• Title/Summary/Keyword: digital products

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A Content Analysis of Webtoon Advertising: Focused on Narrative and Expressive Characteristics (웹툰 광고 내용분석 : 내러티브와 표현 속성을 중심으로)

  • Kim, Woon-Han;Kim, Hyun-Jung
    • Journal of Digital Contents Society
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    • v.18 no.2
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    • pp.293-301
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    • 2017
  • This study collects 112 webtoon advertisements by Google extended search to reveal the narratives of webtoon in persuasive communication context. The results of content analysis are as follows. First, product categories are found relatively more in number such as content and game, cosmetics, public service announcement than other products. Second, the number of webtoon advertisements has increased these seven years; rather drastic increase is found in 2013. Third, as for the origin, brand webtoon is the largest number of all types. Fourth, there is a significant difference between public interest products and commercial products in absurdity advertising number. Commercial products use a variety of genres such as romance, drama, everyday life, including absurdity, while public interest products focus mainly on everyday life.

An objective study on the impact of emotional elements of motion graphics on the brand preference in websites of TV products (TV 제품의 웹사이트에서 동영상의 감성요소가 브랜드 선호도에 미치는 영향력에 관한 실증적 연구)

  • Kim, Young Seak
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.4
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    • pp.189-199
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    • 2013
  • The goal of this study was to contemplate the impact of emotional elements of motion graphics on the brand preference in websites of TV products. To attain the goal, the emotional elements of motion graphics in websites of TV products, i.e., color, graphic image, typography, and layout, were set as independent variables and the brand preference as a dependent variable. The variables were analyzed objectively. Samples were collected from selected design students attending technical colleges. Among 282 samples collected, 15 were discarded as unfeasible and the remaining 267 were used in the analysis. Statistical analysis techniques used in the study included factor analysis, reliability analysis, correlation analysis, and multiple regression analysis; and 'SPSS Win. 11.5' was used to perform the statistical analysis. From the analysis, the following two results were obtained. First, it appeared that emotional elements of motion graphics appeared in websites of TV products exerted statistically significant impacts on the brand preference. Second, the element exerting the most significant impact on the brand preference among the emotional elements were appeared as 'graphic image' and 'color'. Thus, it was concluded that it is necessary to give priority in 'graphic image' and 'color' to enhance the brand preference.

The Effect of Nation and Celebrity Reputation on Korean Products Purchase Intention: Focused on Kazakhstan (한국의 국가평판과 연예인평판이 한국 제품 구매의도에 미치는 영향에 관한 연구: 카자흐스탄을 중심으로)

  • Tyo, Yelena;Moon, Hyo-Jin
    • Journal of Digital Convergence
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    • v.17 no.10
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    • pp.447-452
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    • 2019
  • This paper analyzed the impact of nation and celebrity reputation on purchase intention in Kazakhstan. Kazakhstan people aged 10 to 30 years were surveyed. The study proved that the national reputation has positive impacts on the purchase intention of Korean products. However, the Korean celebrity reputation has not statistically affected the intention of purchasing Korean products. In other words, it confirmed that the country of origin effect of Korea is affecting purchases of products from the countries concerned. Therefore, based on the country's reputation for Korea in Kazakhstan, it is believed that the promotion activities of Korean products will encourage consumers to make purchases.

An Effective Implementation Method for Dual Use of Web-based Multidimensional Interactive Digital Contents (웹기반 다차원 민군겸용 인터액티브 디지털 콘텐츠의 효과적인 구현 방안)

  • Gang, Seok-Hun;Kim, Dae-Cheong
    • Journal of National Security and Military Science
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    • s.3
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    • pp.197-242
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    • 2005
  • Active catalog is a kind of digital content that enables consumers to test the functions and features of products from their PCs as if they were using it in real life, by simulating the actions and responses of the product. This new type of interactive digital content can be used extensively to make sales personnel training manuals, sales tools, user manuals and user trouble shooting documents. With active catalogs, companies will be able to compare different designs, show actions according to different functions, and evaluate user reaction to new products without having to produce a single physical prototype or mock-up. At the same time, consumers will be able to understand and 'operate' the product and make well-informed purchase decisions. In this paper, we present a visual event-driven modeling tool, PlayMo, for creating active catalogs, analyze the advantages of using PlayMo, describe the event-driven method used by PlayMo and also introduce two enhanced characteristics of the Event Flow Chart with which the events in PlayMo are structured. Interactive digital content by using the PlayMo3D makes easy, simple and effective design for e-learning, e-catalogue, e-marketing/sales, e-prototyping, customer support, etc. Through its application-ready 3D function visualization solution, engineers and designers can rapidly turn a CAD design model into a 3D interactive virtual product, and the effective function prototyping job can be also completed within a minute.

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Linkage between Value of Digital Fashion Products and Purchase Behavior of Potential Consumers on the Metaverse Platform

  • Jae-Min LEE
    • The Journal of Industrial Distribution & Business
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    • v.14 no.8
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    • pp.1-8
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    • 2023
  • Purpose: This research aims to identify positive connections between digital fashion product value and consumer purchase behavior. The research tries to offer valuable insights and implications for fashion industry practitioners, enabling them to harness the power of the Metaverse to enhance customer engagement, drive sales, and stay ahead in this ever-evolving digital landscape. Research design, data and methodology: The research design for this study is a systematic literature review. A systematic and rigorous approach was adopted to ensure the reliability and validity of the research findings. By conducting this kind of approach to achieve the purpose of the study, this research aims to comprehensively analyze existing academic articles, peer-reviewed journals, and relevant publications related to the topic. Results: According to various academic search engines, the results revealed several dimensions of value associated with digital fashion products on the Metaverse platform, which significantly influence consumer perceptions. These dimensions of value extend beyond traditional tangible attributes and are uniquely shaped by the immersive and interactive nature of the virtual environment. Conclusions: All in all, the findings highlighted the significance of experiential value in driving purchase behavior. Creating immersive and interactive virtual shopping experiences emerged as a crucial strategy for fashion industry practitioners to engage potential consumers effectively.

A Scheme of User Face Recognition using a Moire Phenomenon in IoT Environment (IoT환경에서 무아레 현상을 이용한 사용자 얼굴 인증 기법)

  • Cho, Ik-Hyun;Lee, Keun-Ho
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.171-176
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    • 2019
  • In modern times, many IoT products are being used as all things and devices are connected to the Internet and IoT products become easily accessible through the network. For the convenience of users, IoT products can be remotely operated automatically without manual operation. Various research and development are underway to improve the convenience of users by using IoT products. However, since only the convenience of the users is pursued, in terms of security, there is a serious problem that exposes the user's personal information. This paper has proposed a method to apply $moir{\acute{e}}$ technology to IoT products in order to improve the performance of security, and a method to increase the safety of IoT products using user face authentication based on shadow $moir{\acute{e}}$ as a $moir{\acute{e}}$ phenomenon method, and the projection $moir{\acute{e}}$. When comparing the existing IoT products and IoT products applied with $moir{\acute{e}}$ technology, IoT products applied with $moir{\acute{e}}$ technology are safer in terms of security.

A Study on the Attachment Building Process of Digital Products based on the User's Behavior (사용행동에 기반을 둔 디지털 제품의 애착형성과정 연구)

  • Hwang, Yeon-Hee
    • Journal of the Korea Convergence Society
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    • v.10 no.1
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    • pp.115-121
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    • 2019
  • This study presents "Indispensability" and "Irreplaceability" as new variables for studying the attachment process of digital products that are different from physical products. To analyze this quantitatively, we will set up an integrated model to explore how attachment can be formed through different product-user interactions and time value which are necessary for attachment formation. Analysis of 197 respondents' data for empirical analysis showed that system-centric interactions did not affect the duration of use, whereas user-centric interactions affected the duration of use. In addition, the effects of the period of use on the Indispensability and the Irreplaceability were demonstrated, and the effects on the Indispensability were greater than Irreplaceability.

Analysis of Consumer Purchase Factors through Online Marketing of Convenience Store PB Products (편의점 PB상품의 온라인 마케팅을 통한 소비자 구매 요인 분석)

  • Park, Jung-Hoon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.5
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    • pp.399-404
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    • 2020
  • The purpose of this study is to find out the consumer's purchasing behavior and its factors when a convenience store brand is marketing new PB products online. For this study, we surveyed 2030 millennials about the purchase behavior of convenience store PB products and the paths to encounter PB products. As a result, consumers who purchase convenience store PB products were exposed to the product through SNS or YouTube, and they tended to join the trend by posting on SNS after purchase. In this study, we want to examine the consumption trends of millennials that have this type of consumption and the concept of online marketing that affects them. It is hoped that future consumer purchases will continue to be valuable consumption rather than relying on trends.

REMARKS ON HOMOTOPIES ASSOCIATED WITH KHALIMSKY TOPOLOGY

  • HAN, SANG-EON;LEE, SIK
    • Honam Mathematical Journal
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    • v.37 no.4
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    • pp.577-593
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    • 2015
  • Several kinds of homotopies have been substantially used to study topological properties of digital spaces. The present paper, as a survey article, studies some recent results in the field of homotopy theory associated with Khalimsky topology. In particular, Khalimsky topological properties of digital products related to the establishment of the homotopies are mainly treated.

Analysis of the linear Amplifier/Analog-Digital Converter Interface in a Digital Microwave Wideband Receiver (디지털 광대역 마이크로 웨이브 수신기에서의 선형 증폭기와 ADC 접 속의 해석)

  • 이민혁;장은영
    • Proceedings of the IEEK Conference
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    • 1998.06a
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    • pp.110-113
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    • 1998
  • An analysis of the relationship between a linear amplifier chain and an analog-to-digital converter(ADC) in a digital microwave widevand receiver, with respect to sensitivity and dynamic range issues, is presented. The effects of gain, third-order intermodulation products and ADC characteristics on the performance of the receiver are illustrated and design criteria for the linear amplifier chain given a specified ADC are developed. A computer program is used to calculate theretical receiver performance based on gain and third-order intermodulation product selections. Simulated results are also presented and compared with theoretical values.

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