• Title/Summary/Keyword: 영상광고

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Study on the Use of K-Pop Social Media in Indonesia based on Expectation-Confirmation Model (기대확신모형(ECM)에 의한 인도네시아에서 K-Pop 소셜 미디어의 사용 연구)

  • Chong-Hoon Nam
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.3
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    • pp.175-184
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    • 2023
  • Korean Wave is now internationalized through the internet by social media, which have no space-time restrictions. This research examine the continuance use of K-Pop promotion using social media in Indonesia. In this study we apply the Expectation-Confirmation Model to analyze the effects of individual self-efficacy and perceived enjoyment on perceived usefulness, confirmation, and satisfaction of Social Media. As a research method for that purpose, the conformity of the model and the research hypothesis were verified using the structural equation model. As a result, it was found that the perceived enjoyment positively influences perceived usefulness, self-efficacy has a positive influence on perceived usefulness. We also found that confirmation positively affects both perceived usefulness and satisfaction, and that perceived usefulness positively affects satisfaction. Finally, satisfaction was found to always have a positive effect on intention to use.

A study on Classification of Book Trailers (북트레일러의 유형에 대한 연구)

  • Kim, Hyunhee
    • Design Convergence Study
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    • v.14 no.2
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    • pp.67-87
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    • 2015
  • With the development of cultural industries and technology, digital video marketing has grown immensely and 'Book Trailer' are now one of the main methods of promoting a title in publishing industry. The demands are growing, but the development lacks basic theoretical foundation and systematic structure. At this crucial moment, basic theoretical research on Book Trailer is necessary to establish a solid foundation for the medium to expand. In this study, I have focused on defining the basic concepts of Book Trailers and analyzing the classification of Book Trailers. In sorting the type of Book Trailers, content and formal appearance were used as standards. As a result, I was able to classify the content genre into message type, conflict type, character type using the elements of story. The formal appearance genre was classified into still photography type, motion typography type, interview type, story movie type and animation type.

A Study on the Narration Characteristics of <The Book of Fish> Using the Analysis Frame of Historical Drama (역사극의 분석틀을 활용한 영화 <자산어보>의 내레이션 특성에 관한 연구)

  • Hee Sang Chae
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.351-356
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    • 2023
  • The purpose of this study is to analyze how the movie <The Book of Fish> (2021) represents Joseon, which is slowly collapsing with the Neo-Confucian order of the 19th century shaking, and to discuss its meaning. Prior to the analysis, the analysis framework of the historical drama was presented considering the narration characteristics of the historical drama. Using the analysis framework of historical dramas, we confirmed that <The Book of Fish> is representing the image of Jeong Yak-jeon and Jang Chang-dae living their lives as independent individuals between the limitations and possibilities of the times based on the plot structure of the narrative of exile. Through the central memory and surplus memory created through plot and style elements such as contrast between black and white and color images, voice-over narration, chinese poetry subtitles and music, the film asks us universal questions about what it takes to live as an independent individual.

The Effects of 'Single Life' Media Contents Viewing on Singlehood Culture and Leisure Lifestyles ('싱글 라이프' 미디어 콘텐츠의 시청이 비혼 의지와 여가활동 라이프스타일에 미치는 영향)

  • Na, Eunkyung
    • The Journal of the Korea Contents Association
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    • v.22 no.8
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    • pp.235-246
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    • 2022
  • This study explored the effects of recent 'single life' media contents on the spread of singlehood culture for Korean youth. Extant research on the changing trends across present-centered vs. future-oriented lifestyles had focused mainly on demographic or sociological factors. "Lifestyle transforming (entertainment) reality contents" perspective suggests that reality contents revealing one's personal daily life provides not just entertaining enjoyment but also and more importantly meaningful life-changing experiences for viewers. Given the dependency of single household youth on media use, it is expected that 'singlehood life' media contents such as reality television and YouTube Vlog would have greater influence on viewers' own reality and lifestyles. Survey results indicate that viewership of 'singlehood life' contents showed significant impacts on youth viewers' identification and unmarriedness, as well as present-centered and future-oriented lifestyles. Theoretical and practical implications of these results were discussed.

Interaction Effects of Purchase Cycle and Bundle Type on Promotion Effectiveness (제품구매주기와 번들유형이 프로모션 효과에 미치는 영향)

  • Sungmi Lee
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.181-185
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    • 2024
  • The purpose of this research is to investigate how purchase cycle of a product and bundle frame influence consumers' responses to the bundle promotion. In order to test hypotheses of this study, we conducted an experimental study that was a 2(Purchase cyle: Long vs. Short) X 2(Bundle frame: 1+1 vs. Buy2 and 50% off) between-subjects design. The reseults of this study showed the interaction effects of purchase cycle of product and bundle frame on perceived level of discount and product attitude. Based on the results, we provide theoretical implcations to extent the existing research regarding bundling promotion. Moreover, the results of this study suggest some practical implications and a new aspect about bunle promotions.

An Analysis for Deriving New Convergent Service of Mobile Learning: The Case of Social Network Analysis and Association Rule (모바일 러닝에서의 신규 융합서비스 도출을 위한 분석: 사회연결망 분석과 연관성 분석 사례)

  • Baek, Heon;Kim, Jin Hwa;Kim, Yong Jin
    • Information Systems Review
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    • v.15 no.3
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    • pp.1-37
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    • 2013
  • This study is conducted to explore the possibility of service convergence to promote mobile learning. This study has attempted to identify how mobile learning service is provided, which services among them are considered most popular, and which services are highly demanded by users. This study has also investigated the potential opportunities for service convergence of mobile service and e-learning. This research is then extended to examine the possibility of active convergence of common services in mobile services and e-learning. Important variables have been identified from related web pages of portal sites using social network analysis (SNA) and association rules. Due to the differences in number and type of variables on different web pages, SNA was used to deal with the difficulties of identifying the degree of complex connection. Association analysis has been used to identify association rules among variables. The study has revealed that most frequent services among common services of mobile services and e-learning were Games and SNS followed by Payment, Advertising, Mail, Event, Animation, Cloud, e-Book, Augmented Reality and Jobs. This study has also found that Search, News, GPS in mobile services were turned out to be very highly demanded while Simulation, Culture, Public Education were highly demanded in e-learning. In addition, It has been found that variables involving with high service convergence based on common variables of mobile and e-learning services were Games and SNS, Games and Sports, SNS and Advertising, Games and Event, SNS and e-Book, Games and Community in mobile services while Games, Animation, Counseling, e-Book, being preceding services Simulation, Speaking, Public Education, Attendance Management were turned out be highly convergent in e-learning services. Finally, this study has attempted to predict possibility of active service convergence focusing on Games, SNS, e-Book which were highly demanded common services in mobile and e-learning services. It is expected that this study can be used to suggest a strategic direction to promote mobile learning by converging mobile services and e-learning.

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Sound Visualization based on Emotional Analysis of Musical Parameters (음악 구성요소의 감정 구조 분석에 기반 한 시각화 연구)

  • Kim, Hey-Ran;Song, Eun-Sung
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.104-112
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    • 2021
  • In this study, emotional analysis was conducted based on the basic attribute data of music and the emotional model in psychology, and the result was applied to the visualization rules in the formative arts. In the existing studies using musical parameter, there were many cases with more practical purposes to classify, search, and recommend music for people. In this study, the focus was on enabling sound data to be used as a material for creating artworks and used for aesthetic expression. In order to study the music visualization as an art form, a method that can include human emotions should be designed, which is the characteristics of the arts itself. Therefore, a well-structured basic classification of musical attributes and a classification system on emotions were provided. Also, through the shape, color, and animation of the visual elements, the visualization of the musical elements was performed by reflecting the subdivided input parameters based on emotions. This study can be used as basic data for artists who explore a field of music visualization, and the analysis method and work results for matching emotion-based music components and visualizations will be the basis for automated visualization by artificial intelligence in the future.

L'usage du clip publicitaire dans l'apprentissage de la langue française (광고 영상을 활용한 프랑스어 교육 방안)

  • KIM, Eunne Kyung
    • Cross-Cultural Studies
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    • v.37
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    • pp.211-231
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    • 2014
  • Comment faciliter l'apprentissage du français pour rendre notre enseignement plus efficace? Beaucoup de recherches ont ${\acute{e}}t{\acute{e}}$ $men{\acute{e}}es$ sur cette question; en $r{\grave{e}}gle$ $g{\acute{e}}n{\acute{e}}rale$ l'enseignement de la langue d'une part et l'expression ${\acute{e}}crite$ et la $r{\acute{e}}flexion$ d'autre part ${\acute{e}}taient$ $men{\acute{e}}es$ $ind{\acute{e}}pendamment$. Notre intention dans ce $pr{\acute{e}}sent$ travail a ${\acute{e}}t{\acute{e}}$ d'introduire et $d^{\prime}e xp{\acute{e}}rimenter$ pendant $l^{\prime}ann{\acute{e}}e$ scolaire des cours associant le $d{\acute{e}}bat$ $d^{\prime}id{\acute{e}}e$ et la $r{\acute{e}}flexion$ $th{\acute{e}}matique$ avec l'apprentissage linguistique(grammaire, vocabulaire${\dots}$), afin de susciter $l^{\prime}i nt{\acute{e}}r{\hat{e}}t$ des apprenants, leur $curiosit{\acute{e}}$ et leur $vivacit{\acute{e}}$, au $del{\grave{a}}$ des $d{\acute{e}}fis$ $pos{\acute{e}}s$ par la langue française. Nous avons en particulier $utilis{\acute{e}}$ une $publicit{\acute{e}}$ comme support d'apprentissage des bases linguistiques et comme moteur $d^{\prime}{\acute{e}}veil$ ${\grave{a}}$ la civilisation française pour mobiliser leur attention et stimuler leur $activit{\acute{e}}$ cognitive par $l^{\prime}interdisciplinarit{\acute{e}}$. Nous avons donc $expos{\acute{e}}$ ici les exemples d'argumentation autour les deux $s{\acute{e}}quences$ publicitaires conduites avec les ${\acute{e}}tudiants$ et les arborescences $d{\acute{e}}gag{\acute{e}}es$ de ces analyses. Presque concomittamment ${\grave{a}}$ "voir" et "${\acute{e}}couter$", l'information est $trait{\acute{e}}e$ par $l^{\prime}activit{\acute{e}}$ "$d{\acute{e}}coder$". Nous approfondissons ensemble cette $interpr{\acute{e}}tation$ $s{\acute{e}}miotique$, et l'analyse de la façon dont la $publicit{\acute{e}}$ capte l'attention du spectateur nous $am{\grave{e}}ne$ ${\grave{a}}$ $d{\acute{e}}gager$ des faits de $soci{\acute{e}}t{\acute{e}}$ et ${\grave{a}}$ y $r{\acute{e}}fl{\acute{e}}chir$; comment, avec l'exemple de la $publicit{\acute{e}}$ jouant la musique $d{\acute{e}}licieuse$ de la gourmandise, nous entrevoyons la $r{\acute{e}}alit{\acute{e}}$ obscure de $l^{\prime}ob{\acute{e}}sit{\acute{e}}$ infantile. Ces approches interdisciplinaires ${\grave{a}}$ partir du multi-$m{\acute{e}}dia$ $r{\acute{e}}pondent$ ${\grave{a}}$ la $n{\acute{e}}cessit{\acute{e}}$ de distance critique que requiert la $soci{\acute{e}}t{\acute{e}}$ contemporaine. $L^{\prime}{\acute{e}}tude$ d'une $s{\acute{e}}quence$ publicitaire ne permet certes pas $d^{\prime}appr{\acute{e}}hender$ la $soci{\acute{e}}t{\acute{e}}$ française dans sa $globalit{\acute{e}}$, mais en $consid{\acute{e}}rant$ que notre travail consiste tout autant ${\grave{a}}$ stimuler la $facult{\acute{e}}$ critique $qu^{\prime}{\grave{a}}$ favoriser l'apprentissage linguistitique, notre $strat{\acute{e}}gie$ nous permet de $r{\acute{e}}aliser$ plusieurs objectifs autour d'un $m{\hat{e}}me$ axe d'enseignement.

Embedded Multi-LED Display System based on Wireless Internet using Otsu Algorithm (오츠 알고리즘을 활용한 무선인터넷 기반 임베디드 다중 LED 전광판 시스템)

  • Jang, Ho-Min;Kim, Eui-Ryong;Oh, Se-Chun;Kim, Sin-Ryeong;Kim, Young-Gon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.6
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    • pp.329-336
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    • 2016
  • In the outdoor advertising and industrial sites, are trying to implement the LED electric bulletin board system that is based on image processing in order to express a variety of intention in real time. Recently, in various field, rather than simple text representation, the importance of intuitive communication using images is increasing. Thus, instead of outputting the simple input information for communication, a system that can output a real-time information being sought. Therefore, the system is directed to overcoming by converting the problem of mapping an image on a variety of conventional LED display that can not be output images, the possible image output formats. Using an LED of low power, it has developed to output the efficient messages and images within a limited resources. This paper provides a system capable of managing the LED display on the wireless network. Atmega2560, Wi-Fi module, using the server and Android applications client, rather than printing a text only, it is a system to reduce the load generated image output character output in to the conversion process as can be managed by the server.

A Real-time Hand Pose Recognition Method with Hidden Finger Prediction (은닉된 손가락 예측이 가능한 실시간 손 포즈 인식 방법)

  • Na, Min-Young;Choi, Jae-In;Kim, Tae-Young
    • Journal of Korea Game Society
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    • v.12 no.5
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    • pp.79-88
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    • 2012
  • In this paper, we present a real-time hand pose recognition method to provide an intuitive user interface through hand poses or movements without a keyboard and a mouse. For this, the areas of right and left hands are segmented from the depth camera image, and noise removal is performed. Then, the rotation angle and the centroid point of each hand area are calculated. Subsequently, a circle is expanded at regular intervals from a centroid point of the hand to detect joint points and end points of the finger by obtaining the midway points of the hand boundary crossing. Lastly, the matching between the hand information calculated previously and the hand model of previous frame is performed, and the hand model is recognized to update the hand model for the next frame. This method enables users to predict the hidden fingers through the hand model information of the previous frame using temporal coherence in consecutive frames. As a result of the experiment on various hand poses with the hidden fingers using both hands, the accuracy showed over 95% and the performance indicated over 32 fps. The proposed method can be used as a contactless input interface in presentation, advertisement, education, and game applications.