• 제목/요약/키워드: audience strategies

검색결과 87건 처리시간 0.022초

디지털 뉴스의 생산 및 가격 전략에 관한 연구 (Production and Pricing of Digital News)

  • 김은진;이병태
    • Asia pacific journal of information systems
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    • 제17권4호
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    • pp.97-112
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    • 2007
  • Most traditional newspaper publishers provide online editions to counter the competition of online news providers. However, the relationship between the online and print editions of the same newspaper has not been clearly defined. Some see the online newspaper as a substitute, while others consider it a complement. A 2002 NAA online newspaper consumer survey indicated that one-third of its respondents said they were now using the print newspaper less. Others have argued that the online edition will not wipe out print consumption, and may even complement it. While the print edition offers particular advantages such as portability, less eye strain, and the tactile experience of a printed page, the online edition also offers specific advantages such as access to breaking news, continually updated information, access to old archives, etc. All these factors would tend to lower the degree of interchangeability between the products. However, recent empirical studies show that the online edition is a substitute for rather than a complement of the print edition. Still, to some print readers, the online edition provides additional value. In this paper, by capturing the two different aspects of online editions the substitute aspect and the additional value added aspect as well as other available online alternatives, we develop an analytical model to derive the optimal production and distribution strategies of both online and print editions. Confronting the "free versus fee" issue, we show that it is optimal to provide an online version of the print newspaper for free to non-print subscribers. However, the amount of free news content that the publishers need to put on the Web depends on the available alternatives on the online market. The "fee" and "free" options both have merits and demerits as well. If the publisher charges for the online version of the print newspaper, she can generate revenue from the fee charged to online readers. However, doing so will limit the size of the online audience and further reduce online advertising revenue. At the same time, by providing a high-quality online version and charging for it, the price of the print newspaper must stay low in order to lure high valued readers. On the contrary, if the publisher provides an online version of the print newspaper for free, she can obtain a larger audience for the online version. At the same time, by providing a low-quality online newspaper, the publisher can increase the print newspaper price to get more revenue from high valued offline readers, although no revenue is incoming from online version readers. Through systematic measuring of all the pros and cons, our analysis shows that the optimal option is not "fee" but "free."

미술관 블록버스터 전시의 상업주의적 경향 연구 (The Commercialization of Blockbuster Exhibitions in Museums)

  • 황경자
    • 미술이론과 현장
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    • 제2호
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    • pp.191-213
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    • 2004
  • The trend of "Blockbuster Exhibitions" over the past decade has led to the unfortunate reality that museums, losing sight of their role as an Academic organization, are becoming increasingly influenced by the corporate world. In my dissertation entitled "The Commercialization of Blockbuster Exhibitions in Museums," I explore the modern tendency toward Blockbuster exhibitions in art museums and the negative impact of those exhibitions on the art world. Museums of the modern day have expanded their territory from the traditional venue of public education to the hybrid cultural space. This mission, evident in the museum's attempt to satisfy audiences with the offering of diverse activities, has changed the concept of the museum, giving priority to the desire for financial gain. From the viewpoint of this new museology, the museum considers Blockbuster exhibitions as the safest method to increase ticket sales. As a program that openly reveals the commercialism of the museum, I explore the Blockbuster show and its strategies as a means of exposing the influence of the corporate world on art. A key component to the Blockbuster exhibition is the "hype" that is created to attract an audience. This devotion to increased publicity distracts from what should be the goal of public education, as the primary focus leans towards the desire for a large number of visitors. Consequently, this unavoidably standardized exhibition is presented to the public in a manner that deprives the audience of a unique experience. With large crowds and increased ticket prices, it is difficult to form a genuine appreciation of the artwork. In addition to the profit gained by increased ticket prices and the commercial sales of "souvenirs" from the museum gift shop, Blockbuster shows are used as a means to attract the attention of corporate sponsors. As explained in my dissertation, the importance that the museum places on corporate sponsorship as a capital resource is evident, however the degree to which the museum allows itself to he influenced by the desire for capital gain poses a threat to its function as an academic organization. Circumstances in American museum history, in particular, have influenced the transition from academic resource to corporation within museology. In keeping with the nation's tendency towards capitalism, art museums in the United States were initially established and developed by individual capitalists who applied principals of corporate operation to museum management. As a result, in modern days, We witness the influence of enterprise on museum programs, while corporate management may be able to guarantee immediate fiscal benefits, however, it is unable insure the future of the museum. In Slim, my dissertation discusses the mechanism of the commercialized "Blockbuster Exhibition" and the impact that it has on the future of the museum as an industry. This research provides an opportunity to reconsider the role of the museum as an academic institution, particularly in regard to the need to decrease the capitalization of exhibitions and refocus their influence on the art world as an educational resource.

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미술관의 해석과 소통의 모색 (Exploring Practices of Interpretation and Communication in Art Museums)

  • 김은영
    • 미술이론과 현장
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    • 제2호
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    • pp.147-168
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    • 2004
  • This study examined the role of interpretation with various practices in art museums to seek a new meaning and a concept of art museum today. The exploration of interpretation would he a starting point to discuss about on art museums with professionals in each art-related field. While museums recognize the concept of interpretation and the scope of the functions in different levels, the study focused on the practices of collecting and exhibiting that will entrust the museum new realms of activities toward the audience. In particular, its emphases are set force on the information on the collections via the museum's web sites, interpretation policies, and theories and methodologies in exhibition development. Art museum websites well reflect how museums utilize the new medium to enhance the understanding of art works by providing in-depth art historical information, comprehensive contexts, and subject/concept based search methods. In recent decades, these have enacted changes to expand dimensions of interpretive functions in most museums, particularly in the United States and others. In an administrative perspective, Tate Gallery Interpretation Policy became an good example how an art museum put its interpretation philosophy as the basis of interpreting collection and public programs. Tate established functions of intrepretation and education not only within a task-based team but also as an intrer-divisional coorperation to provide an interpretation scheme of information provisions such as guide brochure, audio tour, multimedia content, and library. New environment and trends of museum exhibition, and its development processes stem from communication theories, object interpretation philosophy, display strategies, and various evaluation techniques through audiences, with the communication theories of Shannon and Weaver, Berlo's SMCR(Source-Message-Channel-Receiver) models were perceived as to understand the mechanism to communicate museum exhibits to visitors Suzan vogel's insight into object display strategy helped to conceive the mechanism of object recontextualization. She emphasized that the museum's practice to construe opinions and impressions through object display should be discreet and critical, therefore, the professionals to plan the exhibition should reveal the intention and their practices. For a prevailing new methodology from the field, the interpretive exhibition development processes are articulated as the front-end, formative, and summative evaluation, futhermore the team process in industrial product management models was adapted. These have turned out to be more interactive with visitors and effective to communicate the exhibition concepts and messages, hence resulting in enriched museum experiences. Finally the study concluded that understanding the aspects of interpretation should help art museums to set a framework for current practices to expand its public dimension. It can provide curators with a critical view to website planning and its content. And obviously, the interpretive exhibition development methodology will lead museum exhibition developers to be skilled in its current approaches to thematic exhibition concerning diverse subjects and topics.

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타이포그래피의 체계적 이론을 활용한 그래픽디자인의 실무적 발전 방안 (Practical Study for Developing Graphic Design Adopting Systematic Theories of Typography)

  • 이기복;홍영일
    • 한국콘텐츠학회논문지
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    • 제10권11호
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    • pp.80-91
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    • 2010
  • 현대 사회의 디자인 영역에 있어 타이포그래피는 정보전달과 심미적 기능을 제공하는 차원에서 대단히 중요하며, 특히 오디언스(audience)로 하여금 보다 쉽고 빠르게 이해할 수 있는 가독성 향상에 초점을 맞추고 있다. 그러나 타이포그래피에 관한 선행연구를 분석해 보면 키네틱 타이포그래피(Kinetic Typography)를 중심으로 한 트렌드, 타이포그래피의 해체와 영역 확장, 그리고 조형 예술적 관점에서 분석한 타이포그래피 등으로서 실무차원에서 절실히 요구되는 표현 전략과 타이포그래피의 이론에 근거한 연구는 부족하다. 따라서 본 연구는 타이포그래피의 체계적 이론을 활용하여 그래픽디자인의 효용성 증대를 위한 가이드라인을 제시하고자 하였다. 본 연구를 위해 그래픽디자인 영역에서 세계적으로 인정받고 있는 Creative 38 Annual Awards 등, 2008년과 2009년에 게재된 최근의 작품을 중심으로 타이포그래피의 이론과 접목되는 작품을 연구사례로 선정하여 제시하였다. 또한 타이포그래피를 활용한 그래픽디자인의 표현 전략을 높이기 위한 효용성 증대 방안을 제안하여, 디자이너가 여러 가지 작업을 실행하는데 있어 실질적인 도움을 주고자 하였다. 본 연구는 실무차원에서 그래픽 디자이너들에게 타이포그래피에 관한 체계적 활용 방법을 통하여, 오디언스에게 시각적 감동을 줄 수 있는 창의적인 디자인 발전에 기여할 것으로 기대된다.

'애완동물 안내문 만들기' 수업에서 나타나는 초등학생들의 역할 인식과 인식적 권위 (Elementary Students' Perceptions of Role and Epistemic Authority in the Activity about 'Making a Pet Poster')

  • 강은희;김희백
    • 한국과학교육학회지
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    • 제37권4호
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    • pp.587-597
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    • 2017
  • 과학 교실에서 학생들이 학습의 중심이 되기 위해서는 수업에서 학생들이 목소리를 표현하고 권위를 갖도록 할 필요가 있다. 이를 위해 우리는 '애완동물 안내문 만들기' 수업을 개발하였고, 이 수업에서 초등학생들이 수업의 주체로서 자신들의 역할을 어떻게 인식하고 권위를 드러내는지 탐색하였다. 서울시 G초등학교 4학년 2개 학급학생들을 대상으로 수업을 진행하였으며, 학생들의 활동은 모두 녹음 녹화되었다. 연구 결과, 학생들은 애완동물 안내문을 만드는 소집단 활동과, 전체 학생을 대상으로 발표하고 질의응답하는 전체 발표에서 다른 양상으로 인식적 권위를 드러내는 모습을 보였다. 우선 소집단 활동에서 학생들은 자신들이 가져온 다양한 자원을 활용하고 선별하였으며, 공적인 공간에 적합하도록 자원으로 변형시키는 것과 같이 '애완동물 전문가'로서 권위를 표현하고자 하였다. 전체 발표에서는 발표자와 청중이라는 입장으로 구분되어 발표자는 '애완동물 전문가'로 인정을 받고, 청중은 '검증하는 사람'으로 발표자를 평가하면서, 적극적으로 권위를 검증받고 평가하는 모습을 보였다. 또한 전체 발표의 진행을 주도함으로써 활동의 완전한 주도권을 잡고자 하였다. 연구 결과는 학생 중심으로의 교육 환경 변화에 따른 과학 교육의 전략을 모색하는데 시사점을 제공한다.

얀 라우어스(Jan Lauwers) 공연의 탈서사적 특징들 -<이사벨라의 방(Isabella's Room)>, <랍스터 가게(The Lobster Shop)>, <사슴의 집(Deer House)>을 중심으로- (The post-epic characteristics in Jan Lauwers' theatre -, and -)

  • 남지수
    • 한국연극학
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    • 제48호
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    • pp.447-484
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    • 2012
  • This study aims to analyze the characteristics of post-epic theatre in the Belgian theatre director Jan Lauwers' trilogy titled in "Happy Face/Sad Face": (2004), (2006) and (2008). I regard that it played a very important junction for him to create his own theatrical style compared to earlier years. From this period, Lauwers has tried to create his original plays in order to concentrate the story of our era and has showed to combine a variety of media such as dance, installation, video, singing etc. In this context, I would like to study his own theatricality from the three perspectives of dramaturgy, directing and acting largely based on Hans-Thies Lehmann's theory of post-epic theatre, who pointed out the significance of Lauwer's theatrical leading role very early. First, from the dramaturgical point of view, we need to pay attention to the theme of translunary death; where the living and the dead coexist on the stage. In fact, death is the theme that Lauwers has been struggling to research for quite long time. In his trilogy, the dead never exits the stage. The dead, who is not a representative tragic character, even meddles the things among or with the living and provide comments to people. As a consequence, it happens to reduce a dramaturgical strong tension, leads depreciation of suspense and produces humanism in a way. This approach helps to create his unique comical theatrical atmosphere even though he deals with the contemporary tragic issues such as war, horror and death. Second, from the directing point of view, it is worth to take a look at the polyphonic strategy in terms to applying various media. Among all the things, the arts of dancing and singing in chorus are actively applied in Lauwer's trilogy. The dance is used in individual and microscopic way, on the other hand, singing shows collective and is a macroscopic quality. The dance is the representing media to show Lauwer's simultaneous microscopic mise-en-scene. While main plot takes place around the center-stage, actors perform a dance around the off-centered stage. Instead of exiting from the stage during the performance, the actors would continue dance -sometimes more like movements- around the off-centered stage. This not only describes the narrative, but also shows how each character is engaged to the main plot or incident, and how they look into it as a character. Its simultaneous microscopic mise-en-scene intends to function such as: showing a variety moments of lives, amplifying some moments or incidents, revealing character's emotion, creating illusionary theatrical atmosphere and so on. Meanwhile, singing simple lyrics and tunes are an example of the media to stimulate the audiences' catharsis. As the simple melody lingers in the audiences' mind, it ends up delivering a theatrical message or theme after the performance. This message would be transferred from the singing in chorus functions as a sort of leitmotive in order to make an impression to the audience. This not only richens their emotion but also creates an illusionary effect. Third, from the acting perspective, I'd like to point out the "detachment" aesthetic which Lehmann has pointed out. The actors never go deep into the drama by consistently doing recognize a theatrical illusion. The audience happens to pay attention to their presence through the actor's deliberate gesture, business, movement, rhythm, language, dance etc. The actors are against forming closed action by speaking in various languages or by revealing deliberately stage directions or acts, and by creating expressive mise-en-scene with multiple media. As a consequent, the stage can be transformed to not a metaphoric but a metonymic place. These actions are the ultimate intention for a direct effect to the audience. So to speak, Lauwers uses the anti-illusionary theatrical method: the scenes of fantastic death, interruption of singing and dance, speaking many kinds of languages, acting in detachment-status and so on. These strategies function to make cracks in spectators' desire who has a desire to construct a linear narrative. I'd like to say that it is the numerous potentiality to let the reality penetrate though and collide the reality with a fiction. By doing so, it induces for spectators to see the reality in the fiction. As Lehmann says, "when theatre presents itself as a sketch and not as a finished painting, the spectators are given the chance to feel their own presence, to reflect on it, and to contribute to the unfinished character themselves". In this sense the spectators can perform an objective criticism on our society and world in Lauwer's theatre because there are a number of gaps and cracks in his theatrical illusion where reality can penetrate. This is also the point that we can find out the artists' responsibility in this era of our being.

국내외 박물관의 게이미피케이션 사례 연구 (A Case Study of Museum Gamification in Korea and abroad)

  • 손소희;민서윤;이동은
    • 한국게임학회 논문지
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    • 제18권2호
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    • pp.109-120
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    • 2018
  • 게이미피케이션 기술은 차세대 박물관 경험을 위한 중요한 기술 중 하나임에도 불구하고 국내 박물관 교육과 해설 활동에 활발하게 적용되고 있지 않으며 학문적 연구의 실증적 고찰 또한 부족한 실정이다. 따라서 본 연구는 박물관 게이미피케이션 국내외 대표적 사례를 연구하여 박물관 게이미피케이션 기술 전략을 도출하는 것을 목적으로 한다. 이를 위해 본 논문에서는 해당 사례의 관람 방식, 관람경험의 개인화, 프로그램과 관람객 간의 상호작용 정도를 비교 분석하고 이를 MDA 프레임워크에 적용함으로써 디지털 기술 기반 프로그램의 특정 구조가 박물관 경험에 미치는 영향을 구체적으로 살펴보았다. 이와 같은 연구를 통해 관람객이 주체가 되어 박물관과의 상호작용을 주도하는 과정에서 게이미피케이션은 첫째, 시각적 자기 표현, 둘째, 박물관 공간 활용, 셋째, 시공간에 구애받지 않는 주도적 학습, 넷째, 타인과의 상호작용에 기여하는 방식으로 디자인되어야 그 제 기능을 다할 수 있음을 확인할 수 있었다.

Preferences and flexibility in decision-making among dental clinicians regarding the treatment of multirooted teeth: an interactive communication device-based survey at two academic conferences

  • Lee, Jung-Seok;Lim, Hyun-Chang;Kim, Min-Soo;Choi, Seong-Ho;Jung, Ui-Won
    • Journal of Periodontal and Implant Science
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    • 제46권3호
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    • pp.166-175
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    • 2016
  • Purpose: Decision-making by dental and medical experts can be influenced by their biases, interests, and experiences, and academic arguments about controversial issues may additionally be considered indirect experiences capable of affecting decision-making. This study reports on the use of interactive communication devices to evaluate preferences and flexibility in decision-making among dental care providers who attended two distinct academic conferences. Methods: Two debates were presented by a team of two lecturers at two academic conferences (focusing on periodontology and implant dentistry, respectively) and the audience members of each session were surveyed. Before each lecture, two case modules about the diagnosis and treatment of multirooted molar lesions were provided, and interactive communication devices were used to collect responses about decision-making preferences in treatment planning immediately before and after a debate about treatment strategies. Results: In total, 81 and 84 completed answers from both conferences were obtained for the first and second case modules, respectively. The preferred treatment plan differed significantly according to the focus of the conference, and a tendency emerged for the clinicians participating in each conference to express uniform preferences. However, attending the debates resulted in significant changes in decision-making preferences regardless of the conference focus or the characteristics of the participants. Conclusions: Our findings suggest that providing continuing education via debates on controversial issues may be effective in widening conceptual knowledge and reducing biases among experts in the dental and medical fields.

영화의 유통전략에 대한 연구: 심플렉스 해법을 중심으로 (Cost Distribution Strategies in the Film Industry: the Simplex Method)

  • 황희중
    • 유통과학연구
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    • 제14권10호
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    • pp.147-152
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    • 2016
  • Purpose - High quality films are affected by both the production stage and various variables such as the size of the movie investment and marketing that changes consumers' perceptions. Consumer preferences should be recognized first to ensure that the movie is successful. If a film is produced without pre-investigation and analysis of consumer demand and taste, the probability of success will be low. This study investigates the balance of production costs, marketing costs, and profits using game theory, suggesting an optimization strategy using the simplex method of linear programming. Research design, data, and methodology - Before the release of the movie, initial demand is assumed to be driven largely by marketing costs. In the next phase, demand is assumed to be driven purely by a movie's production cost and quality, which might also further determine consumer demand. Thus, it is essential to determine how to distribute pure production costs and other costs (marketing) in a limited movie production budget. Moreover, it should be taken into account how to optimally distribute under the assumption that the audience and production company's input resources are limited. This research simplifies the assumptions for large-scale and relatively small-scale movie investments and examines how movie distribution participant profits differ when each cost is invested differently. Results - When first movers or market leaders have to choose both quality and marketing, it has been proven that pursuing a strategy choosing only one is more likely than choosing both. In this situation, market leaders should maximize marketing costs under the premise that market leaders will not lag their quality behind the quality of second movers. Additionally, focusing on movie marketing that produces a quick effect while ceding creative activity to increase movie quality is a natural outcome in the movie distribution environment since a cooperative strategy between market competitors is not feasible. Conclusions - Government film development policy should ignore quality competition between movie production companies and focus on preventing marketing competition. If movie production companies focus on movie production quality improvement then a creative competition would ensue.

리얼리즘적 그래픽 노블: 파스칼 크로시의 『세슘137』 (A Study on the Realism of Graphic Novel : Focused on Pascal Croci's )

  • 박유신
    • 만화애니메이션 연구
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    • 통권32호
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    • pp.121-140
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    • 2013
  • 본 연구는 현실 참여적인 그래픽 노블로서 "세슘137"이 취하고 있는 다양한 예술적 전략을 다룬다. 파스칼 크로시는 광의의 그래픽 노블, 즉 '이미지-텍스트'의 작가로서 자신이 원하는 메시지 전달을 위해 다양한 예술적 형식을 활용하고 접합한다. 이는 그래픽 노블 고유의 것 뿐 아니라 다양한 장르의 리얼리즘 전통과 결부되어 있다. 이를 위해 이 글에서는 리얼리즘 예술 및 각 장르에서의 리얼리즘 예술의 특성에 대해 알아보고 현실 참여적 예술로서 "세슘137"이 취하고 있는 그래픽 노블 고유의 예술적 특성을 살펴보았다. 예술 형식 면에서 "세슘137"은 다양한 리얼리즘적 예술 언어를 구사한다. 소격효과, 표현적 드로잉, 가상-다큐멘터리적 구성은 리얼리즘적 특성을 보여주는 대표적인 예술 전략이다. 이러한 미학적 특성으로 인해 작가의 메시지는 독자에게 효과적으로 전달된다."세슘137"은 리얼리즘적 그래픽 노블의 예술적 가능성을 보여준다.