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The Structural Relationships of The Promotion Mix, Brand Equity and Purchase Intention -Focused on the Automobile Products- (촉진 믹스, 브랜드자산 및 구매의도의 구조 관계 -자동차제품을 중심으로-)

  • Cho, Joong-Il;Ha, Kyu-Soo
    • The Journal of the Korea Contents Association
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    • v.11 no.9
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    • pp.275-292
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    • 2011
  • In this research, we executed a questionnaire survey targeting men and women in 20' or more who reside in the metropolitan area and have experienced purchasing the vehicles in order to study how Promotion Mix Activity affects Brand equity, and ultimately what kind of relation it has with Purchase intention. In the statistical process of collected data, we analyzed the data by using SPSS 12.0 for Windows statistical package and AMOS 7.0 program. As the result of analysis, first, when we analyzed the relation of the Promotion Mix Activity and Brand Equity of the companies, the more affirmative the assessment on the advertising activities of the companies was, the higher the brand popularity, royalty and image increased, And it appeared that as the assessment on PR activities of the companies got more affirmative, the brand popularity, image and royalty increased. Second, as the result of the analysis of the relation between salespersons' Promotion Activities and Brand assets, it appeared that salespersons' social capacity improved Brand awareness and royalty and their strategic capacity improved Brand awareness, royalty and image. Third, seeing the result of the analysis on the relation between Brand equity and Purchase intention, it was shown that Brand popularity had a meaningful positive(+) effect upon satisfaction and repurchase(oral) intention, and Brand royalty had a meaningful positive(+) effect upon satisfaction and repurchase(oral) intention. In addition, it appeared that Brand image had a meaningful positive(+) effect upon satisfaction and repurchase(oral) intention, and finally it could be known that Brand assets had a close correlation with Purchase intention.

A Study on the Impacts of Manufacture's Sales Policy of Each Power Source on Sales Will by Agency (제조업체의 파워원천별 영업정책이 대리점의 판매의지에 미치는 영향에 관한 연구)

  • Lee, Han-Il;Park, Jong-Oh
    • Management & Information Systems Review
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    • v.29 no.3
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    • pp.23-50
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    • 2010
  • This study is that the manufacturer's sales policy power appeared on the source of local distributors through the sale willingness impact on research for coexistence between the manufacturer and dealer sales for developing policy. Dealers in terms of the sale of regional sales willingness says "manufacturers and retailers to connect to the regional distribution on the path to regional sales representative for manufacturers based on trust companies that supply products or products manufactured by local retailers for about a unilateral will sale whether the continued willingness and indicates the degree of business". This study topics are the results of this measure will sell a total of 24 entries are four factors. In variety sales policy of each power source, First, sales policy in Reward Power, compensatory power as the manager of promotion support, sales support and sales activities will significantly impact respectively. Second, sales policy of Coercive Power, reduction of credit limits act as an element of discontent and the sales will appear in the negative hypothesis of the influence was partially supported. Third, sales policy in Referent Power, the information trust, the most significantly impact of trade policy, respectively. Fourth, sales policy in Professional Power, delay time delivery of goods, sales of our product and sales knowledge will have a significantly effect appear to be related.

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Retail-Store Type Digital Signage Solution Development And Usability Test Using Android Mini PC (안드로이드 미니PC를 이용한 Retail-Store형 디지털사이니지 솔루션 개발 및 사용성 테스트)

  • Lim, Jungtaek;Shin, Dong-Hee
    • The Journal of the Korea Contents Association
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    • v.15 no.4
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    • pp.29-44
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    • 2015
  • Digital Signage, a way of advertising or delivering information to viewers through digital displays, has expanded from being just an advertising channel in public places. Recently, it has become widely prevalent in restaurants and retail stores. Despite its wide expansion, digital signage is limited to specific usages and services and the devices it uses are also quite expensive. This study introduces a stick-type digital signage product that operates on Android OS, which addresses all the weaknesses of digital signage with much more reasonable pricing and stable operation. For stability, performance tests were executed on the hardware and applications. The results for hardware performance were extremely promising, as each scenario's maximum performance results, measured by Load Runner programs, reached target indexes. Also, as a result of the usability test, all participants, including non-digital signage system users (novices), were able to easily learn all the tasks. As a result of user satisfaction survey, positive responses were exhibited for ease of learning and usability (LEU), helpfulness and problem solving capabilities (HPSC), affective aspect and multimedia properties (AAMP), commands and minimal memory load (CMML), and control and efficiency (CE).

A Study of the Fengshui Marketing Model in the Housing Industry (주택산업의 풍수마케팅 모형 정립에 관한 연구)

  • Kim, Jong-Seop
    • Journal of Distribution Science
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    • v.10 no.5
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    • pp.29-36
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    • 2012
  • This paper aims to establish a Fengshui-based marketing model that companies engaged in selling dwelling spaces can utilize to increase their sales. The study is based on an investigation of appraisal statements and analysis techniques used in Fengshui. The Fengshui marketing model can be used for corporate advertising, sales promotions, public relations events, and for framing an overall marketing strategy according to changing consumer demand. As a sales promotion strategy, it can be used to influence consumer psychology and behavior. Although this study is limited to the all-pervasive advertising and marketing of houses by construction companies under installment plans, the Fengshui marketing method can also be used for the sale of store locations, space for product display, and so on. Initially, I analyze living spaces according to traditional Fengshui theory, and subsequently apply the modern method to study topographical space structures and geomagnetism disturbances. I present a standard form for writing the Fengshui appraisal statement based on the objective analytical method of Fengshui. With its shortcomings remedied, the appraisal statement can lead to high-quality advertising and increased valuations because it is based on objective data analysis and systematic evaluation of houses. In brief, I have designed the Fengshui marketing model as a sales promotion technique for the housing industry. I believe this study will contribute to the application of Fengshui in the housing industry's sales promotion efforts through high-quality advertising. Future research should evaluate Fengshui marketing in the housing industry based on case studies. Research questions to be addressed could include how Fengshui marketing has affected installment sales of houses and how Fengshui architectural practices affect general well-being. These studies would help propagate Fengshui marketing by validating its effectiveness. In addition, case studies should be undertaken to consider the practical applications of Fengshui marketing, how it can contribute to maximizing a company's image and profits, and how it can promote customer satisfaction.

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A Study on Reward-based Home-training App Users Using a Cash-cow User Prediction Model (캐시카우 사용자 예측 모델을 통한 리워드형 홈트레이닝 앱의 운영 및 관리 전략에 관한 연구)

  • Sanghwa Kim;Jinwook Choi;Byungwan Koh
    • Information Systems Review
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    • v.23 no.4
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    • pp.183-198
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    • 2021
  • Due to the Covid-19 pandemic, the home-training app market is growing rapidly and numerous apps are entering the market. It is becoming more difficult for an app to secure the profitability. In this study, by analyzing actual user data of a reward-based home-training app, we propose a model that predicts cash-cow users of the app. Cash-cow users are the users who watch in-stream ads to watch training videos although they cannot earn any rewards by doing so. Thus, these users make profits for the app yet do not incur any costs. The results of this study show that the users who irregularly watch training videos are more likely to be cash-cow users than the users who regularly watch training videos. This result suggests that, paradoxically, for sustainable profitability, home-training apps may need to find a way to retain the users who watch training videos irregularly so that they can be satisfied with the service and continue use the apps.

Study on the Perceptions and Purchasing Realities of Consumers for Onion Hot-Water Extracts (양파열수추출물에 대한 소비실태 조사)

  • Kim, Su-Ryeom;Kim, Chang-Soon;Oh, Hyeon-Ju
    • Korean journal of food and cookery science
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    • v.25 no.4
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    • pp.395-405
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    • 2009
  • In this study, a survey was conducted to determine consumer perceptions and satisfaction for onion hot-water extracts. Among the study subjects, females (53.3%) were in greater number than males, and individuals in their 40s (35.1%) made up the largest group. Cocerning the detailed efficacy of onion hot-water extracts, most respondents (84.5%) were aware of their efficacy and females recognized this more than males (p<0.001). Most consumers (67.3%) purchased onion hot-water extracts from 'health food stores prepared using a double boiler', and many consumers (47.4%) received information on the extracts from families and relatives. Of the respondents, 51.8% said they purchased 'quantities for $1{\sim}3$ months' at one time, and 33.1% stated that the price of onion hot-water extracts was expensive. They considered 'health' the most important aspect when purchasing, and preferred 'pouch packs' (60.3%) and considered 'easiness to open convenience to drink, and safety' (42.0%) the most important product features. Also, 62.8% of the respondents consumed onion hot-water extracts, and many drank them $1{\sim}3$ times a week, with '70 mL' as one dose, and drank them 'regardless of time'. The consumers were satisfied with the listing of health effects, but were not satisfied with the 'taste', 'smell', or 'color' of products. Concerning advertisements for the efficacy of onion hot-water extracts, 72.5% replied 'I trust them a little'. And concerning the expanding onion hot-water extract market, many respondents said it is difficult to choose an onion hot-water extract due to many similar products at the market. They also requested improvements of taste and flavor.

스마트 시대에서의 실감 미디어 기술 동향

  • Seo, Ung-Chan;Kim, Gi-Il;Jeong, Jun-Seok
    • Information and Communications Magazine
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    • v.30 no.5
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    • pp.79-87
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    • 2013
  • 실감 미디어(Realistic Media)란 사용자 만족을 위해 몰입감과 현장감을 극대화 할 수 있도록 현장의 모든 감각의 정보를 전달하는 매체를 의미하며 실감미디어 기술은 고품질의 시각, 청각 정보는 물론 촉감 등 다감각 정보의 생성, 처리, 저장, 변환, 전송, 재편등에 관한 기술로 정의할 수 있다. 무선 네트워크 기술의 발전과 스마트폰 시장의 급격한 성장에 따라 다양한 실감미디어 서비스들이 출현하고 서비스되고 있어 실감미디어 산업은 국내 뿐만 아니라 세계적으로 급격하게 성장하고 있다. 우리 정부에서는 미국, 일본, 유럽 등의 기술을 따라잡고 독자적인 기술력을 마련하기 위하여 '기가코리아(2012)' 사업을 필두로 다양한 정책 사업을 진행 중에 있는대 현 시점에서는 해외 기술에 비하여 2-3년의 격차가 존재하고 있으나 무선 인프라, 스마트폰 기반의 콘텐츠 시장 형성 등 기반 인프라가 우수하고 방송, 교육, 광고, 공공 서비스 등 타 산업분야와 융복합 등 기반 기술 확보부분에서 기술 선점 가능성이 남아있으며 다양한 분야로 사업 확대가 용이하여 시장성이 높아 차세대 전략 산업으로 주목받고 있다. 최근 미디어 서비스에 대한 사용자의 요구사항 변화는 단순 시청의 단계를 넘어 미디어 미디어 서비스의 부가 정보를 얻고자 하며 직접 미디어 서비스에 참여하기를 원한다. 특히 실감미디어 분야에서 2D 미디어에서도 3D 입체 미디어화가 급속도로 진행되고 있으며 3D 입체 미디어를 기반으로 실감체험을 가능하게 하는 4D미디어를 선호한다. 대표적인 사례가 아바타 4D 영화의 흥행이라고 볼 수 있다. 앞으로도 4D 미디어를 소화해낸 사용자는 오감과 감성에 기반한 미디어 서비스를 지속적으로 요구할 것이며 이러한 요구에 맞추어 실감미디어 산업의 빠른 변화가 진행되고 있다. 이미 영화 산업은 3D 산업으로 진입해 있으며 4D 산업으로 급속히 변모중에 있고 스마트 시장의 등장에따라 스마트 기기 및 인프라를 기반으로 실감미디어를 제공하는 서비스 시장 역시 급속도로 성장하고 있다. 이에 본고에서는 실감미디어 산업의 시장규모와 앞으로 어떻게 발전할 것인지를 알아보며, 어떠한 형태의 실감미디어 콘텐츠 서비스가 존재하고 있는지 알아보고자 한다. 또한 국내외에서 적용되는 실제 사례를 분석하고, 마지막으로 실감미디어 콘텐츠 산업의 경쟁력 강화를 위한 시사점을 제시하고자 한다.

Development of Multi-Touch/Context-Aware Convergence Digital Signage System based on Android OS Platform (안드로이드 플랫폼 기반 멀티 터치/상황인지형 융복합 디지털 사이니지 시스템 개발)

  • Nahm, Eui-Seok
    • Journal of Digital Convergence
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    • v.13 no.8
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    • pp.245-251
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    • 2015
  • If a digital signage system is operated in PC mounted in the Window OS then the implementing price is very high. For resolving this problem, we used the Smartphone mounted in ARM Cortex family of multi-core processor-based mobile platform. We developed a low-power low-cost digital signage system and a remote convergence content management program based on web server. This convergence system manages advertising content to a remote control device anywhere using remote control technology. This system is one integrated system with display and is a low-power consumed and is developed in very efficient hardware interface. And condition sensors(intensity of illumination, temperature, weather, GPS etc) is equipped in the developed system. Automatic contents builder and Context-aware SMIL module is also implemented in the convergence system. We achieved over 50% power savings comparing with conventional Window OS system and 16 points multi-touch in our system.

A Study on the Printed Matter for the Publicity of the General Hospitals (종합병원 홍보용 인쇄물에 관한 연구)

  • 백진경;송진아
    • Archives of design research
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    • v.16 no.4
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    • pp.453-462
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    • 2003
  • As the competition among the hospital becomes heavier and cognition in patient's right of knowledge increases, of general hospital becomes more important public relation part of hospital administration. Due to the restriction of the public advertisement of a hospital, strategic plans and new ideas are needed. Leaflet or hospital publication, for example, could be excellent publicity materials since they provide specific and detailed information for patients, which results in great improvement on the hospital image. Therefore, the editorial design for hospital publicity is the necessary research field. Also questionnaires of user's sense regarding the Hospital's printed matter for the publicity were conducted and analyzed. From these analyses, new improved printed matter design for the publicity of general hospital that are useful for the users as well as hospital competition was suggested.

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Purchasing Behavior Analysis on Internet Shopping Mall of Iranian Young Adults (인터넷 쇼핑몰에서의 이란 젊은 성인층의 구매 행태 분석)

  • Sahraeidolatkhaneh, Atieh;Han, Kwan Hee
    • The Journal of the Korea Contents Association
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    • v.16 no.6
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    • pp.73-81
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    • 2016
  • The electronic commerce environment allows customers to search for information and purchase products and services via direct contact with internet markets. Purchasing through the internet is not a real experience of purchasing, but is based on some pictures, information and advertisements of products. To improve E-commerce environment in Iran, purchasing behavior of Iranian young adults in the internet shopping mall is analyzed in this study. The factors which influence the motivation of internet shopping and the selection of internet shopping mall is investigated, and statistical tests were applied between these factors and other variables such as gender, job, age and education. The results of the tests showed that there is a gender difference on one of the shopping mall selection factor (i.e., abundant information about products); also there is a gender difference on the one of the shopping motivation factor (i.e., possibility of comparing products). Besides, there is a job difference (student or non-student) on the factor of 'Purchase frequency per month'. Other facts are also found that Iranian consumers are not sure about a product's quality, so they refuse to buy products such as foods, clothes and other products. Additionally, they are dissatisfied about the safety of internet shopping malls.