is increasing, and significant players, such as Organic Marketing Initiatives(OMI) and conventional marketing co-operatives, are becoming involved in the market. The rapid increase in production of environmentally friendly farm products and organic food is creating new and more complex challenges for marketing, from vegetable box schemes large co-operatives supplying the precise quality and volume required by supermarkets. A possible strategy for many farmers is to co-operate in regionally or nationally operating marketing initiatives. The main objective of any public relations(PR) activity should to enhance publicity and to improve an OMIs image. No promotion, no perception of OMI performance.

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Workflow for Anamorphic 3D Advertising based on Image Distortion

  • Fu Linwei;Tae Soo Yun
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권3호
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    • pp.170-183
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    • 2024
  • In producing anamorphic 3D advertisement projects, it is necessary to apply the principles of illusion art to distort the images output to the screen (Image Distortion) so that their display aligns with our visual perception in a real three-dimensional environment. We focuse on the methods of image distortion in the creation of content for anamorphic 3D advertisement screens in this thesis. We propose using Unity 3D's real-time rendering instead of the offline rendering method of compositing method, and employing UV grid mapping to replace the manual correction in Adobe After Effects(AE). The significance of this paper lies in simplifying the image distortion processing workflow in anamorphic 3D projects and optimizing the image distortion creation methods used in compositing method. In outdoor anamorphic 3D advertisement projects, the proposed image distortion creation method demonstrates significant advantages in terms of production time, process simplification, flexibility, and expansion possibilities. Our research provides new perspectives and methods for the creation of anamorphic 3D content, offering theoretical and methodological references for professionals working on similar contents.

생명공학에 대한 사회적 인식 (Social Perception on Biotechnology in Korea)

  • 조성겸;윤정로
    • 과학기술학연구
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    • 제1권2호
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    • pp.343-369
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    • 2001
  • 생명공학의 사회적 함의에 대한 논의를 위해서는 일반 시민의 인식과 형성과정에 대해 파악할 필요가 있다. 이에 따라 생명공학에 대한 ELSI (Ethical, Legal and Social Implications) 연구의 일환으로 필자는 생명공학에 대한 사회적 인식의 지형을 정기적으로 조사하는 프로젝트를 시작하였다. 본 논문은 이 조사 프로젝트의 한 부분으로 생명공학에 대한 인지도 수준과 태도를 파악하고 관련 요인을 찾아보았다. 인식조사는 전국 성인남녀 500명을 대상으로 전화면접방법을 이용하여 이루어졌으며, 표본은 유층표집방법을 이용하여 추출하였다. 조사결과 의료 관련 생명공학에 대해서는 긍정적인 태도가 많았지만, 유전정보의 사회적 관리 및 유전자 변형식품에 대해서는 부정적 태도가 긍정적 태도와 비슷한 수준이거나 아니면 더 많았다. 그리고 인지도 수준이 높을수록 태도가 더 명확하였다. 또한 이러한 시민들의 태도는 아직 잠정적인 느낌 수준인 경우가 많으며, 매스미디어의 영향을 많이 받은 것으로 나타났다. 이러한 연구결과는 생명공학에 대한 사회적 함의에 대한 논의가 보다 건설적이기 위해서는 우선 생명공학에 대한 정보의 생산과 유통이 보다 활성화될 필요가 있다는 것을 보여준다.

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제품유형에 따른 제조방식 선호가 구매의도와 품질지각에 미치는 효과 (The Effect of Manufacturing Method Preferences for Different Product Types on Purchase Intent and Product Quality Perception)

  • 이국희;박성연
    • 감성과학
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    • 제19권4호
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    • pp.21-32
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    • 2016
  • 제품유형과 가격, 브랜드 이미지 등의 상호작용이 소비자의 구매의도와 품질지각에 미치는 효과에 대해서는 다양한 현상을 관찰해 왔다. 그러나 제품유형과 제조방식의 상호작용이 이 요인들에 미치는 효과에 대해서는 연구가 드물었다. 그러나 3D프린터의 등장은 기계를 통한 자동화 생산과 수공예로 대표되던 제조방식에 3D프린팅이라는 새로운 방식을 추가하였고, 이러한 새로운 틀이 소비자의 구매의도와 품질지각에 영향을 미칠 가능성이 있기에 연구가 필요하다. 따라서 본 연구는 제품유형과 제조방식의 상호작용이 구매의도와 품질지각에 미치는 효과를 검증하기 위하여 이루어졌다. 이를 위한 실험 1은 성격이 다른 제품유형(드론 vs. 바이올린 vs. 컵)을 선정하였고, 제품유형별로 선호하는 제조방식이 다르게 나타나는지 측정하였다. 결과적으로 소비자들은 드론과 같은 최신제품은 3D프린팅 제작을, 바이올린은 수공예 제작을, 컵은 대량생산이 용이한 기계 제작을 선호하는 것으로 나타났다. 실험 2는 제품유형에 따른 제작방식 선호의 차이가 구매의도와 품질지각에 미치는 영향에 대한 검증을 시도하였다. 즉 드론은 3D프린팅 제조일 때 구매의도가 가장 높았고, 바이올린은 수공예일 때 구매의도가 가장 높았으며, 컵은 기계 제작일 때 구매의도가 가장 높았다. 또한 드론은 제작방식 간 품질지각에 차이가 없었던 반면, 바이올린은 수공예의 품질을 가장 우수하다고 지각했고, 컵은 3D프린팅에서 품질을 가장 낮게 지각했다(컵은 3D프린팅 제작일 때 구매의도도 가장 낮았다). 본 연구가 소비자 심리학, 마케팅, 광고 등의 분야에 폭넓은 시사점을 줄 것으로 기대한다.

친환경 아동용 가구 개발을 위한 소비자 인식 조사 (Consumer Awareness Survey for Environmentally Friendly Children's Furniture Development)

  • 김자경
    • 한국가구학회지
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    • 제28권4호
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    • pp.340-354
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    • 2017
  • Currently, the global furniture market can not overlook environmental problems due to changes in environmental regulations. In order to grow into a global corporation, environmentally friendly design became essential. In addition, domestic and foreign consumers are increasingly interested in and spending on children's furniture, and demand for environment - friendly furniture for children's health and emotional development is increasing. In the era of universal consumer tastes due to massive mass production, it has been changed into a multi-product small-volume production period that reflects the preferences of various consumers, so that various types of furniture that meet individual preferences are required. Therefore, in this study, we investigated various personal opinions, perception, preference, propensity to use furniture, purchasing points, etc. for environmentally friendly children's furniture, and provided basic data for environmentally friendly children's furniture development that reflects consumer preference and requirements. Accordingly, 243 parents who have more than one child living in Seoul, Gyeonggi, and Incheon were surveyed about the use of children's furniture and the perception and preference of environmentally friendly children's furniture. According to the survey results, 64.57% of the respondents knew about eco - friendly children's furniture and the most popular way to get to know eco-friendly furniture was Internet advertising (49.48%). The rate of recognizing eco-friendly furniture as healthy furniture with no emission of hazardous substances was high as 56.16%. The purchase intention of eco-friendly children's furniture was very high at 86.01% and the most important factor in purchasing was the harmlessness to the human body (56.88%). 59.50% said that it is not possible to distinguish environmentally friendly furniture, which means that there is not much information to consumers yet. In addition, the preferred price range is 500~1000 thousand won, and the preference for the rest furniture is high. In the preferred form type, unit type modular furniture is 36.13%, in the material, wood is 72.35%, in the color, the color of wood with wood grain is high as 45.56%.

공간생산이론을 통해 본 지역문화콘텐츠의 창출 과정과 의미 : 칠곡군 영오리 사례 (Creation and Meaning of Local Cultural Contents through Maeul-mandeulgi : Case of Chilgok-gun Yeong ori)

  • 이재민
    • 지역과문화
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    • 제7권1호
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    • pp.1-26
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    • 2020
  • 본 연구는 마을에서 전승되는 '천왕제'를 활용하여 마을만들기 사업을 진행하면서 나타나는 지역문화콘텐츠의 창출 과정을 분석하고, 이것이 함의하는 사회적 의미를 분석하는데 목적이 있다. 이를 위해 칠곡군 영오리를 사례로 하는 질적연구방법을 적용하였으며, 르페브르의 공간생산이론을 통해 분석하였다. 주민들은 공동체 위기의 극복을 위해 마을만들기와 같은 사업의 필요성을 인식하기 시작하였으며, 기존 마을신앙에 대한 인식의 전환을 시도하면서 공간적 실천양상이 나타났다. 기존 전승되던 천왕제에 유희적 요소를 가미하여 '천왕제 축제'라는 새로운 지역문화콘텐츠를 창출하였으며, 이를 통해 마을정체성을 강화하였다. 이는 마을을 새로운 문화공간으로 재생산되는 계기가 되었으나, 한편 지나친 물리적 팽창에 따른 주민소외 현상이 나타나기도 하는 공간의 재현 양상을 보여주었다. 하지만 지속적으로 마을만들기 활동을 실천함에 따라 마을주민들은 소속감이 증대되고, 만족감이 제고되었으며, 이는 공동체 의식이 강화되는 재현의 공간으로 생산되는 과정을 보여주었다.

Perceptional Change of a New Product, DMB Phone

  • Kim, Ju-Young;Ko, Deok-Im
    • 마케팅과학연구
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    • 제18권3호
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    • pp.59-88
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    • 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.

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English /s/ and Korean sh/-/s*/ Contrast in Seoul and Busan Dialects: A Study of Category Solidity

  • Kang, Kyoung-Ho
    • 말소리와 음성과학
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    • 제4권3호
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    • pp.3-12
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    • 2012
  • The primary goal of the current study was to examine category solidity of Korean alveolar fricatives in the Busan and Seoul dialects of Korean. Considering the common belief of $/s^h/-/s^*/$ neutralization in Kyungsang speech, plain $/s^h/$ and fortis $/s^*/$ fricatives of Busan speakers were examined against the same fricatives of Seoul speakers. Perceptual distance between Korean $/s^h/$ and $/s^*/$ on the one hand and English /s/ on the other was investigated by use of across-linguistic mapping method. Two experiments of a perceptual mapping task of English /s/ to Korean $/s^h/$ and $/s^*/$ and a $/s^*/$-production task were conducted on users of the Busan and Seoul dialects of Korean. The results from the perception and production experiments suggested that at a micro-level, younger Busan speakers have less solid category stability for Korean $/s^*/$ compared with Seoul speakers, although their production of $/s^h/$ and $/s^*/$ was as highly distinctive from each other as that of Seoul speakers.

일본어의 촉음과 발음의 지속시간 연구 - 한국인과 일본인을 중심으로 - (Duration of the Japanese 'sokuon' and 'haneruon' in Korean and Japanese speakers' production)

  • 이재강
    • 대한음성학회지:말소리
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    • 제38호
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    • pp.99-112
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    • 1999
  • The aim of this paper is to measure the duration of Japanese 'sokuon' [t/k] and 'haneruon' [m/n] produced by Korean and Japanese native speakers. It was shown that in the case of Korean speakers, the duration of geminate of 'sokuon' was 1.5 times longer than that of a single consonant, whereas in the case of Japanese speakers, it was 2 times longer. The difference between Korean and Japanese prosodic structures appears to affect the perception and acquisition of a foreign rhythmic patternm non-existent in the speaker's native tongue. The duration of geminate of [s] was 2 times as long as a single consonant in both Korean and Japanese speakers' production. On the average, the duration of Japanese 'sokuon' [t/k/s] was 1.7 times longer than that of a single consonant in Korean speakers' pronunciation, whereas 2 times longer in Japanese speakers' pronunciation. The production of 'haneruon' by either Korean or Japanese speakers yielded a similar result to 'sokoun': 1) geminates lasted longer than a single consonant; 2) single [m] is longer than single [n]: 3) geminate of [n] is 3 times as long as single [n], whereas geminate of [m] is 2 times as long as single [m].

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