• Title/Summary/Keyword: digital advertising

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The Design and Implementation of Automatic Communication System using Mobile Instant Messenger (모바일 인스턴스 메신저를 활용한 자동화 커뮤니케이션 시스템 설계 및 구현)

  • Kim, Tae Yeol;Lee, Dae Sik
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.3
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    • pp.11-21
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    • 2014
  • In this paper, concerning the various advertising and policy advertising of the election with respect to whether to deliver a message to a large number of people, we design and implement an automative system what enables sending the text messages directly from the server to the client and also fast feedback is enabled by utilizing a number of operational programs to connect to the server. Therefore, we design and implement the automative communication system which enables delivering message to each user mobile terminal from a plurality of relay mobile terminals by utilizing the mobile instant messenger, not to deliver a message from the server to the mobile instant messenger user directly. In result of comparative analysis on the number of times of data transmission, this automative communication system utilizing mobile instant messenger shows the result that it enables transmitting five times per minute as it can copy and paste in the automation system regardless of the size of the data loading, otherwise in case of transmitting manually it show the result that the number of times of data transmission is reduced if the size of the data is larger.

A Study of a Personalized Mobile Advertising Model with Digital Signages (디지털 사이니지를 활용한 개인형 모바일 광고 모델 연구)

  • Song, Jihye;Lee, Mihee;Jin, Taewoo;Ro, Kwanghyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.07a
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    • pp.441-444
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    • 2012
  • 본 논문에서는 디지털 사이니지와 스마트폰간의 양방향 광고 및 정보 전송이 가능한 차세대 광고 모델을 제안한다. 디지털 사이니지는 옥외라는 공간의 특성상 지나가는 사람들에게 짧은 시간 동안 주목을 유도해 광고를 노출시켜야 하고 설명형 광고 표출이 어려운 공간적인 한계를 가지고 있다. 반면 스마트폰은 사용자들과 물리적으로나 심리적 거리상으로 가장 밀접한 위치에 있고 언제 어디서나 무선인터넷과 애플리케이션을 활용할 수 있어 광고효과가 뛰어난 매체이다. 따라서 디지털 사이지니 앞을 지나가며 관심있는 정보나 광고를 스마트폰으로 전송 받고 원하는 시간과 장소에서 스마트폰으로 본다면 디지털 사이지니 광고매체의 공간적 한계를 극복하고 광고효과를 높일 수 있을 것이다. 본 논문에서는 이러한 디지털 사이니지를 활용한 개인형 모바일 광고에 대한 요구사항을 도출하였고, 향후 실제 시스템을 구축할 계획이다.

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A Comparative Study on Attribute Recognition and Word of Mouth Intention of SNS Advertising - Focused on Facebook, Instagram, KaKaoStory and Twitter (SNS 광고의 속성인식과 구전의도 비교연구 - 페이스북, 인스타그램, 카카오스토리, 트위터를 중심으로)

  • Jeong, Chang Jun
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.419-428
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    • 2020
  • SNS media is gaining its media share with the benefits of digital technology, such as the convenience of physical access and the entertainment and interactivity of contents, and are becoming a part of users' lives. As media contents consumers move from traditional media to SNS, marketing communication activities are rapidly adapting to leading SNS platforms such as Facebook. This study compares how users perceive four advertisement attributes in each SNS, focusing on Facebook, Instagram, Kakao Story, and Twitter, where the media content creation and consumption systems are relatively similar to each other. The impact on eWOM intention was identified. In addition, we discussed effective SNS operation.

Implementation of Personal Video Recorder for Digital TV (디지털 TV를 위한 개인형 비디오 녹화기 구현)

  • Yang, Change-Mo;Kim, Yun-Sang;Lee, Seok-Pil
    • Proceedings of the KIEE Conference
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    • 2005.10b
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    • pp.210-212
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    • 2005
  • The personal video recorder is a consumer electronics device that records television shows to a hard disk in digital format. In this paper, we propose an implementation method of personal video recorder for digital TV. The proposed personal video recorder includes cpu and system control modules, graphics and display module, audio DSP module, digital I/O module, NIM module, graphic software library, and embedded software modules for providing a lot of PVR functions such as live or reserved recordings, browsing of recorded content list, trick play and time shifting. Especially, combining trick play with time shifting makes much more convenient functions such as pausing live TV, instant replay of interesting scenes, and skipping advertising.

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Factor Analysis Influencing on Use of e-Books: for the Users of Digital Reader Equipment (디지털 리더기 사용자의 e-Book 활용에 영향을 미치는 요인에 관한 연구)

  • Lee, Kwang-Sook
    • Journal of the Korean Graphic Arts Communication Society
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    • v.29 no.3
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    • pp.143-153
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    • 2011
  • Digital leader caught seat by modern's everyday life tool now by popularization of smart device such as Smart phone and Tablet PC. Therefore, desire of readers about electronic book practical use is increasing based on convenience and economic performance of electronic book. 1971, Michael S. Hart established Project Gutenberg to produced first electronic book because inputs American Independence Declaration Statement by computer and produce more electronic books. After that, an electronic book technology repeats several times development and American electronic book take is increasing rapidly. Sales volume of electronic books is dramatically increasing in Korea since digital device such as Smart phone and Tablet PC became popular. This research attempts to analyze factors influencing on shifting from paper book to electronic book. Results of this research proposed grounds for building business strategy. Finding is the factor of social influence is only significant to acceptability intention. It means user of e-Book enhance their acceptability intention along social phenomena.

Perceptional Change of a New Product, DMB Phone

  • Kim, Ju-Young;Ko, Deok-Im
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.3
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    • pp.59-88
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    • 2008
  • Digital Convergence means integration between industry, technology, and contents, and in marketing, it usually comes with creation of new types of product and service under the base of digital technology as digitalization progress in electro-communication industries including telecommunication, home appliance, and computer industries. One can see digital convergence not only in instruments such as PC, AV appliances, cellular phone, but also in contents, network, service that are required in production, modification, distribution, re-production of information. Convergence in contents started around 1990. Convergence in network and service begins as broadcasting and telecommunication integrates and DMB(digital multimedia broadcasting), born in May, 2005 is the symbolic icon in this trend. There are some positive and negative expectations about DMB. The reason why two opposite expectations exist is that DMB does not come out from customer's need but from technology development. Therefore, customers might have hard time to interpret the real meaning of DMB. Time is quite critical to a high tech product, like DMB because another product with same function from different technology can replace the existing product within short period of time. If DMB does not positioning well to customer's mind quickly, another products like Wibro, IPTV, or HSPDA could replace it before it even spreads out. Therefore, positioning strategy is critical for success of DMB product. To make correct positioning strategy, one needs to understand how consumer interprets DMB and how consumer's interpretation can be changed via communication strategy. In this study, we try to investigate how consumer perceives a new product, like DMB and how AD strategy change consumer's perception. More specifically, the paper segment consumers into sub-groups based on their DMB perceptions and compare their characteristics in order to understand how they perceive DMB. And, expose them different printed ADs that have messages guiding consumer think DMB in specific ways, either cellular phone or personal TV. Research Question 1: Segment consumers according to perceptions about DMB and compare characteristics of segmentations. Research Question 2: Compare perceptions about DMB after AD that induces categorization of DMB in direction for each segment. If one understand and predict a direction in which consumer perceive a new product, firm can select target customers easily. We segment consumers according to their perception and analyze characteristics in order to find some variables that can influence perceptions, like prior experience, usage, or habit. And then, marketing people can use this variables to identify target customers and predict their perceptions. If one knows how customer's perception is changed via AD message, communication strategy could be constructed properly. Specially, information from segmented customers helps to develop efficient AD strategy for segment who has prior perception. Research framework consists of two measurements and one treatment, O1 X O2. First observation is for collecting information about consumer's perception and their characteristics. Based on first observation, the paper segment consumers into two groups, one group perceives DMB similar to Cellular phone and the other group perceives DMB similar to TV. And compare characteristics of two segments in order to find reason why they perceive DMB differently. Next, we expose two kinds of AD to subjects. One AD describes DMB as Cellular phone and the other Ad describes DMB as personal TV. When two ADs are exposed to subjects, consumers don't know their prior perception of DMB, in other words, which subject belongs 'similar-to-Cellular phone' segment or 'similar-to-TV' segment? However, we analyze the AD's effect differently for each segment. In research design, final observation is for investigating AD effect. Perception before AD is compared with perception after AD. Comparisons are made for each segment and for each AD. For the segment who perceives DMB similar to TV, AD that describes DMB as cellular phone could change the prior perception. And AD that describes DMB as personal TV, could enforce the prior perception. For data collection, subjects are selected from undergraduate students because they have basic knowledge about most digital equipments and have open attitude about a new product and media. Total number of subjects is 240. In order to measure perception about DMB, we use indirect measurement, comparison with other similar digital products. To select similar digital products, we pre-survey students and then finally select PDA, Car-TV, Cellular Phone, MP3 player, TV, and PSP. Quasi experiment is done at several classes under instructor's allowance. After brief introduction, prior knowledge, awareness, and usage about DMB as well as other digital instruments is asked and their similarities and perceived characteristics are measured. And then, two kinds of manipulated color-printed AD are distributed and similarities and perceived characteristics for DMB are re-measured. Finally purchase intension, AD attitude, manipulation check, and demographic variables are asked. Subjects are given small gift for participation. Stimuli are color-printed advertising. Their actual size is A4 and made after several pre-test from AD professionals and students. As results, consumers are segmented into two subgroups based on their perceptions of DMB. Similarity measure between DMB and cellular phone and similarity measure between DMB and TV are used to classify consumers. If subject whose first measure is less than the second measure, she is classified into segment A and segment A is characterized as they perceive DMB like TV. Otherwise, they are classified as segment B, who perceives DMB like cellular phone. Discriminant analysis on these groups with their characteristics of usage and attitude shows that Segment A knows much about DMB and uses a lot of digital instrument. Segment B, who thinks DMB as cellular phone doesn't know well about DMB and not familiar with other digital instruments. So, consumers with higher knowledge perceive DMB similar to TV because launching DMB advertising lead consumer think DMB as TV. Consumers with less interest on digital products don't know well about DMB AD and then think DMB as cellular phone. In order to investigate perceptions of DMB as well as other digital instruments, we apply Proxscal analysis, Multidimensional Scaling technique at SPSS statistical package. At first step, subjects are presented 21 pairs of 7 digital instruments and evaluate similarity judgments on 7 point scale. And for each segment, their similarity judgments are averaged and similarity matrix is made. Secondly, Proxscal analysis of segment A and B are done. At third stage, get similarity judgment between DMB and other digital instruments after AD exposure. Lastly, similarity judgments of group A-1, A-2, B-1, and B-2 are named as 'after DMB' and put them into matrix made at the first stage. Then apply Proxscal analysis on these matrixes and check the positional difference of DMB and after DMB. The results show that map of segment A, who perceives DMB similar as TV, shows that DMB position closer to TV than to Cellular phone as expected. Map of segment B, who perceive DMB similar as cellular phone shows that DMB position closer to Cellular phone than to TV as expected. Stress value and R-square is acceptable. And, change results after stimuli, manipulated Advertising show that AD makes DMB perception bent toward Cellular phone when Cellular phone-like AD is exposed, and that DMB positioning move towards Car-TV which is more personalized one when TV-like AD is exposed. It is true for both segment, A and B, consistently. Furthermore, the paper apply correspondence analysis to the same data and find almost the same results. The paper answers two main research questions. The first one is that perception about a new product is made mainly from prior experience. And the second one is that AD is effective in changing and enforcing perception. In addition to above, we extend perception change to purchase intention. Purchase intention is high when AD enforces original perception. AD that shows DMB like TV makes worst intention. This paper has limitations and issues to be pursed in near future. Methodologically, current methodology can't provide statistical test on the perceptual change, since classical MDS models, like Proxscal and correspondence analysis are not probability models. So, a new probability MDS model for testing hypothesis about configuration needs to be developed. Next, advertising message needs to be developed more rigorously from theoretical and managerial perspective. Also experimental procedure could be improved for more realistic data collection. For example, web-based experiment and real product stimuli and multimedia presentation could be employed. Or, one can display products together in simulated shop. In addition, demand and social desirability threats of internal validity could influence on the results. In order to handle the threats, results of the model-intended advertising and other "pseudo" advertising could be compared. Furthermore, one can try various level of innovativeness in order to check whether it make any different results (cf. Moon 2006). In addition, if one can create hypothetical product that is really innovative and new for research, it helps to make a vacant impression status and then to study how to form impression in more rigorous way.

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A Study on Education and Development of the Digital Cartoon and Animation (디지털 만화 애니메이션의 발전과 교육 방안)

  • Shon, Young-Woo
    • Journal of Digital Contents Society
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    • v.7 no.4
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    • pp.219-225
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    • 2006
  • The appearance of digital culture contents swiftly has changed the culture in domestic and international areas in recently and the digital cartoon and animation have become the most important expression media in contemporary age. The digital cartoon and animation industry have attracted the attention of the people as the business of the OSMU(One Source Multi User) which has the possibility to expand and to enhance the added value not only for the field of image and character business but also for the area of the advertising and tourist business. Therefore, in this paper, 1 study on education and development of the digital cartoon and animation. Firstly, I study on definition and type of the digital cartoon, and work flow of the cartoon contents production. Secondly, the purpose of this study is to analyze and research the domestic business trend of the digital cartoon and animation. Finally, 1 propose the plan of policy and education of the digital cartoon and animation.

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Socio-cultural meaning of Apartment TV advertisement: Focusing on KCC Switzen (아파트 TV광고의 사회문화적 의미: KCC스위첸을 중심으로)

  • Shim, JungWon
    • Journal of Korea Multimedia Society
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    • v.24 no.9
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    • pp.1285-1298
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    • 2021
  • Among the diverse apartment brand TV Ads, KCC Switzen uses a unique advertising strategy. Unlike their competitors, KCC Switzen uses a strategy without fancy rhetoric such as luxury, premium or high-tech to enhance the value of their housing. In order to define the value of contemporary housing this paper analyses the socio-cultural messaging of KCC Switzen's television advertisements using Qualitative content analysis and Floch's Semiotic Square of Consumption Values method. As a result of this analysis, KCC Switzen's advertisements are shown to contain both intrinsic values of housing and cultural humanism by asking ablout the daily lives of real families and their relationships with neighbors. This directly contrasts with the standard advertisements that focus on the investment value of residential housing. The unique KCC Switzen advertising strategies are expected to change the paradigm of residential housing.

Impact of Image Type and Brand Familiarity on the Effectiveness of Bundling

  • Sungmi Lee
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.100-106
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    • 2023
  • Bundling has become a general promotion strategy in mobile shopping context. Previous research on bundling has mostly focused on bundle frame or price frame. Even though consumers are searching and purchasing the product in mobile channels, little research has investigated the effects of bundling in mobile shopping. The objectives of this study is to examine how different product image of bundle affects consumer's perception and purchase intention differently, and how brand familiarity moderate this influence. A sample of 140 subjects participated in a within-subjects experiment. A bundling composed of two different product image (a single product vs. bundled products) was evaluated by individuals. Brand familiarity (familiar brand vs. unfamiliar brand) were manipulated to test a set of hypotheses. We found that the effectiveness of bundling does not depend on the type of product image and brand familiarity. The findings of our study provide some implications for researchers and marketers. Although there have been studies on the effects of bundle framing on consumer behavior, we suggest new insights regarding bundling based on product image and mobile shopping context.

Experiencing High Loneliness Increases Evaluation of Products in Social Media Ads

  • Youjung Jun;Taehyeon Eom
    • Asia Marketing Journal
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    • v.25 no.4
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    • pp.231-242
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    • 2024
  • This research investigates how loneliness affects people's preferences for products that appear in social media ads. Four studies examine the impact of loneliness that is both measured in an established scale and situationally induced via a recall task. Individuals who experience higher levels of loneliness evaluate the same products more highly when they are advertised in a social (i.e., Instagram) compared to non-social (i.e., brand website) media platform. This effect occurs because loneliness increases people's attention to others' social evaluation of a product, and social media ads provide this information via social cues such as "likes" embedded in the ads. When the social cues are absent, the advantage of advertising on social compared to non-social media for people with high (vs. low) loneliness disappears. The findings suggest that social media ads have a unique appeal for individuals experiencing loneliness and highlight the role of social cues in shaping product evaluations.