• Title/Summary/Keyword: message display form

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The Android-based Bluetooth Device Application Design and Implementation (안드로이드 기반의 블루투스 디바이스 응용 설계 및 구현)

  • Cho, Hyo-Sung;Lee, Hyuk-Joon
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.11 no.1
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    • pp.72-85
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    • 2012
  • Today, although most bluetooth hands-free devices within a vehicle provide telephone service functions such as voice communication, caller id display and SMS message display and so on, they do not provide a function that displays Internet-based text data. We need to develop a scheme that displays the internet-based text data including existing hands-free function because the request for using the Internet service is increasing within a vehicle recently. The proposed bluetooth device application includes advanced function such as SNS message arrival notification, the message display function and we chose Android as the implementation mobile platform giving consideration to the fact that most SNS applications operate on Android and the platform is easily embedded into small embedded device. Smartphone or tablet PC connected with the proposed bluetooth device is an Android-based device and we designed a form of Android app for the function implementation of the devices. When the audio-text gateway app receives SNS text data, it extracts title and sender information from the message header information in a form of text data and sends them via ACL (Asynchronous Connection-Oriented) link to the bluetooth device showing the data on the screen. Android-based bluetooth devices are not possible to play voice through speaker because the bluetooth hands-free or headset profile ported within Android platform normally only includes audio gateway's function. The proposed bluetooth device application, therefore, applies the streaming scheme that sends data via ACL link instead of the way that sending them via SCO (Synchronous Connection-Oriented) link.

A Study on Significance Testing of Driver's Visual Behavior due to the VMS Message Display Forms on the Road (도로상 VMS 표출방식별 운전자 유의성 검증에 관한 연구)

  • Kum, Ki-Jung;Son, Young-Tae;Bae, Deok-Mo;Son, Seung-Neo
    • International Journal of Highway Engineering
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    • v.7 no.4 s.26
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    • pp.151-162
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    • 2005
  • Variable Message Sign (VMS), which provides drivers with direct information about state of traffic congestion and for prevent an accident, is the most effective method among the methods of providing information in Advanced Transportation Management System. Currently establishment and the VMS which is operated foundation lets in Guidelines on the use of Variable message sign (a book of the VMS) of 1999 November the Ministry Construction & Transportation, these contents mean main viewpoint on physical part such as message special quality variable (font, character size and line space, word interval) and position mainly among standard about establishment in general. But, it is true that using without effect verification on the character of VMS display and that using mode of stationary-centered. In this paper, it executed significance test to effort verification on the character of VMS display for more practical and effective information transmission based on the driver viewpoint For the researches; develop 3D-Simulation, select characteristics of driver's visual cognition behavior (the conspicuity, the legibility and the comprehensibility), evaluation each issue (day or night, 80km/h or 100km/h). Especially, that used the Eye Marker Recorder to measure of reading-time (legibility) thus, confirmed objectivity and reduce an observational error. The results showed that the conspicuity is Flashing> Stationary>Scroll. The legibility is not deference that Flashing between stationary form. Also the comprehensibility result showed that Flashing> Stationary>Stroll form.

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A Study on the Runway Displays of Fashion Houses Using Objet (오브제를 활용한 패션 하우스의 런웨이 디스플레이에 관한 연구)

  • Jung, Minah;Kan, Hosup
    • Journal of Fashion Business
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    • v.24 no.2
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    • pp.136-153
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    • 2020
  • In the second half of the twentieth century, fashion shows were a long-standing promotional medium and changed form and styles as times changed. In the past, if a model were on the stage simply to showcase a brand's work, the stage would have been transformed into a more active space, displaying various performances or seasonal themes combined with art. Then in the 2000s, there was an increasing number of instances when the global fashion industry of used figurative objet in organizing a fashion show's stage. In particular, because fashion shows require audience response and satisfaction, producing displays using objet is an effective marketing method. In the early 2000s, many brands were already introducing runway displays using objet, and these cases are expected to increase further in the future. This collection of 23 ready-to-wear models, which constituted the runway display, was by utilizing the objet more than five times from the 485 brands listed in Vogue's runway category. Based on our previous research, we classified the objet expressive characteristics as reproducibility, simplicity, non-artificiality, and fantasy. Among the 207 collections that we analyzed, the collection that utilized objet in its runway display had 170 circuits. Using objet in the runway display leverages visual language which allows one to communicate the season's concept, brand identity, and desired message more easily. Futhermore, it was spatially expressed to create feeling of satisfaction.

Analysis of Difference between Utility Presentation and Art Presentation in Food Space (식공간의 실용 연출과 예술 연출의 차이 분석)

  • Kye, Soo-Kyung;You, Han-Nah
    • Journal of the East Asian Society of Dietary Life
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    • v.20 no.4
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    • pp.619-627
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    • 2010
  • Finality in presenting table has an important significance. A presentation method in table comes to have different directionality depending on objective and significance such as the appearance of presentation for the substantial use or the appearance of presentation for delivering message. In our life, the utility table came to have value more than what supplies nutrition. Simultaneously with it, the table came to have the significance as a place of communication. What is being indicated in a different form from this is the art table. The table-coordinate starts to occupy a position in one aesthetic sphere, aside from the functional part of having a meal and communication, and is attempting the entry as the art sphere. What two types have been researched and developed so far in the face of having clear difference is limited to the utility presentation. The utility presentation and the art presentation need to be progressed at the same time rather than being separately classified and thought. Pursuit only for utility leads to being unable to proceed with making a new thing. The art table coordinate will be able to function as the new awakening point in the position of proceeding with such table coordinate. When proceeding with maintaining the form of the existing utility table, a client fails to feel fresh. Thus, coming to give new awareness by integrating art will lead to being available effectively for creating another profit. Even the art table can apply the characteristic of the display table among characteristics of the utility table. The display table aims at creating profit through communication between buyer and seller. Thus, even through the art table, both effects called the occurrence in profit and the initiative in trend will be capable of being enjoyed totally. Accordingly, the presentation of two tables in the art table and the utility table has clearly different characteristic. However, given properly using difference in presentation of the two, the best effect will be possibly seen.

Exploring Sweepstakes Marketing Strategies in Facebook Brand Fan Pages (페이스북 브랜드 팬 페이지의 경품 이벤트 마케팅 전략에 관한 탐색적 연구)

  • Choi, Yoon-Jin;Jeon, Byeong-Jin;Kim, Hee-Woong
    • The Journal of Information Systems
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    • v.26 no.2
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    • pp.1-23
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    • 2017
  • Purpose Facebook is a social network service that has the highest number of Monthly Active Users around the world. Hence, marketers have selected Facebook as the most important platform to get customer engagement. With respect to the customer engagement enhancement, the most popular and engaging post type in the Facebook brand fan pages related to what was usually classified as 'sweepstakes'. Sweepstakes refer to a form of gambling where the entire prize may be awarded to the winner. Which makes customers more engaged with the brand. This study aims to explore sweepstakes-oriented social media marketing approaches based on the application of big data analytics. Design/methodology/approach we collect sweepstakes data from each company based on the data crawling from the Facebook brand fan pages. The output of this study explains how companies in each category of FCB grid can design and apply sweepstakes for their social media marketing. Findings The results show that they have one thing in common across the four quadrants of FCB grid. Regardless of the quadrants, most frequently observed type is 'Simple/Quiz or Comments/Quatrains [event type of sweepstakes] + Gifticon [type of reward prize] + Image [type of message display] + No URL [Link toother website] +Single-Gift-Offer [type of reward prize payment]'. So, if the position of the brand is hard to be defined by the FCB grid model, then this general rule can be applied to all types of brands. Also some differences between the quadrants of the FCB grid were observed. This study offers several research implications by analyzing Sweepstakes-oriented social media marketing approaches in Facebook brand fan pages. By using the FCB grid model, this study provides guidance on how companies can design their sweepstakes-oriented social media marketing approaches in the context of Facebook brand fan pages by considering their context.

A Learning Study of the Product Control System Using Smartphones (스마트폰을 이용한 공정관리시스템의 학습연구)

  • Koo, Min-Jeong
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.12
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    • pp.197-204
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    • 2011
  • In this paper, There is a study of a smartphone-based App for e-learning when the process control of manufacturing. First, That is obtained the control limit lines after inputted by the measured data and able to look up the assignable causes and then can display those causes. A User of this App can access the record about assignable causes using the record menu and can use with an e-Learning tool. Because that were provided in the form of a control process theory and bulletin announcements. Helped to exchange information. In addition, the user's guide how to use this App. The result of this process control is provided by charts. The alarm message to the alertsymbol, depending on the level of color clearly was designed to UI which displays the results. After the questionnaire responses with respect to satisfaction of Utilization and satisfaction of the learning experience. The Utilization' satisfaction results Appeared that 82% of the participants were satisfied. And The learning's satisfaction results Appeared that 90% of the participants were satisfied.

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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