• Title/Summary/Keyword: character marketing

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A Case Study on Corporate Character Designs: A focus on Korean and the U.S. Cases (기업 캐릭터 디자인 사례 분석: 한국과 미국의 사례를 중심으로)

  • Jun, Jong Woo;Lee, Jong Yoon
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.162-172
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    • 2022
  • Using content analysis, this study explored design differences between Korean and the U.S. corporate characters. Top 100 corporate logs are collected from Korea and the United States. The results showed that Korean characters appear a group of or friends than the ones of the U.S. This result stems from the collective nature of Korea. Korea used more motif of things than the U.S., and Korean personalized characters more often that those of the U.S. Uses of human and animals did not showed statistical differences. In addition, it is found that Korea used blue as main color, and the U.S. used red as main color more often. The number of colors used in character design is not statistically different. These findings could provide academic implications that cultural differences could be adapted to corporate character marketing, and also provide managerial implications.

Analysis on elements of policy changes in character industry (캐릭터산업의 정책변인연구)

  • Han, Chang-Wan
    • Cartoon and Animation Studies
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    • s.33
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    • pp.597-616
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    • 2013
  • Character industry is not only knowledge-based industry chiefly with copyrights but also motive power for creative economy to take a role functionally over the fields of industries because it has industrial characteristic as complement product to promote sale value in manufacturing industry and service industry and increase profit on sales. Since 2003, the national policy related to character has aimed to maximize effect among connected industries, extend its business abroad, enforce copyrights through the improvement of marketing system, develop industrial infrastructure through raising quality of character products. With the result of this policy, the successful cases of connected contents have been crystallized and domestic character industry has stepped up methodically since 2007. It is needed to reset the scales of character industry and industrial stats because there are more know-how of self industry promotion and more related characters through strategy of market departmentalization starting with cartoon, animation, games, novels, movies and musicals. Especially, The Korea government set our target for 'Global Top Five Character Power' since 2009 and has started to carry out to find global star characters, support to establish network among connected industries, diversify promotion channels, and develop licensing business. Particularly, since 2013, There have been prospered the indoor character theme park with time management just like character experimental marketing or Kids cafes using characters, the demand market of digital character focusing on SNS emoticon, and the performance market for character musical consistently. Moreover, The domestic and foreign illegal black markets on off-line have been enlarged, so we need another policy alternative. To prepare for the era of exploding character demand market and diversifying platform, it is needed to set up a solid strategy that is required the elements of policy changes in character industry to vitalize character industry and support new character design and connected contents. the following shows that the elements of policy changes related to the existing policy, the current position of market. Nowadays, the elements of policy changes in domestic character industry are that variety of consumers in the digital character market according to platform diversification, Convergence contents of character goods for the Korean waves, legalization of the illegal black contents market, and controling the tendency of consumers in departmentalized market. This can help find the policy issue entirely deferent with the existing character powers like US, Japan or Europe. In its final analysis, the alternatives are the promotion of models with contract copyrights of domestic and foreign connected contents, the diversification of profit models of platform economy, the additive development of target market related to enlarging the Korean waves, and the strategy of character market for the age-specific tendency according to developing character demand market.

A study of the pattern and the effect analysis of the characters on TV ads for the brand awareness (브랜드인지도 제고를 위한 TV광고의 캐릭터 사용패턴 및 효과분석)

  • Cho, Kyu-Chang
    • Archives of design research
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    • v.17 no.4
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    • pp.259-268
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    • 2004
  • Today is so-called brand war age. Brand equity has been a critical factor to evaluate the business value according to changes of competitive situation and consumer's choices under the 21 century market situation. Brand advertisement with character on TV commercial has long been common and effective ways for many years as useful methods of brand differentiation in the consumer mind. In this thesis, character's roles and possibilities are researched to enhance a brand awareness in marketing, and also the interrelation between the patterns of character and the involvement on TV commercials over several categories are analyzed through the grid model of FCB that is a advertising agency in U.S.A. The attitude of Character usage and technique are also examined by analyzing the materials and the expressive methods of characters in each category.

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A Study on 2D Character Response of Speed Method Using Unity

  • HAN, Dong-Hun;CHOI, Jeong-Hyun;LIM, Myung-Jae
    • Korean Journal of Artificial Intelligence
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    • v.9 no.2
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    • pp.35-40
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    • 2021
  • In this paper, many game companies seek better optimization and easy-to-apply logic to prolong the game's lifespan and provide a better game environment for users. Therefore, research will be showing the game's key input response method called RoS (Response of Speed). The purpose of the method is to simultaneously perform various motions with the character showing natural motion without errors even if the character's control key is duplicated. This method is for the developers so they can reduce bugs and development time in future game development. To be used with quickly generating game environments, the new method compares with the popular motion method, so which method is faster and can adapt to diverse games. The paper suggested that the Response of Speed method is a better method for optimizing frames and reducing the number of reacting seconds by showing a faster response and speed). With the method popularity of scrollers, many 2D cross-scroll games follow the formula of Dash, Shoot, Walk, Stay, and Crouch. With the development of game engines, it is becoming easier to implement them. Therefore, although the method presented in the above paper differs from the popular method, it is expected that there will be no great difficulty in applying it to the game because transplantation is easy. In the future, we plan to study to minimize the delay of each connection of the character motion so that the game can be optimized to best.

A study on multi-persona fashion images in Instagram - Focusing on the case of "secondary-characters" - (인스타그램에 나타난 멀티 페르소나 패션이미지에 관한 연구 - "부캐" 사례를 중심으로 -)

  • Kim, Jongsun
    • The Research Journal of the Costume Culture
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    • v.29 no.4
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    • pp.603-615
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    • 2021
  • The aim of this study was to analyze the semantic network structure of keywords and the visual composition of images extracted from Instagram in relation to the multi-persona phenomenon with in fashion imagery, which has recently been attracting attention. To this end, the concept of a 'secondary character', which forms a separate identity from a 'main character' on various social media platforms as well as on the airwaves, was considered as the spread of multi-persona and #SecondaryCharacter on Instagram was investigated. 3,801 keywords were collected after crawling the data using Python and morphological analysis was undertaken using KoNLP. The semantic network structure was then examined by conducting a CONCOR analysis using UCINET and Netdraw to determine the top 50 keywords. The results were then classified into a total of 6 clusters. In accordance with the meaning and context of the keywords included in each cluster, group names were assigned : virtual characters, relationship with the main character, hobbies, daily record, N-job person, media and marketing. Image analysis considered the technical, compositional, and social styles of the media based on Gillian Rose's visual analysis method. The results determined that Instagram uses fashion images that virtualize one's face to produce multi-persona representation s that show various occupations, describe different types of hobbies, and depict situations pertaining to various social roles.

A Case Study on Character Package Design of Japan (일본의 캐릭터패키지디자인 사례분석)

  • You, Hyun-Bea
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.47-54
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    • 2017
  • In this research, I analyze cases of character packages in Japane, extract the concept of design that was loved by consumers and inmates and succeeded in marketing, and aim to establish the logic and principle. In addition, in the future, when introducing and utilizing the character package design in Korea, this research intends to make a guideline for the development of objective validity and empathic package design. After identifying the design concept and finding the principle by targeting package design of five character of Tohato which mixed various media and expanded sales, I want to find out the cause of success. Therefore, I have studied the theory and principles of enterprise and creative in product strategy through case analysis of character design concept and character package design. As a result, a design that leaving the functional side, having a story, making memories, and inducing a sense of closeness was as a successful case of renewal. In the package design, in some cases, package design execution is more important under the theoretical system according to consumer behavior analysis and Promotion of bold design concept of the design for the success of that concept, deviated from the existing principle.

Implementation of Character Floating Hologram by Age and Gender Recognitions using Depth Images (깊이영상을 이용한 나이와 성별인식을 통해 캐릭터 플로팅 홀로그램 구현)

  • Oh, Kyoojin;Kwon, Soon-Kak
    • Journal of Korea Multimedia Society
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    • v.22 no.2
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    • pp.146-156
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    • 2019
  • In this paper, we propose a character floating hologram system using the user's gender and age. The proposed system recognizes the gender and age of the user through depth images and color images. The depth images are used to find and normalize facial position. Next, by using facial color images, the age and gender are estimated through an verified database-based model of CNN. Finally, the estimated age and gender are expressed to a character for the floating hologram. The proposed system can be used in a variety of areas, including marketing, advertising, and exhibition events using gender or age.

A Study on the Marketing Strategies of Internet Fashion Shopping Malls - Focused on the Case Study of Internet Fashion Shopping Malls - (인터넷 패션 쇼핑몰의 마케팅 전락략- 인터넷 패션 쇼핑몰의 사례조사를 중심으로 -)

  • 신수연;김민정
    • The Research Journal of the Costume Culture
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    • v.12 no.1
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    • pp.41-58
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    • 2004
  • The purpose of this paper was to propose the efficient strategies of internet fashion shopping malls to success in the internet shopping mall market growing rapidly. Representative 5 internet fashion shopping malls - Halfclub, Fashionplus, e-Hyundai, Hansol CSClub and LGeShop - were selected and in-depth interviews were performed to analyze their marketing 4P's strategies. The results of this study are as fellows. Five shopping malls'main targets are women in twenties and early thirties. The price strategies are various according to shopping malls'character. In general, there are small amounts of discounts on new products(about 5%) which are sold by department stores. Shopping malls executed delivery of goods by cooperation with distribution companies and direct distribution of subcontract companies. Shopping malls are sending e-mails to the members as a promotion strategy. CRM(Customer Related Management) is partially implemented. Joint purchase and various events are conducted frequently. Shopping malls guarantee exchange and refund services.

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Character and Sustainability of Built Heritage Listed in the Eight Scenery

  • Kim, Sujin
    • International Journal of Advanced Culture Technology
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    • v.9 no.3
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    • pp.221-231
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    • 2021
  • The purpose of this study is to examine the characters and sustainability of built heritage featured in the eight-scenery listings of Gyeonggi municipalities in South Korea. Eight scenery is a place marketing medium that reflects the community's appreciation of the selected resources. For a research method, we utilize framework analysis to understand the cultural resources in three categories: heritage value identification, preservation, and dissemination. Primary sources for data collection include the chosen eleven cities' eight-scenery webpages, the National Cultural Heritage Portal, and articles about the built heritage resources included in the eight scenery. The results of this study show the public's acknowledgment of diverse built heritage, from prestigious monuments to local heritage interpretations, and various preservation and public program development approaches. The conclusion discusses the research findings regarding historic preservation, sustainable development, and place marketing.

The Effect of Golf Tourism Motivation on Golf Coures Selecting, Satisfaction and Behavioral Intentions -Focus on Korean Golf Tourist of a Visit Golf Course in China- (골프관광 동기가 골프장 선택, 만족 및 행동의도에 미치는 영향 -중국 소재 골프장 방문 한국인 관광객을 중심으로-)

  • Lee, Yk-Su
    • The Journal of the Korea Contents Association
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    • v.12 no.12
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    • pp.439-446
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    • 2012
  • This research the impacts of the golf tourism motivation to the golf course selecting character and satisfaction, behavioral intention. Questionnaire was studied by Korean tourists visited China Golf Course. The results of this study are as follows. First, golf tourism motive appeared with the fact that affects in the golf course selecting. Second, golf tourism motive appeared with the fact that affects in the satisfaction and behavioral intention. Through these results, first, we could suggest a new data for the development of the marketing strategy for the golf course selecting of golf tourist visit in China. Second, we can be improved was able to a marketing strategy as golf tourism motivation for satisfaction and behavioral intention.