• Title/Summary/Keyword: art market

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Effects on the System, Contents, and Service Quality of e-book User Purchase (전자책 이용자의 시스템, 콘텐츠 및 서비스 품질이 구매의도에 미치는 영향)

  • Na, Yun-Bin;Lee, Seoung-Ha;Myeong, You-Jin;Jo, Se-Ran
    • Journal of Digital Convergence
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    • v.14 no.1
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    • pp.141-150
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    • 2016
  • The e-book technology is developing day by day with the expansion of e-ink technology. However, consumers' complaint over contents which are relatively deficient compared to paper book, the issue of compatibility of file between bookstores is not improved as yet. This means that present e-book market needs study in the viewpoint of consumer who intend to accept requirement of market instead of viewpoint of technical development. Thus, this study intends to measure the quality of three main attributes such as system, contents and service based on IS Success Model which compose e-book to identify the influence on readers' purchase intention. Result, System quality is to device purchase intention, and Contents quality is to e-book pruchase intention, it showed a significant damaging effect on.

An Empirical Study on the Influential Factors to User's Continuos Usage and Recommendation of SmartPhone-Games (구조방정식을 이용한 스마트폰 게임의 지속적 사용의도와 추천에 미치는 영향에 관한 실증적 연구)

  • Kwon, Hyeog-In;Kim, Ho-Il;Choi, Yong-Seok
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.115-125
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    • 2011
  • Recently, a sharp increases of users of smartphone is not only cause an rapid growth smartphone-games market, but also secured it's position as a high value market. thus have to begets a multilateral study to the smartphone of newly-rising. however the earlier studies were researched previous smartphone, despite extended research is needed for smartphone-games. therefore the study's purpose is to draw a main factors it has a decisive effect for recommendation and sustainable-usage through recognizing the cause-and-effect relationship with purchase intention, purchase action, satisfaction, recommendation, and sustainable usage that based purchase-effect-factors of smartphone-games. for this study the questionnaire of 293 was taken. and structural equation model was adopted to analyze this study.

Improvement of Architectural Artworks System of Seoul Metropolitan Government and Gyeonggi Province: A Case Study (건축물 미술작품 제도 개선을 위한 서울시와 경기도 사례 연구)

  • Sohn, Youngok
    • Korean Association of Arts Management
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    • no.56
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    • pp.349-380
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    • 2020
  • The paper is to assess the recent changes in Architectural Artworks system in two regional districts, Seoul and Gyeonggi Province, and to propose policies for further improvement. We focused on four aspects: overall pass rate, top-ranked artists' pass rate, proportion of artists ever passed, genre proportion artworks. It is observed that quality of artworks has improved, market monopolization has been eased, and entry to the market has become more active. However, sculptures accounted for the majority. Public art is gradually changing from 'decorative art' to 'site-specific art', and seeking harmony between architecture and surrounding landscape. To keep pace with this new trend, more institutional efforts should be made: fund raising to induce artwork supplies; introducing life-span concept to secure removal and deformation of artwork; imposing artists' follow-up services; imposing penalties against poor management; and authorizing the committee to choose exhibition sites.

The Concept of Reproduction and the Criteria of an Exhibition in Contemporary Arts (현대미술에 있어서 '복제'의 개념과 전시규범의 문제 -${\gg}$살바도르 달리 탄생 100주년 특별전${\gg}$의 전시물 <성경> 연작을 중심으로)

  • Chang, Dong-Kwang
    • The Journal of Art Theory & Practice
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    • no.2
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    • pp.169-190
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    • 2004
  • The purpose of this article is to delve into the problems of originality of the artwork by examining issues of reproduction within the contemporary art market. In contemporary arts, especially in terms of art production and consumption, we can't overlook society and its economic structure and its connection with of capitalism. As the purity of art creation has turned into an exchange value, art, especially an object as artwork, has fallen into the status of production in an economic marketing system. Walter Benjamin mainly referred to that point in his thesis Das Kunstwerk im Zeitalter seiner technischen Reproduzierbarkeit, which originated the sociology of plastic arts. This thesis, published in 1936, traced how the artistic functions of photograph and movie had been changed through the social development. His main concerns were movie and photograph but what I am concentrating from his point of view, is that even in the field of plastic arts, the manufacture of reproduction has been practiced as a primary method within the social and political contexts and development. Though I am referring to this in the main body of this article, reproduction in contemporary art strongly needs a new definition since it has been spread all over like a newest virus, not only by collector's personal taste or hut also by commercial circulations of these reproductions to the public. This relates to Benjamin's argument about the value of an exhibition at a museum(Ausstellungswert). Since the function of an artwork has been one of cultural industry, the manufacturing of reproduction raises unexpected problems, such as, the originality of the artwork, the value of an exhibition at a museum, its achievement as documentary and as a territory of art criticism. In this point of view, I want to inquire into the value and criteria of an exhibition in contemporary art through the review of the definitions and the intrinsic attributes of reproduction. Somehow in a broad sense, the reproduction is a product coming out of representation or copy (replica) of an original art work or an model. Therefore, the problems it presents differ from the Simulacre, which is an image without an original one. In terms of the Meanings of reproduction, we can distinguish it as reproductions, copies, and productions. These types of reproductions are not the original artworks reflected by the creative intention of the artists. For example, a publishing company reproduced some of lithographs of Salvador Dali in the 1960s. They are commercial copies in the form of representation or reproduction with no artistic and creative intention of the artist. However, In despite of this theoretical basis, reproductions of the famous artists are still displayed without any verification for of the public's quest for the artworks. Moreover, many commercial companies that are planning to exhibit art works of the world-famous artists only for their profits keep trying to speak ill of and judging by the law the honest art critics' articles which discuss the true values of exhibition. If freedom of expression is one of the ideals of democracy, even the judgment of the originality of the artworks should be freely expressed.

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An Empirical Study on Prediction of the Art Price using Multivariate Long Short Term Memory Recurrent Neural Network Deep Learning Model (다변수 LSTM 순환신경망 딥러닝 모형을 이용한 미술품 가격 예측에 관한 실증연구)

  • Lee, Jiin;Song, Jeongseok
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.552-560
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    • 2021
  • With the recent development of the art distribution system, interest in art investment is increasing rather than seeing art as an object of aesthetic utility. Unlike stocks and bonds, the price of artworks has a heterogeneous characteristic that is determined by reflecting both objective and subjective factors, so the uncertainty in price prediction is high. In this study, we used LSTM Recurrent Neural Network deep learning model to predict the auction winning price by inputting the artist, physical and sales charateristics of the Korean artist. According to the result, the RMSE value, which explains the difference between the predicted and actual price by model, was 0.064. Painter Lee Dae Won had the highest predictive power, and Lee Joong Seop had the lowest. The results suggest the art market becomes more active as investment goods and demand for auction winning price increases.

The Impact of Mobile Commerce Quality on Customer Satisfaction and Repurchase Intention (모바일 커머스 만족과 불만족, 지속사용의도에 미치는 영향요인에 관한 연구)

  • Jang, Mi-Ri;Lim, Dong-Ho
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.2
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    • pp.195-203
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    • 2018
  • With the explosion of SNS(social network services) users, the social commerce market has emerged as a new consumer market, and will continue to grow in recent years. Despite the market environment, however, studies are lacking as to the causes of frustration that are hurting social commerce activation. This study is based on the 'Hezbollah' 2 Factor Theory and is a study of social commerce users' satisfaction and frustration factors. For this purpose, social commerce site characteristics and user characteristics were first derived from interviews and literature reviews to confirm their relationship to satisfaction and dissatisfied products. The results showed that the price discount rate, diversity, regional infrastructure, and e-commerce familiarity resulted in the impact on the definition of satisfaction, while the price discount rate, interoperability and innovation resulted in the definition of unsatisfactory goods. It also showed that satisfaction affects the definition of intended use. In particular, the price discount rate was found to be the only factor affecting the definition of unsatisfactory as well as affecting the definition of satisfaction.

A Development of Theatre Art Major Course based on Case Studies of Media Technology-converged Performances (미디어기술 융합공연 사례분석을 통한 무대미술 전공 교과목 연구)

  • Park, Jin-Won;Kim, Ga-Eun
    • The Journal of the Korea Contents Association
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    • v.19 no.5
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    • pp.562-571
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    • 2019
  • The expansion of the performing arts market to include new genres of art that combine art and cutting-edge media technology has surpassed the limitations of traditional theatre art elements such as stage, costumes, lighting, sound, and props, allowing free expression of space-time and visual art. It is growing into a wide area with unlimited potential in the performing arts sector. In response to these changes and the demands of the time, there is an increasing demand for multi-talents who can plan and produce arts and technology-converged contents that will contribute to the development of the performing arts industry. As a result, university departments related to theatre art across the country feel that it is urgent to develop curricula that will enhance students' competency by incorporating the latest media technologies such as virtual reality, holography, and interactive motion sensors into the existing performance art visualization process. In this study, the author will examine the process of developing courses in technology-incorporated theatre art (design) through case studies of media technology-converged performances from the past 10 years. Based on the traditional concept of theatre art, the attempt to fuse stage art with media technology will be a cornerstone of attempts to foster a group of talented artists who transcend the limits of creative visual expression and creative value.

A Study of Furniture Design Changes Factors Appearing in the Industrialization Process - Focused on the Korea Furniture Industry, 1960~2010 Year - (산업화 과정에서 나타나는 가구디자인 변화 요인 연구 - 1960년대에서 2010년대까지 한국 가구산업을 중심으로 -)

  • Kim, Kyoung Soo
    • Journal of the Korea Furniture Society
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    • v.27 no.4
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    • pp.399-411
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    • 2016
  • Korea Furniture design development process is repeated a number of changes by the change of residence and type of market demand derived from the process of industrialization. The modernization process of industrialization advances by large-scale population moves to the city to urbanization proceeds rapidly. Housing problems are concentrated in cities and sparked the furniture industry, furniture design by changes in marketing concepts that appear in the industrialization phase, growth must necessarily accommodate the needs of consumers. Including kitchen furniture, living room furniture and master bedroom furniture has been sensitively adapted changes in the structure of these houses, particularly structural changes Apartments. Starting in the 1990s, jumping over furniture industry has adapted quickly to the market demand, changes in marketing concepts. Furniture industry is growing market share in most of the country, but the entire industry had to undergo a competitive marketing overheating due to excessive supply in excess of market demand since the mid-1990s. Changes in furniture design in this process was the change in furniture design more than the change of the residential structure. The study industrial development and marketing concepts are changing to construct a model to track the changes varied styles and time changes affect whether the main furniture design.

A Network-Based Model for Estimating the Market Share of a High-Speed Rail System in the Korean NW-SE Corridor (네트워크 기반모델을 이용한 서울-부산간 고속철도 개통 후의 교통수단별 시장점유율 예측)

  • Gang-Len Chang
    • Proceedings of the KOR-KST Conference
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    • 2003.02a
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    • pp.127-150
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    • 2003
  • This research presents a novel application of static traffic assignment methods, but with a variable time value, for estimating the market share of a high-speed rail (HSR) in the NW-SE corridor of Korea which is currently served by the airline (AR), conventional rail (CR), and highway (HWY) modes. The proposed model employs the time-space network structure to capture the interrelations among all competing transportation modes, and to reflect their supply- and demand-sides constraints as well as interactions through properly formulated link-node structures. The embedded cost function for each network link offers the flexibility for incorporating all associated factors, such as travel time and fare, in the model computation, and enables the use of a distribution rather than a constant to represent the time-value variation among all transportation mode users. To realistically capture the tripmakers' value-of-time (VOT) along the target area, a novel method for VOT calibration has been developed with aggregate demand information and key system performance data from the target area. Under the assumption that intercity tripmakers often have nearly "perfect" travel information, one can solve the market share of each mode after operations of HSR for each O-D pair under the time-dependent demand with state-of-the-art traffic assignment. Aside from estimating new market share, this paper also investigated the impacts of HSR on other existing transportation modes.

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A Study on the Aesthetic Art Marketing Communication of Luxury Brand Using Storytelling (스토리텔링을 이용한 명품 브랜드의 미학적 아트마케팅 커뮤니케이션에 관한 연구)

  • Cho, Hye-Duk;Hwang, Jae-Kwang;Lee, Sang-Youn
    • Journal of Distribution Science
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    • v.9 no.3
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    • pp.73-82
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    • 2011
  • This study presents an effective and distinctive marketing strategy through the implementation of the aesthetic art marketing communication technique of storytelling. The reason applying art to marketing is effective is that it gives "class" and aesthetic beauty to the brand's image, which will lead to an increase in revenue and loyalty of consumers. The story stands in for the brand's subject of "desire." Luxury brand customers not only consume high-quality products, require the utmost in service, and value of the brand, they also appreciate the story the brand is telling. The story, combined with art, is called art marketing communication; it makes the brand more unique through its enhanced visual elements. The study discusses art collaboration, art exhibition, a transforming architecture project, art advertisement, a flagship store, and a human resource training center. Based on the "desire," I adopted the element and principle of storytelling. By visualizing the brand with a symbol, the company is able to relate to consumers' sentimentality. Through storytelling art marketing communication, and the strategy using relevance of brand and artist's popularity, the research shows efficient art marketing influences to the brand's image. The results of the research indicate that by using adequate art marketing communication that best reflects the identity and story of the luxury brand, it produces great results; the research also demonstrated, in various ways, that art marketing will succeed. The case showed the following outcomes. First, consumers have a tendency to choose a brand that is associated with an empathizing story. World renowned brands see through the market's "desires" for unique stories, and they also provide the ability to amuse consumers. The story in a product will become an important competitive element in future markets. Second, the art marketing communication applying a story rendered a brand with distinction. The most effective art marketing communications are art collaboration, art exhibition, locomotive architecture project, and others that are adopted as various means. Third, the brand's products were considered as an art piece, which led to not only strengthening the loyalty of consumers but also an increase in sales. In addition, the company could sustain a premium price for the goods sold. By adapting art to a brand's tradition, an innovative and creative new product provides consumer satisfaction, and producing goods in limited editions creates enthusiastic collectors. Fourth, this study suggests an abridged report, implication, limitation of the study, and directions for further research. Referring to the case for the adaptation of luxury brands, efficient art marketing strategies considering Korean company brand and efficiently study preceding Korean company brand art marketing strategy could be proposed.

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