• Title/Summary/Keyword: 상품성 콘텐츠

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A Study on the Case and Preference of The Art-toy Body Ratio (아트토이 등신 비율 사례 및 선호도 분석 연구)

  • Yeon, Sang-Min;Jo, Seong-Hwan
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.162-171
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    • 2022
  • According to <2020 Industry character white paper> No.1 character products are toys, which are 58%, and every year. the Art-toy development is receiving attention. Because of this situation, the Art-toy market is growing, and the number of Art-toy artists and companies is also rising. As the Art-toy markets are growing variety of Art-toy needs to be created, and also need to analyze and researched about Art-toy. The Art-toy is primarily personified and is created based on a human proportion body figure. The research conducted a case analysis of Art-toys and a preference survey for general adult men and women through the head-to-head ratio, which is a measurement standard for human proportions. As a result, The Art-toy has an ideal shape ratio and crafting area according to the body ratio. As preference research from men and women, men show seven heads life-sized and women appeared to three heads life-sized figures are most popular. The two and three heads life-sized have a high preference, and the Art-toy case had a relationship. As the Art-toy case and research of preference help to develop the Art-toy design, and following this research will be used as basic data when creating or researching about the Art-toy in the future.

A study on Movie Hit through Online WOM Analysis before and after the Release of Korean Movies (한국 영화의 개봉전·후 온라인 WOM분석을 통한 영화 흥행에 관한 연구)

  • Kim, Sang-Mok;Joo, Yong-Ho;Cho, Ok-Hue
    • The Journal of the Korea Contents Association
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    • v.21 no.11
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    • pp.257-267
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    • 2021
  • This study warns of the dangers of pre-marketing that is too preoccupied with raising market expectations before release at the film market level, and provides practical implications that the lower the level of mismatch of market expectations, the more ideal performance can be achieved. The level of expectation before release and satisfaction after release were measured by each movie rating, and the difference was calculated as the inconsistency of expectations. In raising expectations before the release, the expert rating among the star power, director power, expert rating, and number of screens has a significant influence. It was confirmed that the level of expectation before the release had a positive effect on the rating after the release, but had a negative effect on the level of discordance. In addition, the hypothesis that the higher the expectation level before the release, the greater the inconsistency, and the hypothesis that the higher the expectation inconsistency has a negative effect on the box office level is supported. This provides various implications for marketing carried out before or after the release of a movie to film-related practitioners for products with low involvement or emotional content such as movies.

Pattern Design Development for Package Using Cloud-Treasure Pattern in Royal Wrapping Cloth (왕실 보자기의 운보문을 활용한 포장용 패턴디자인 개발)

  • Jiyeon Kim
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.5
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    • pp.261-268
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    • 2024
  • This study developed a pattern design that is highly useful in the modern culture and tourism industry based on various formative elements that appeared in the cloud-treasure pattern on fabrics from the Joseon Dynasty. The cloud-treasure pattern has an auspicious meaning. Therefore, the wrapping cloth with this pattern symbolizes the meaning of giving a precious gift. There are many aesthetic and formative elements in royal culture that can be utilized in the development of various cultural products. Therefore, it has very high utility value even in modern times. We examined rare royal wrapping cloth and applied its formative characteristics to develop a popular package design. Through this, another possibility was presented in the convergence of traditional culture and design. In particular, we actively combined the pattern of wrapping cloth with the 2024 fashion trend to develop a unique and trendy pattern design. The main source of the pattern design is the silk jacquard wrapping cloth with cloud-treasure pattern, a relic of Princess Myeong-an owned by the Seoul Museum of Craft Art. The researcher directly examined the wrapping cloth to extract 14 design motifs and developed 6 types of trendy patterns by combining them with dot and ribbon patterns, which are pattern trends for 2024. Afterwards, the pattern was mapped onto a box package similar to a wrapping cloth and expressed virtually.

Development of Customer Sentiment Pattern Map for Webtoon Content Recommendation (웹툰 콘텐츠 추천을 위한 소비자 감성 패턴 맵 개발)

  • Lee, Junsik;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.25 no.4
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    • pp.67-88
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    • 2019
  • Webtoon is a Korean-style digital comics platform that distributes comics content produced using the characteristic elements of the Internet in a form that can be consumed online. With the recent rapid growth of the webtoon industry and the exponential increase in the supply of webtoon content, the need for effective webtoon content recommendation measures is growing. Webtoons are digital content products that combine pictorial, literary and digital elements. Therefore, webtoons stimulate consumer sentiment by making readers have fun and engaging and empathizing with the situations in which webtoons are produced. In this context, it can be expected that the sentiment that webtoons evoke to consumers will serve as an important criterion for consumers' choice of webtoons. However, there is a lack of research to improve webtoons' recommendation performance by utilizing consumer sentiment. This study is aimed at developing consumer sentiment pattern maps that can support effective recommendations of webtoon content, focusing on consumer sentiments that have not been fully discussed previously. Metadata and consumer sentiments data were collected for 200 works serviced on the Korean webtoon platform 'Naver Webtoon' to conduct this study. 488 sentiment terms were collected for 127 works, excluding those that did not meet the purpose of the analysis. Next, similar or duplicate terms were combined or abstracted in accordance with the bottom-up approach. As a result, we have built webtoons specialized sentiment-index, which are reduced to a total of 63 emotive adjectives. By performing exploratory factor analysis on the constructed sentiment-index, we have derived three important dimensions for classifying webtoon types. The exploratory factor analysis was performed through the Principal Component Analysis (PCA) using varimax factor rotation. The three dimensions were named 'Immersion', 'Touch' and 'Irritant' respectively. Based on this, K-Means clustering was performed and the entire webtoons were classified into four types. Each type was named 'Snack', 'Drama', 'Irritant', and 'Romance'. For each type of webtoon, we wrote webtoon-sentiment 2-Mode network graphs and looked at the characteristics of the sentiment pattern appearing for each type. In addition, through profiling analysis, we were able to derive meaningful strategic implications for each type of webtoon. First, The 'Snack' cluster is a collection of webtoons that are fast-paced and highly entertaining. Many consumers are interested in these webtoons, but they don't rate them well. Also, consumers mostly use simple expressions of sentiment when talking about these webtoons. Webtoons belonging to 'Snack' are expected to appeal to modern people who want to consume content easily and quickly during short travel time, such as commuting time. Secondly, webtoons belonging to 'Drama' are expected to evoke realistic and everyday sentiments rather than exaggerated and light comic ones. When consumers talk about webtoons belonging to a 'Drama' cluster in online, they are found to express a variety of sentiments. It is appropriate to establish an OSMU(One source multi-use) strategy to extend these webtoons to other content such as movies and TV series. Third, the sentiment pattern map of 'Irritant' shows the sentiments that discourage customer interest by stimulating discomfort. Webtoons that evoke these sentiments are hard to get public attention. Artists should pay attention to these sentiments that cause inconvenience to consumers in creating webtoons. Finally, Webtoons belonging to 'Romance' do not evoke a variety of consumer sentiments, but they are interpreted as touching consumers. They are expected to be consumed as 'healing content' targeted at consumers with high levels of stress or mental fatigue in their lives. The results of this study are meaningful in that it identifies the applicability of consumer sentiment in the areas of recommendation and classification of webtoons, and provides guidelines to help members of webtoons' ecosystem better understand consumers and formulate strategies.

A Study on Korea Country Image and Cosmetics Brand Image in Vietnam Market by the Korean Wave (한류가 베트남 시장에서 한국 이미지와 화장품 브랜드 이미지에 관한 연구)

  • Lee, Je-Hong
    • International Commerce and Information Review
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    • v.17 no.3
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    • pp.73-91
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    • 2015
  • This study investigated how Korean image and cosmetics products image effect by the Korean Wave(Hanllyu) on the Vietnam Customer focus on the cosmetics. Especially, Korean Wave of this study consisted in the movie/drama, K-pop and Korean stars. Korean image and cosmetics brand image was effected by factors related to the Korean Wave which had been deducted, based on preceeding research. A study was conduct in Vietnam where the spread of the Korean Wave content customer bases has been over along time. A total of 295 samples were used for th final analysis. Data analysis consisted of descriptive statistics, Cronbach's alpha, a confirmatory factor analysis, and multi-regression. It is also found that Korean image and cosmetics brand image has affect by Korean Wave. and Cosmetics purchasing intention has affect Korean image and cosmetics brand image.

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Extraction of full body size parameters for personalized recommendation module (개인 맞춤형 추천모듈을 위한 전신 신체사이즈 추출)

  • Park, Yong-Hee;Chin, Seong-Ah
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.12
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    • pp.5113-5119
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    • 2010
  • Anthropometry has been broadly explored in various fields including automobile industry, home electronic appliances, medical appliances and sports goods with aiming at reaching satisfaction to consumer's need and efficiency. However, current technologies to measure a human body still have barriers in which the methods mostly seem to be contingent on expensive devices such as scanner and digital measuring instruments and to be directly touchable to the body when obtaining body size.. Therefore, in this paper, we present a general method to automatically extract size of body from a real body image acquired from a camera and to utilize it into recommend systems including clothing and bicycle fitting. At first, Haar-like features and AdaBoost algorithm are employed to detect body position. Then features of body can be recognized using AAM. Finally clothing and bicycle recommending modules have been implemented and experimented to validate the proposed method.

A Study on the Analysis of News Data for the Improvement of Local Flower Festival (지역 꽃 축제 개선사항 도출을 위한 뉴스 데이터 분석 연구)

  • Lee, Jeongwon;Lee, Choong Ho
    • Journal of Industrial Convergence
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    • v.17 no.4
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    • pp.33-38
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    • 2019
  • Regional tourism is an effective means of revitalizing the local economy and improving the image of the region. In order to revitalize this, efforts should be made to create regionally specialized tourism products and to preserve the unique culture and traditions. Among them, gathering information about visitors and securing the quality competitiveness of the contents of tourism contents are very important to increase the potential of cultural tourism festival. This paper collects, refines, and processes the festival-related data in a specific area in order to enhance the visitor's tourism needs and satisfaction. In particular, negative words and positive words raised during the festival were analyzed through big data visualization using word cloud.

Case on Brand Management of the Fashion Brand EXR (패션 브랜드 EXR의 브랜드 매니지먼트 사례)

  • Min, Bok-Ki;Lee, Hye-Joo;Kim, Mi-Hyun
    • The Journal of the Korea Contents Association
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    • v.10 no.7
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    • pp.220-232
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    • 2010
  • Companies have been difficult to capture the minds of consumers by staying in the sales phase in order to sell products. The marketing and brand management strategies of more understanding consumers and systematically managing for the perception of them are becoming important. Since launched, EXR has implemented a systematic brand management process from its early stage. Based on the idea of 'brand asset by customer' by Kevin Lane Keller that the total of consumer brand knowledge ultimately completes the company brand power, 'brand asset', to satisfy areas of 'functionality' and 'design', EXR pioneered its ultimate brand asset which is 'CAPORTS' and established its own identity called, 'PROGRESSIVE'. For the success of a brand management, there must be a clear vision supported by the determination of a specific brand identity. Also, it needs to be shared by members of the organization, and to maintain and manage it in the long run, an integrated management strategy is essential. On the basis of such identity, EXR was able to carry out the integrated management for its brand and the overall implementation of the marketing strategy. Therefore, In this study, we seek for a sustainable brand management strategy of fashion brand by looking into the process of the EXR's brand establishment.

Characteristics of Smartphone User in Application Usage and Implications for Applications Business Model (스마트폰 사용자들의 앱 이용 특성과 앱 비즈니스 모델에의 시사)

  • Yun, Hyung Bo;Wang, Boram;Park, Jiyun
    • The Journal of the Korea Contents Association
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    • v.13 no.3
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    • pp.32-42
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    • 2013
  • As the smartphone market grows, the needs for its new business model are also increased. However, most previous researches on smartphone applications focused on Technology Acceptance Model(TAM) and Rogers' Diffusion of Innovation Theory so that there was lack of researches on characteristics for actual smartphone users. In this research, we divided the smartphone applications into five category functions (Call & Text/Music & Video/Information Search/Game/Social Network Service (SNS)). We analyzed characteristic differences of users who used the each application category and found that the differences were statistically significant in both demographic and smartphone usage characteristics (frequency of downloading applications, and download experience of paid applications). Additionally, the smartphone usage characteristic is closely related to the usage duration. The representative result is that the characteristics of people used Music & Video function actively were women in their 20s who downloaded applications more than three times per week, and had a download experience of paid applications. It is positive result for players in the application markets, because it means the users are willing to pay for downloading the paid applications. However, large companies already occupied most of the market share in music applications so that small and medium-sized players should develop an innovative and distinguishable business model in order to success. We believe this research result would provide significant implications for the players in planning the successful business model and developing an user-specific application product.

Study of the Ecosystem Model of Magazine on Special Genre Focusing on Collaboration System within Magazine Firm, Community and Creative User (전문잡지의 생태계 모델 분석 - 잡지사·커뮤니티·사용자의 협업체계를 중심으로)

  • Chang, Yong Ho;Kong, Byoung-Hun;Jin Jeon, Eun-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.8
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    • pp.4831-4843
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    • 2014
  • Magazines on specific genres have been operating collaborative, co-working and collective production systems for value maximization using an adaptation strategy on the dynamic, complex and uncertain value network of the magazine industry. The study used a case study method, and data collection was performed by observational research, depth interviews and survey research. The subjects of the study were 'magazine industry', 'magazine firm and community', and 'collaboration system within creative users'. According to the research results, the ecosystem of magazines on a specific genre has been evolving into an innovative value network system, which is combined with the magazine firm, community users and magazine platform. Second, the rapid introduction of smart device environment changes the way of the collaborating system, in which an action and interaction came out within the community, creative users and magazine firms. Third, the production agency shows strong action and interaction, which fits the magazine platform within the ecosystem of a magazine on a specific genre well. This model has a similar fractal structure to the game, publishing, drama, movie, comic, and animation contents industry, converging to an innovative technology-based-creative-industry.