• Title/Summary/Keyword: funny

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What Kind of Fun Food Marketing Do Customers Want?

  • CHA, Seong-Soo;LEE, Min-Ho
    • The Korean Journal of Food & Health Convergence
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    • v.7 no.3
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    • pp.1-11
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    • 2021
  • Purpose of the research: This study aims to explain the state of marketing using fun among recent popular marketing strategies. Although companies are using various differentiated marketing strategies to gain a competitive edge, among them, fun marketing has constituted the most effective area of interest recently. Research design and methodology: To extract the customer selection attributes of fun marketing, after reviewing the literature, six optional attributes were selected from the factors of fun marketing towards consumers such as funny design, language play, celebrity use, funny taste, how to eat, and newtro (new + retro). Out of 300 questionnaires, 276 were used for analysis, excluding unscrupulous or incomplete questionnaires. The results were reviewed for validity and reliability using SPSS andAMOS, and the hypothesis was verified using structural equation modelling (SEM). Principal results: The results showed that funny design, language play, and newtro statistically significantly affected customer satisfaction, but celebrity use, funny taste, and eating methods had no significant effect. It was also confirmed that satisfaction had a statistically significant effect on repurchase intention. Major conclusions: This study can serve as basic data to enhance the marketing strategy of the food service industry, and it provides theoretical and practical implications.

Joke-Related Aspects and their Significance in Traditional Korean Funny Performing Arts (한국 전통연희에서의 재담의 양상과 그 의의)

  • Son, Tae-do
    • Journal of Korean Classical Literature and Education
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    • no.32
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    • pp.29-61
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    • 2016
  • A joke (才談, 재담) is "the most interesting and witty language unit" in our speech. However, the search of a joke is still starting. Although joke are related to the witty and interesting talks, stories, songs and plays, the actual object of a joke is only the witty and interesting talk. A joke is witty talk that is interesting or laughter-inducing. Many Jokes can be found in the traditional Korean funny performing arts (演戱, 연희). This is because these art forms are performed in open yards, which necessitated amusing the audience, amusement, in its turn, required jokes. Jokes in the traditional funny performing arts can generally be classified as follows: 1) Jokes related to a situation: These include right words at a given situation, exaggerating words, diminishing words, deviancy words, and cause-effect words. 2) Jokes related to discourse: These include enumerating words, amplificatory words, contrasting words, fluently lying words, undeniable words, purposely unknowing words, and deliberately incorrect words. 3) Jokes related to vocabulary: These include synonym, similar words, changed word-ordering words, and incorrect words. 4) Jokes related to pronunciation: These include homonyms, and anti-homonyms. Although there may be other jokes, those presented above are typical ones. A joke is "the result that human being can achieve when he/she has overcome natural and social difficulties and is left with only a free and creative spirit." Jokes are necessary in all ages and everywhere. Today, more varied and high-level jokes can be created by developing the diversity of jokes in traditional funny performing arts. Also, I expect new sorts of jokes, because a joke always demands a creative spirit.

A Study on Street Fashion of Korean Teenager -Since the Latter Half of the `90s- (한국 청소년의 거리패션 분석 연구 -1990년대 후반을 중심으로-)

  • 김주영;김소영;양숙희
    • The Research Journal of the Costume Culture
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    • v.5 no.3
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    • pp.96-117
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    • 1997
  • The purpose of this study is focused on revealing teenager characteristics and mass culture in the end of the 20th century, and researching the general traits of teenager costume in the latter half of the \`90s and the typical style based on the analysis of the teenager culture. The result of this study are following as; The general traits of teenager costume are classified with sports-orientation, brand-orientation, and foreign street fashion-orientation. Typical styles are classified with sportive look, hiphop look, and funny look. Sportive look became the core of the street fashion developed with the street sports in the city, and presented the practical use with the fashionability mixing sportswear such as hightech snickers, sports character wear and items. Hiphop look, the genderless fashion, expresses teenager\`s free life style and the diversiied sensibility and deconstructs the border of gender, racism. Funny look accepts the burden of the millenium as a humor and presents katharsis by creating unexpected style. The contemporary costume of teenager deconstructs the fixed idea about mix and match, good taste and bad taste, gender, coordination suited with T.P.O and intends ‘open costume’ for 21st century.

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Efficiency Test in Possibilistic Multiobjective Linear Programming

  • Ida, Masaaki
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 1998.06a
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    • pp.506-511
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    • 1998
  • In this paper we consider multiobjective linear programming problems with coefficients of the objective functions specified by possibility distributions. Possibly and necessarily efficient solution sets are defined as funny solution sets whose membership grades represent possibility and necessity degrees to which a feasible solution is efficient. Considering efficiency condition and its dual condition in ordinary multiobjective linear programming problem, we propose efficiency test methods based on an extreme ray generation method. Since the proposed methods can be put in the part of a bi-section method, we can develop calculation and methods of the degree of possible and necessary efficiency for feasible solutions.

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DYNAMIC RULE MODIFICATION THROUGH SITUATION ASSESSMENT

  • Byun, Seong-Hee;Chiharu Hosono
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 1998.06a
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    • pp.552-555
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    • 1998
  • In dealing with representing knowledge under uncertainty there is a sustain tendency to increase flexibility in order to avoid problems of inconsistency in the knowledge. Many knowledge systems(information retrieval systems, expert system) include hybrid representation models. Funny retrieval systems appear as a complement or as an enrichment of this models. In this paper, we describe dynamic rule modification through situation assessment for uncertainty management.

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Fur trend analysis showed in 2006 Fall Winter collection (2006 F/W Fur fashion trend 분석)

  • Lee, Eun-Young
    • The Journal of Natural Sciences
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    • v.17 no.1
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    • pp.79-87
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    • 2006
  • Now thus season trend, we can see the multi and digital trend. Specially it was very sensational in fur trend. Many designer showed very shocking and mixed design, silhouette is bulky and fusion short. The background are rise up of kidult, naturalism, techno casual sense, new avangarde. Now, fur is not the classic item anymore. It is necessary to change funny and trendy casual item.

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A Study on Narrative Structure of Humor and Satire Comic Strip -A Focus on 4 panels Comics Strips- (유머만화와 풍자만화의 서사구조 비교 연구 -네칸만화를 중심으로-)

  • Lee, Won-Seok
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.213-217
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    • 2006
  • 4 panels Comic Strips spreads it's story with introduction, development, turn and conclusion. The structure of introduction, development, turn and conclusion adds to the fun of story through the envelopment of deduction, induction so in the work the narrative structure is unfolded so many evolutions in order to communicating with further effective and funny. Therefore the study is mostly mended deduction, induction unfolding on the 4 panels comic strips. The purpose of this study is based on search for formation of the story and comparison of humor comic strips and satire comic strips through analysis of the narrative structure on 4 panels comic strips in internal and external.

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Plans for practical utilization of UCC (UCC의 실제적 활용을 위한 계획)

  • Park, Sungbum;Lee, Sangwon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.07a
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    • pp.105-108
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    • 2013
  • The commercialization of UCC was already initiated, and there are some successful cases like 'YouTube.' However, the development level of UCC is not mature, stable yet. It's because most of the UCC users are young people and the contents are mainly about humor, funny, minor story. In other words, the practical use of UCC is not totally popularized but partly active. Therefore we want to think out 'how UCC can be utilized by many people and applicable to many industries.' UCC has enough possibility to be advanced, and it will greatly influence the society. In this paper, we will first explain Web 2.0 and the present conditions of online movies. After analyzing the problems and limitation of today, we will propose some suggestions for plans for practical utilization of UCC.

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