• Title/Summary/Keyword: Video Advertising

Search Result 111, Processing Time 0.024 seconds

Android based Digital Signage Systems Development (안드로이드 기반 디지털 사이니지 시스템 개발)

  • Kim, Jun-Ho;Na, Chae-Dong
    • The Transactions of the Korean Institute of Electrical Engineers P
    • /
    • v.65 no.4
    • /
    • pp.321-325
    • /
    • 2016
  • The purpose of this study was to develop a system capable of operating a digital signage system at a low cost by utilizing existing equipment (TV, monitors, tablet PC, etc.). In particular, by developing an easy way to install the store's small business owners it can operate their small business installing digital signage in the store in addition to a public place. This easily exposed by a targeted advertising and local advertising and information of each store customers can maximize the advertising effect.

Designing Health Games for Anti-Smoking Advertising Targeting College Students: The Impact of Message Types and Voice-Over

  • Yoo, Seung-Chul;Eastin, Matthew S.
    • International Journal of Contents
    • /
    • v.13 no.3
    • /
    • pp.17-24
    • /
    • 2017
  • Video games are an alternative channel for public health authorities constantly striving to reach target audiences and make positive changes. The objective of this research is to address effectiveness of health games as a health promotion technology for anti-smoking communication. This study tested the impact of advertising message types and voice-over relative to anti-smoking persuasion. By using commercial-level custom-made first person shooter (FPS) games, two experimental studies demonstrated usefulness of applying health games to change a player's attitude towards smoking. In particular, an interactive in-game message with a persuasive voice over was the most effective method to change targets' attitude towards smoking. Findings of our research offer meaningful insight on health promotion research and provide possible directions for future anti-smoking communication using health games.

Implementation of a Mouse with an OLED display for a Customized Advertisement Based on the Internet (인터넷 기반 수요자 맞춤형 광고를 위한 OLED 디스플레이 장착 마우스의 구현)

  • Lee, Sun-Hwan;Lee, Hyuek-Jae
    • Journal of the Institute of Convergence Signal Processing
    • /
    • v.12 no.1
    • /
    • pp.50-55
    • /
    • 2011
  • In this paper, we propose and demonstrate an effective video advertising method for on-line shopping malls. For the Internet advertising, we make a mouse with a small OLED display that can communicate with PC's Internet network. Without displaying the teasing Pop-ups on the PC's monitor, the advertising for a shopping mall is directly sent to the OLED display on the mouse. Also, the proposed method has merits of sending the advertising based on customer's preference by using IP multicasting, which the customer can select an advertising category in advance. When the customer want to buy an item on the OLED display, the detail advertising can be immediately accessed through a Web browser on PC's monitor by pushing a special button on the mouse.

Analysis of Video Advertisement Production Direction based on Generation Z Lifestyle and SNS Status (Z세대 라이프스타일과 SNS 현황을 바탕으로 한 영상광고 제작 방향 분석)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.6
    • /
    • pp.539-544
    • /
    • 2023
  • In this study, several important aspects were studied in producing video advertisements based on the lifestyle and SNS status of Generation Z. Generation Z highly values participation and interaction due to the nature of SNS, so SNS advertisements should be produced in a way that induces active interaction with viewers and accepts feedback. Here's a summary of the main parts. It prefers various content formats of Generation Z that consume information. Advertisements should be produced in various formats such as text, images, and videos, and should have flexibility suitable for various platforms. Because each SNS platform has its own characteristics due to platform specialization, this study suggests that advertisements analyze the characteristics of the platform and use the appropriate content strategy for the optimized platform. As an emphasis on value proposition, we propose an advertising format setting to focus on what value the product or brand provides. It is important to clearly emphasize the advantages and intrinsic value of a product or service in video advertising, and in conclusion, we propose to focus on the case of increasing interest by adopting modern and trendy design of storytelling as an attractive and unique design method of aesthetic design and visual effects. Considering these factors comprehensively, the research value of this paper will be able to establish an effective SNS marketing strategy by producing video advertisements that match the lifestyle and SNS usage characteristics of Generation Z.

A Study on the Development Direction and Cognition of Viral Video

  • Lee, Yong-Whan
    • Journal of the Korea Society of Computer and Information
    • /
    • v.25 no.7
    • /
    • pp.65-73
    • /
    • 2020
  • Viral video advertising is being used in the advertising and film industry for pre-promotion of certain products or pre-release films which has a lot of effect on investment. An analysis of viral video recognition is needed to predict future development directions. In response, the study conducted a survey on viral videos, focusing on college students in their 20s, who are the most exposed to advertisements and movies. Through this, the survey was conducted on recognition of viral videos, memorable viral videos, satisfaction level, message propagation method, positiveness of viral videos, expected future development, and desired viral video type. The survey showed that viral video recognition was 16.7% and the most memorable viral video; the "Let it Go" viral video from the movie "Frozen" was 69.1 %, according to the survey. The satisfaction level was not high at 31.2 %, and 73.5% of people sent messages to others after watching viral videos, which was very high. Negative opinions on viral videos were low at 13.7 %. 64.5% of the surveyors said the future of the viral videos would "develop" and 6.7% said would "not develop."

An Exploratory Study on the Advertising Skepticism and Avoiding of Youtube Users based on Media Platform (미디어 플랫폼 유튜브 이용자의 광고 회의주의와 광고 회피 현상에 대한 고찰)

  • Sun, Min-Jae;Kim, Joon-Seok;Na, Woon-Bong
    • Journal of Korea Entertainment Industry Association
    • /
    • v.14 no.6
    • /
    • pp.61-76
    • /
    • 2020
  • As the media environment changes rapidly, the size of the online advertising market is growing rapidly. However, consumer's trustfulness in online advertising is much lower than that of old media, and there is also a phenomenon of advertising avoidance. Thus, in this study, advertising skepticism, advertising appeals, involvement, and FCB Grid theory were used to provide Youtube and advertisers with implications for advertising strategies. It was intended to provide a way to lower consumer advertising avoidance. As a result of Research 1, consumers with high advertising avoidance showed low advertising attitudes, brand attitudes, and attitudes toward products. In addition, there was no difference in gender, and when the frequency of online video viewing decreased and the age increased, advertising avoidance increased. Research 2 shows that consumers with high levels of advertising skepticism showed a high level of advertising attitude when the level of involvement was low and transformational appeal was high. In the FCB Grid model, consumers with high levels of advertising skepticism are found to be suitable for transformational appeal advertising. These results mean that Youtube and advertisers should think important about advertising skepticism, which is the cause of advertising avoidance, and that consumers with high levels of advertising skepticism should be presented with advertisements suitable for each type of product in the online advertising market.

Analysis and Evaluation of Video Search Services of Korean Search Portals: Naver versus Google Korea (검색 포털들의 동영상 검색 서비스 분석 평가: 네이버와 구글을 중심으로)

  • Park, Soyeon
    • Journal of the Korean Society for information Management
    • /
    • v.31 no.3
    • /
    • pp.181-200
    • /
    • 2014
  • This study aims to analyze and evaluate video search services of major search portals, Naver and Google Korea. In particular, this study analyzed characteristics such as collection distribution, yearly distribution, the ratio of redundant search results, the ratio of advertising, and the quality of videos. This study also evaluated relevance, credibility, and currency of video search results, and investigated the factors that influence relevance and credibility. Finally, types and characteristics of error results were analyzed. The results of this study show that the relevance of Google's video search results is higher than those of Naver, whereas currency of Naver's search results is somewhat higher than those of Google. Google has more high resolution videos than Naver, and Naver has more advertising than Google. Both Google and Naver return many redundant videos in the search results. The results of this study can be implemented to the portal's effective development of video search services.

Research for user recognition data based image display technology using store display (매장 디스플레이를 활용한 사용자 인지 정보 기반 영상 표출 기술 연구)

  • Hong, Sinyou;Yang, Seungyoun;Cha, JaeSang
    • Journal of Satellite, Information and Communications
    • /
    • v.12 no.1
    • /
    • pp.54-57
    • /
    • 2017
  • In commercial facilities, it is very difficult in real to promote specific products among various products because various products are displayed and sold. Therefore, in order to promote information on most display products, there is a great tendency to rely on printed matter or salesperson. So, it is focused to display advertising or promotional video based on interactive user information by utilizing the diplay used in the store, and to implement technology considering energy saving. Also it is very utilized for a specific product sold or displayed at a commercial facility to be sent to manufacturer or advertiser who wants to promote specific products and content at customer contacts. In this study, we implemented that maximized advertisement effect through the advertisement video and combination of product using transparent display. we implemented User-oriented image display technology to provide an interactive service according to whether there is a user or not. Through this study, we proposed a new direction to maximize advertising/public relations effect in various commercial facilities.

A Content Analysis of Digital Audience Replies to Video Advertising Types: Focused on Viral Video and Cable Broadcasting Advertisement (영상광고 유형별 디지털 이용자의 댓글 내용분석에 관한 연구: 바이럴 동영상 광고와 케이블 방송광고를 중심으로)

  • Ji, Won-Bae;Kim, Woon-Han
    • Journal of Digital Contents Society
    • /
    • v.19 no.7
    • /
    • pp.1303-1312
    • /
    • 2018
  • The study analyzed the evaluation of the advertisement effect by the score and the method of the advertisement comments in ad evaluation in online site, 'TVCF'. The results are as follows. First, Internet viral advertisement showed higher number of ad comments and higher evaluation of advertisement effect than cable broadcasting advertisement. Second, the results of analysis of the difference of advertisement evaluation according to ad types and digital user characteristics showed that women are more positive than men toward both cable broadcasting and internet viral advertisement.

The Role of Narrative Transportation in Web Series as Branded Entertainment

  • SULESTARINI, Yusarifah;WULANDARI, Nuri;NASUTION, Reza A.
    • The Journal of Asian Finance, Economics and Business
    • /
    • v.7 no.11
    • /
    • pp.439-447
    • /
    • 2020
  • The dynamics of communications powered by the Internet, specifically from the increased use of social media, has led marketers to find creative channels to engage with the customers. One of the recent channels, "branded entertainment", is becoming familiar as an advertising strategy in which the content presented is a marketing tool for the advertising of certain brands. The current study examined the case of a branded-entertainment channel and the mechanism of the advertising instrument that leads to purchase intention. The specific purpose of this research is to investigate whether there is evidence of the role of narrative transportation and the fantasy proneness leading towards purchase of the brand advertised. To arrive at the conclusion, the study using web series sponsored by an artificial sweetener brand and employs a quantitative survey to question the audience. The findings contribute toward the understanding of how consumers respond to branded entertainment via video-sharing platforms. It is indicated that the stories presented in the web series can stimulate the audience to fantasize. Thus, the advertising message conveyed through narrative persuasion can form a favorable attitude toward the brand, which leads to intention to purchase. Practical elements are identified along with limitations and future research suggestions.