• Title/Summary/Keyword: 가상광고

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The Effect of Presence and Engagement in HMD(Head Mounted Display) Virtual Reality Advertising on Attitude and Memory (HMD(Head Mounted Display) 가상현실 광고가 현존감과 인게이지먼트 수준에 따라 태도와 기억에 미치는 효과)

  • Han, Kwang-Seok;Cho, Jae-Hyun
    • Journal of the Korea Convergence Society
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    • v.10 no.6
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    • pp.139-146
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    • 2019
  • In this study, we examined how consumers who experience HMD virtual reality advertising differ in their ad attitudes and memory effects according to Presence (cognitive presence, emotional presence, media presence) and engagement level. Particularly, in the case of memory effect, the information that the user memorizes through the advertising is divided into "Attribute-Related Memory (ARM)" and "Global-Related Memory (GRM)" Respectively. First, the attitudes toward HMD based virtual reality ads are positive regardless of the type of presence. Second, in the virtual reality advertising, if the level of engagement is low, ARM that memorizes the information of the product attribute is increased, whereas if the level of engagement is high, the GRM which is the memory of the attitude-based evaluation information about the product is increased appear. Third, if cognitive presence and media presence are low, then ARM is more memorable than GRM.

Relationship between Attractiveness of virtual influencer and Consumer attitude: Verifying the mediating effect of Immersion (가상 인플루언서의 매력성과 소비자 태도의 관계: 몰입의 매개효과 검증)

  • Chang Sung Bok
    • Smart Media Journal
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    • v.12 no.11
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    • pp.86-94
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    • 2023
  • In recent years, advertisements and brand promotions using virtual influencer have been actively conducted, and this study focused on the characteristics of virtual influencer, including Attractiveness, to examine the Attractiveness of virtual influencer through previous studies and to test the hypothesis that Attractiveness has an effect on Brand attitude and Advertising attitude when mediated by Immersion. For this purpose, data were collected from university students who experienced marketing contents using virtual influencer, and Process macro was conducted to analyse the mediating effect. The results showed that virtual influencer Attractiveness partially mediated the relationship between Brand attitude and Advertising attitude. These results suggest that virtual influencer Attractiveness not only affects Brand attitude and Advertising attitude, but also positively increases consumer attitude when mediated by Immersion. This study has both academic and practical implications by examining the mediating effect of Immersion on the effect of virtual influencer Attractiveness on consumer attitudes.

Effectiveness of Virtual Human Disclosure: The Impact of Identity Exposure on Users' Attitude Toward the Ad and Source Credibility (가상 인간의 정체성 노출이 소비자의 광고 태도와 정보원 공신력에 미치는 영향)

  • Young Jun Sohn;Yoonhyuk Jung
    • Information Systems Review
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    • v.25 no.2
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    • pp.205-227
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    • 2023
  • Recently, Virtual Human(VH) has begun to appear in various media, not only on social media, but also in advertisements, music sources, and dramas. Virtual human has become a primary marketing tool for companies, but there also exist concerns when the companies do not disclose the identities of virtual humans. Accordingly, it is necessary to examine users' responses toward content that features virtual humans. This study aimed to examine how the exposure of virtual humans in the content affects users' perceptions. Therefore, the study defined the concept of 'VH Disclosure(VHD)', referring to the exposure of the virtual human's identity, and explored the impact of VH disclosure on attitude toward the ad (Hedonism, Utilitarianism, and Interestingness) and source credibility (Trustworthiness and Expertise). The study conducted an experimental survey with 302 respondents. Regardless of when the ad featured a VH or a human, the results showed that there was no significant difference between users' attitudes and source credibility. The results revealed that it was more effective to disclose the VH in social media feeds than directly reveal the VH's identity in the content. Therefore, this study utilizes a new concept of 'VH Disclosure(VHD)' to enhance the understanding of VH and contributes to establishing marketing strategies optimized for consumers in the creation of virtual human-related content.

A Study on the Effect of Presence and Flow in VR Advertising: Focused Memory Information and Attitude toward Advertising (가상현실 광고에서 프레즌슨(Presence)과 플로우(Flow)에 대한 영향 연구 : 기억정보와 광고태도에 대한 효과를 중심으로)

  • Han, Kwang-Seok
    • Journal of Convergence for Information Technology
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    • v.12 no.4
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    • pp.278-285
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    • 2022
  • This study presence in VR advertising into three types presence. Further, through an experiment, the study empirically verifies the kind of recalled information depending on the flow which forms users' attitudes towards the content. The experiment was conducted with a factor design between 3X2 subjects. Hyundai Motor's Ioniq VR video was conducted, and a questionnaire of 143 subjects was used for the study. The results revealed that positive attitudes were formed towards the advertisement used in the experiment when the level of emotional presence was the highest. In addition, higher flow levels established positive attitudes towards the advertisement. and Cognitive presence's effects on memory, ARM such as product-attribute information was found to increase when the flow level is high; however, GRM such as overall product evaluation was found to increase when the flow level is low.

Virtual Imaging System (가상이미징 시스템)

  • 박성춘
    • Broadcasting and Media Magazine
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    • v.7 no.4
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    • pp.33-40
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    • 2002
  • 최근에 축구 중계 방송에서 경기장 바닥에 로고와 함께 득점 상황을 보여주거나 대형의 가상 전광판 같은 그래픽 영상을 경기장에 실레조 존재하는 듯이 합성하여 보여주는 것을 종종 볼수 있다. 이를 가능하게 하는 것이 가상이미징(virtual imaging) 기술이며, 외국에서는 가상광고(virtual advertising)로도 이용하고 있다 본고에서는 새로운 영상합성 기술로 각광받고 있는 가상이미징 시스템에 대하여 살펴 보고자 한다.

A Study on Emotional Response toward Virtual Influencers and Advertising Effectiveness (가상 인플루언서에 대한 감성반응과 광고효과 연구)

  • Minjung Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.5
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    • pp.55-61
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    • 2023
  • This study confirmed how emotional responses toward virtual influencers affect advertising effectiveness. While prior studies have focused on the attributes of influencers, we examined how consumers' psychological reactions while experiencing virtual influencers affect decision-making. As a result of the study, consumers showed specific emotional responses while experiencing virtual influencers, and confident, neat, subtle, trendy, glamorous, simple, and down-to-earth were extracted as representative emotions. Additionally, it was confirmed that these emotional responses influenced brand attitude, purchase intention, and recommend intention. These research results provide practical implications for marketing communications using virtual influencers.

Problems and Improvement of Restrictions of Ad for Pay TV Market (유료방송시장의 광고규제 정체 원인과 규제완화 방안)

  • Cha, Young-Ran
    • The Journal of the Korea Contents Association
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    • v.12 no.8
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    • pp.123-135
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    • 2012
  • As contents go digital and networks go broadband, there are a lot of changes made to Ad market caused by multimedia and multichannel environment. While platforms as the contents distribution window are increasing, the reality is that additional Ad revenue through platforms is concentrated on mammoth exclusive media because there are small number of the media that has control over platforms is able to create production and provide capital. In addition, as Media rep laws is passed at the Assembly plenary session, tipping effect in Ad market concentrated to some media. In this reality, pay TV market is expected to be within its direct orbit as it is predicted to produce new contents and distribution growth thanks to a wide variety of genres and experimental challenge. Thus, this study is to propose the methodology and an alternative for pay Ad market expansion. As the result of this research, an improvement scheme of indirect advertisement, virtual advertisement, and prohibited advertising item is suggested, and methodology for advertising market expansion is suggested through enterprise and government.

A Study on the Utilization of Video Industry Using Virtual Reality (가상현실을 이용한 영상산업 활용에 관한 연구)

  • 백승만
    • Archives of design research
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    • v.15 no.1
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    • pp.163-170
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    • 2002
  • Virtual Reality is the technique which makes the man experience the similar interaction behavior to the experience in the real world through virtual space. The users participating in the 3D virtual space using virtual reality technique can have the various experiences in the space desired without restrictions on time and space and then it has been applied in many application areas such as video industry, entertainment simulator, medical treatment, construction and design. The area of video among them has been highlighted as a high-added value industry. Therefore this study classifies video industry into four including movie, broadcasting, advertisement and internet and is to examine their characteristics, application cases and developmental potential. In the industry using virtual reality technique in video industry, it is implied for special elect in the area of movie and for providing the various graphic virtual word to audiences with the introduction of virtual studio and character in the area of broadcasting. It can give audiences a synergy effect by inserting 3D advertisement into virtual space in the area of advertisement. Also the implementation of 3D virtual reality such as virtual museum, virtual model house, virtual home shopping and entertainment on the web is possible with the emergence of Virtual Reality Modeling Language (VRML) and it plays the roles of more entertainments. Accordingly, this study is to seek the application methods using virtual reality technique in video industry.

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Development Of The Realtime Virtual Character System (실시간 가상 캐릭터 시스템 개발)

  • 김희정
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1999.06b
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    • pp.69-74
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    • 1999
  • 영화, 광고, 방송, 게임, 인터넷 등 여러 매체를 통해 다양한 가상 캐릭터들이 속속 등장하고 있다. KBS 기술연구소에서는 가상 캐릭터의 모든 움직임을 실시간으로 제작하여 방송에 활용하는 것을 목적으로 가상 캐릭터에 대한 연구를 수행하였다. 본 논문에서는 현재 ‘TV 유치원 하나 둘 셋’에 등장하고 있는 ‘팡팡(Pangpang)’이라는 가상 캐릭터를 제작하는데 사용하고있는 실시간 가상 캐릭터 시스템과 실제 제작과정에 대한 내용을 기술하고자 한다.

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