• Title/Summary/Keyword: SNS Content

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Content Analysis of Social Media Influencer Research in Korea (한국 소셜 미디어 인플루언서 연구의 내용분석)

  • Choi, Yun-Woo;Han, Sangpil
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.163-170
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    • 2022
  • The purpose of this study is to examine the research trend on social media influencers in Korea. To this end, a total of 178 papers on social media influencers were analyzed from 2009 to 2021 among the academic papers registered in the Korean Academic Citation Index. As a result, the early social media influencer research, which was limited to only a few fields such as fashion, beauty, and communication, has expanded to various ones as time passed and achieved quantitative growth. The proportion of empirical studies has been on the rise in recent years, and studies that applied qualitative research methodologies have shown a tendency to decrease. The proportion of research focusing on specific media platforms and influencer types gets lower, although both the characteristics of social media platforms and the attitudes of each influencer are very diverse. This study has academic significance in that it is the first empirical study to investigate the current status of the social media influencer research in Korea.

A Study on the Types of Virtual Influencers in China Using Q Methodology

  • LILI;Jong-Yoon Lee;ShanShan LIU;Jang Sun Hong
    • International Journal of Advanced Culture Technology
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    • v.11 no.2
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    • pp.152-161
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    • 2023
  • Modern people live a life connected with the real world and the virtual world by relying on the new media of enterprises and social consumption led by innovative technologies. In this environment, virtual influencers actively communicate with consumers and build relationships through social media, which is a new marketing tool that has attracted widespread attention. From a business perspective, it is necessary to have a solid understanding of this phenomenon, and then explore communication strategies to effectively develop virtual influencers. To investigate followers' preference for virtual influencers, this study employs the Q-method, which studies human subjective attributes, an empirical research effort to uncover complex issues in human subjectivity. To determine the factors that trigger people's voluntary and active practice and the preference degree of virtual influencers, the Q method is implemented to examine human subjectivity, thoughts and attitudes. According to the results of this study, virtual influencers are a new group of idols full of vitality. The interviews found that there are still many virtual influencers who do not know about followers, but each type can be clearly understood through the intuitive understanding of the interviewees. Divided out, type 1 one egoideal virtual influencers aim to represent an idealized version of the creator or target audience. Embodies ideal physical characteristics, personality or lifestyle desired by the audience. Type 2 is charismatic and attractive, and has the characteristics of most virtual influencers. It is suggested that it can be developed into a potential type, doing brand cooperation, and content production on social media platforms. Type 3: Game animation, derived from the image of characters in games or comics, with stylized features and energetic personalities, which can be integrated into games or entertainment experiences. Type 4 development potential type is the most successful type among virtual imagers, and it is also the purpose of marketing virtual influencers. It is essential that brand endorsement on social media platforms, integrated marketing, and driving advertising traffic. It is recommended to improve production technology to reduce investment costs.

Research on how to promote fashion brands in the e-commerce era - Focusing on the work of a fashion PR agency - (e-커머스 시대 패션브랜드 홍보 방법에 관한 연구 - 패션홍보대행사 업무를 중심으로 -)

  • Song Ae Park
    • Journal of the Korea Fashion and Costume Design Association
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    • v.25 no.2
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    • pp.17-29
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    • 2023
  • The digital environment, which has been rapidly developing since the beginning of the 21st century, has become more specific due to COVID-19, and marketing strategies are rapidly changing to suit purchasing activities of Generation MZ, whose online purchases are becoming the center of their lives. A public relations agency is generally responsible for all aspects of making a client's product or service visible to the public through various forms of media. Among them, a company that performs only fashion-related tasks is called a "fashion PR agency". Now, the fashion industry is also centered on the e-commerce environment, and various digital marketing strategies have been developed and directly related to sales. This study examined the current status of online media and digital marketing, analyzes the aspects of fashion brand promotion strategies and methods in the e-commerce era, focusing on the work of fashion PR agencies, and suggests the direction of new online and offline promotion methods based on marketing and technological aspects. As a result of the study, first, theories on strategies for online media and digital marketing were examined, and found that the amount of online promotion has recently increased and become more specialized. Second, this study examines the concept of fashion PR agencies and analyzed their main tasks through interviews with fashion PR professionals. Third, based on successful online fashion promotion cases, the study analyzed fashion promotion strategies and methods that are being integrated online and offline in the e-commerce era. The main methods included SNS strategy, content strategy, performance strategy, influencer strategy, and event strategy, and it is suggested that integrated management is necessary for consistent brand image management, and an IMC (Integrated Marketing Communication) strategy, which intensively manages all strategies, should be employed.

Digital News Innovation and Online Readership: A Study of Subscribers Paying for Online News (언론사의 디지털 혁신과 구독자 되찾기: 온라인 뉴스의 유료이용 경험에 관한 연구)

  • Sun Ho Jeong
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.1111-1117
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    • 2023
  • Recently, South Korean newspapers began trying to charge for online news. This study attempts to shed light on the factors that influence payment for online news by analyzing Korea Press Foundation's 2022 Media Audience Survey (N = 58,936). The results of this study showed a steady increase in past payment and paying intent for online news since 2020. Predictors of past payment for online news included gender, age, and education, and interest in political and social issues. News use through specific media (i.e., newspapers, magazines, portals, messengers, social media, video sites, and podcasts), as well as mobile applications and e-mail newsletters, were found to contribute to paid subscriptions. Based on the findings of the study, news organizations should prepare to offer differentiated news content through their own news platforms and establish concrete plans to build trust in news.

Visualization System for Dance Movement Feedback using MediaPipe (MediaPipe를 활용한 춤동작 피드백 시각화 시스템)

  • Hyeon-Seo Kim;Jae-Yeung Jeong;Bong-Jun Choi;Mi-Kyeong Moon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.19 no.1
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    • pp.217-224
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    • 2024
  • With the rapid growth of K-POP, the dance content industry is spreading. With the recent increase in the spread of SNS, they also shoot and share their dance videos. However, it is not easy for dance beginners who are new to dancing to learn dance moves because it is difficult to receive objective feedback when dancing alone while watching videos. This paper describes a system that uses MediaPipe to compare choreography videos and dance videos of users and detect whether they are following the movement correctly. This study proposes a method of giving feedback based on Color Map to users by calculating the similarity of dance movements between user images taken with webcam or camera and choreography images using cosine similarity and COCO OKS. Through this system, objective feedback on users' dance movements can be visually received, and beginners are expected to be able to learn accurate dance movements.

A Study of the Impact of Digital Capability and Personal Ability on the Intent to Continue Economic Activity : Focused on the Adjustment Effect of the Role Model (디지털 역량과 개인적 역량이 경제활동 지속 의도에 미치는 영향: 롤 모델의 조절 효과 중심으로)

  • Kim, Sang Jin;Ha, Kyu Soo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.16 no.5
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    • pp.125-141
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    • 2021
  • The rapidly changing social structure of the digital environment is having a significant impact on economic activities. That is also an important issue for Individuals who want to sustain economic activities and countries that support policies. Non-face-to-face industries have been revitalized due to the problem of human capital utilization attributed to aging population, the real economic recession caused by Corona 19, contraction of face-to-face economic activities, reduction of employment, and job instability. Accordingly, digital media contents based economic activities have become commonplace, and the government's main policy issue is to use human capital effectively for media contents based economic activities. Adaptation to the digital environment has become a necessity, not a choice, for those who wish to continue to be in employment. Therefore, this study analyzed the effects of digital and individual abilities on intention to sustain the economic activity and verified the modulation effect of the role model. In order to achieve the purpose of this research, an online survey was conducted on men and women aged 20 to 80 nationwide, and 382 of the 385 collected questionaires were analyzed. The SPSS 23.0 program was used to analyze this study, and the questionaire questions were measured using the Likert 5-point scale. As a result of the analysis, first, the ability to utilize media contents in digital capacity has a positive impact on the intention to sustain economic activity, and that the higher the ability to utilize the latest digital media contents such as SNS, the more likely the intention to sustain economic activity. Secondly, it was found that the financial strength of individuals' abilities was affected by the negative impact, and that the experiences were affected by positive(+) impact on the intention to sustain economic activity. Thirdly, the social environment has no significant effect on the intention to sustain economic activity. Fourth, it was found that family support amongst social support has a positive impact on the intention to sustain economic activity, and that various emotional support for families has increased intention to sustain economic activity. Fifth, the role model was found to have a positive(+) impact on economic sustainability, while the ability to utilize media content and family support played a modulating role on economic sustainability. Therefore, as a result of this research, the government's policy support for employment and entrepreneurship is required in accordance with digital media content based digital education and human structure in order to sustain economic activities.

A Study on the Utilization and Satisfaction of Convenience Store Lunchbox by Food-Related Lifestyle: On the Adults in their 20s and older in Seoul, Gyeonggi and Chungcheong Provinces (식생활 라이프 스타일에 따른 편의점도시락 이용 현황과 만족도에 관한 연구: 서울, 경기 및 충청지역 성인을 대상으로)

  • Kim, Hyun-Jung;Lee, Sim-Yeol
    • Journal of Korean Home Economics Education Association
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    • v.35 no.1
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    • pp.35-52
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    • 2023
  • This study investigated the utilization and satisfaction of lunchboxes according to food-related lifestyle. A sample of 819 adults who regularly purchased lunchboxes were studied. This study can provide basic data for effective menu development. The participants of the study were classified into 4 groups: a 'taste-seeking group', an 'economy-seeking group', 'a convenience-seeking group', and a 'health-seeking group'. The purchase price of lunchboxes was in the range of 3,500 to 4,000 won. The 'health-seeking group' was shown to spend the highest amount on lunchboxes, over 5,100 won. Information about lunchboxes was obtained primarily through convenience stores followed by Internet SNS (p<0.05). Most participants considered nutritional value when purchasing a lunchbox (p<0.001), of which protein, caloric, and sodium content were perceived as important. Moreover, lunchboxes with clean and hygienic aesthetics were preferred amongst the 'health-seeking group' (p<0.01). The 'economy-seeking group' had a higher satisfaction linked with taste (3.66) and quantity (3.60, p<0.001). Furthermore, in terms of the satisfaction with a menu variety the 'health-seeking group' showed the highest satisfaction with a score of 3.76, while the 'convenience-seeking group' ranked the lowest satisfaction with a score of 3.46 (p<0.05). All groups were satisfied with the convenience for purchasing lunchbox (p<0.001). Additionally, most participants preferred white rice (p<0.001) and meat (p<0.01) with cooked by fried and grilled. Lastly, in the content of the lunchbox use in the future, most participants indicated the intent for continuous use (p<0.01) and recommendation to others with the reason for the low price (19.2%) in the 'economy-seeking group', fresh ingredients (16.2%) in the 'convenience-seeking group', and nutritive (17.3%) in the 'health-seeking group', as well as for the convenience of purchase in the overall groups. Taken together, 'taste' and 'convenience' were the most important factors for all groups, while 'nutrition of food' and 'addition of condiments' scored relatively low on the satisfaction in all groups. Therefore, we recommend for the growth of the convenience store lunchbox market, that it is necessary to improve the quality of the lunchbox by developing various menus based on lifestyle group and fortifying nutrition.

Literature Review on Applying Digital Therapeutic Art Therapy for Adolescent Substance Addiction Treatment (청소년 마약류 중독 치료를 위한 디지털치료제 예술치료 적용을 위한 문헌연구)

  • Jiwon Kim;Daniel H. Byun
    • Trans-
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    • v.16
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    • pp.1-31
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    • 2024
  • The advent of digital media has facilitated easy access for adolescents to environments conducive to the purchase of narcotics. In particular, there's an increasing trend in the purchase and consumption of narcotics mediated through Social Network Services (SNS) and messenger services. Adolescents, sensitive to such environments, are at risk of experiencing neurological and mental health issues due to narcotic addiction, increasing their exposure to criminal activities, hence necessitating national-level management and support. Consequently, the quest for sustainable treatment methods for adolescents exposed to narcotics emerges as a critical challenge. In the context of high relapse rates in narcotic addiction, the necessity for cost-effective and user-friendly treatment programs is emphasized. This study conducts a literature review aimed at utilizing digital platforms to create an environment where adolescents can voluntarily participate, focusing on the development of therapeutic content through art. Specifically, it reviews societal perceptions and treatment statuses of adolescent drug addiction, analyzes the impact of narcotic addiction on adolescent brain activity and cognitive function degradation, and explores approaches for developing digital therapeutics to promote the rehabilitation of the addicted brain through analysis of precedential case studies. Moreover, the study investigates the benefits that the integration of digital therapeutic approaches and art therapy can provide in the treatment process and proposes the possibility of enhancing therapeutic effects through various treatment programs such as drama therapy, music therapy, and art therapy. The application of art therapy methods is anticipated to offer positive effects in terms of tool expansion, diversification of expression, data acquisition, and motivation. Through such approaches, an enhancement in the effectiveness of treatments for adolescent narcotic addiction is anticipated. Overall, this study undertakes foundational research for the development of digital therapeutics and related applications, offering economically viable and sustainable treatment options in consideration of the societal context of adolescent narcotic addiction.

Suggestion on the Key Factors of Smart Education (스마트교육의 핵심요소에 대한 제안)

  • Lee, Sung-Keun;Ryu, Heuisu
    • Journal of The Korean Association of Information Education
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    • v.17 no.2
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    • pp.101-113
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    • 2013
  • The rapid spread of smart devices initiated by the launch of iPhone and the development of state-of-the-art communication technology have opened up a new chapter for today's age, accelerating a paradigm shift. It is defined as 'the smart era' that is characterized by a DNA of mobile. The meaning of the term 'smart' depends on in which field it is used and who uses it, but the term is basically based on 'human being,' namely people. Accordingly, people should take the initiative in this smart era, and what only people can do will become more important for that reason. In addition, there will be a drastic progress in today's technology, which is expected to make human life more convenient and to even make it possible to read human sentiment and emotion. Such social changes have affected education as well, and the education sector is making preparations for the introduction of 'smart education,' as there is a consensus that an absolutely new paradigm shift is mandatory. Smart education is not merely to introduce smart devices, ICT technology and SNS in education. New competent people are required in globalization age, and smart education is to attempt a new education to nurture new competent people. In this study, 4C (that were creativity, collaboration, contents and curation) were suggested as the key factors of smart education, and in which direction smart education should be led in our country was discussed.

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A Study on Idol Marketing Strategies Using Web Entertainment - Focusing on - (웹 예능을 활용한 아이돌 마케팅 전략 연구 - <달려라 방탄>을 중심으로)

  • Lee, Shuo-Kun;Huh, Eun-Jin
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.2
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    • pp.99-109
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    • 2021
  • The purpose of this paper is to look at web entertainment in terms of marketing and analyze how consumers in Korea and abroad feel about it. To this end, methods such as literature research, case studies, and consumer interviews were used. The main conclusions of this paper are as follows. First of all, through the case of "Run BTS," the web entertainment program actively reflects the needs of viewers on entertainment content by utilizing the unique interactions of web entertainment in terms of products. In terms of price, web entertainment operated a paid service that contained more diverse contents. However, the degree of satisfaction with paid services was different for each age group or income of viewers. In terms of distribution, web entertainment can position viewers much more clearly than conventional TV entertainment, has strong communication with viewers, and is relatively free from political conflict or censorship in overseas exports. Finally, in terms of public relations, web entertainment is promoted in various ways to fans who are the mainstay of existing viewers, but public relations for various viewers other than fans are relatively weak. Based on the above analysis, this paper proposed ways to improve consumers of web entertainment by region, customized marketing by age, professional window for consumers to directly express their opinions on content, and wide promotion through various media.