• Title/Summary/Keyword: Brand Space

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A study on the Policies for the Promotion of Korean Literature seen through Manhae Festival (만해축전을 통해서 본 한국문학진흥정책에 관한 연구)

  • Lee, Won-Oh;Rhyu, Ji-Sung;Kim, Ji-Won
    • The Journal of the Korea Contents Association
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    • v.15 no.12
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    • pp.234-246
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    • 2015
  • When the Information age led by media comes, The literature yielded its prominence to visual media, and the Korean literature also faced a crisis, prompted by decreased demand for it. In this reality, literature festivals which have increased rapidly since 1995 and currently number at least 110, when the local government system was launched, played an important role in promoting literature to the society. This thesis has selected Manhae Festival, one of the most vibrant and successful, as the case study to analyze its present status and accomplishments to derive ways for improvement which can be used to promote policies on literature. Manhae Festival which celebrates Manhae Han Yongun, a poet and an independence activist, also became one of the top literature festivals through Manhae Grand Awards and various cultural, art and academic events, despite being held in Inje County, Gangwon Province, a remote location. Based on this study, in the near future, Manhae Village, as a complex cultural venue, as a If we can make the place into complex cultural space and with additional policy support by gaining political supports like designation as Slowcity and special zone of culture and tourism, and pursuing glocalization by making Manhae into a star brand, Manhae Festival will cement its current position as a successful literary festival. It has very meaningful since most of literature festivals operate in small scale. Now, we need to develop literature festivals into local ones by attracting larger popularity. Meanwhile, a more comprehensive study, in the future, is needed with special emphasis on successful literary policies and their precedents in other countries.

A Study on the Application Flow of Virtual Reality in the Apartment Model House (아파트 모델하우스에서 시대별 가상현실 활용 흐름에 관한 연구)

  • Hwang, Byeong Yeon;Lee, Tae Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.5
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    • pp.585-590
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    • 2019
  • The purpose of this study is to summarize the changes in virtual reality utilization in model houses through the time-by-year example of model houses and to study the use and future development of virtual reality technologies in model houses. As a result of compiling and analyzing characteristics of virtual reality utilization flow in model houses of apartments, it is as follows. First, the market for apartment model houses using virtual reality was gradually expanded for the purpose of brand promotion by private construction companies. Second, technologies that utilize virtual reality in apartment sales are changing from virtual space construction to virtual content implementation. Third, it is changing from the existing method of face-to-face and method of accessing actual promotional media to the form of publicizing apartments using virtual reality. Through this research, it is estimated that it will be used as an information medium and a form of experience using physical environment and virtual reality in a physical model house for consumers looking for model houses. This study presents the future direction of the model house, and develops it as a post-sale maintenance / management system through ICT technology (3D scanning, 3D modeling, virtual content) Further research on the technology is expected to be needed.

A Study on the Establishment of Basic Policy for the Operation of Sejong City Library (세종시립도서관의 운영 기본 정책 수립에 관한 연구)

  • Kwak, Seung-Jin;Noh, Younghee;Oh, Sanghee;Kim, Jeong-Taek;Shin, Youngji
    • Journal of Korean Library and Information Science Society
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    • v.51 no.4
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    • pp.157-183
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    • 2020
  • This study was a basic study for the establishment of basic policies for the operation of Sejong City Library. It was intended to establish and operate the functions and roles of Sejong City Library by conducting a general survey on the current status, user demand, expert opinion, and librarian opinion survey. As a result, the Sejong City Library is the representative library of Sejong Special Self-Governing City, which oversees all public and small libraries in Sejong Special Self-Governing City and carries out support and cooperation projects, and should improve the development of the local community and the quality of life of local residents by providing more convenient and equal access to provide information services and cultural programs. Second, apart from providing library services to local residents in Sejong Special Self-Governing City, the functions of the Sejong Special Self-Governing City's representative library and hub library, knowledge and information center, lifelong education center, social and cultural center, leisure culture center, leisure and convenience center, and furthermore, it should function as a policy information support center. Finally, in order to enhance the brand value of Sejong City Library, the Sejong City Library as a landmark in Sejong area, the Sejong City Library as an art and cultural hub in Sejong area, the Sejong City Library as a complex cultural space in Sejong area, and the Sejong City Library as a center for Sejong Studies were proposed.

Successful Positioning Strategy of KIA K5 - by understanding market needs - (기아자동차 K5의 포지셔닝 성공사례 - 변화하는 시장을 이해하고 주도하다 -)

  • Seo, Jiyoung;Lee, Doo-Hee;Lee, Jong-Ho;Jeon, Ki Heung
    • Asia Marketing Journal
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    • v.13 no.3
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    • pp.265-274
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    • 2011
  • The objective of this case study is to analyze how effectively KIA K5, which is a leading mid-size car brand, has positioned itself into the mid-size car market. Before KIA launched the K5, Sonata and SM5 were the leading brands in the mid-size car market. They had loyal customers who like their similar images. As many competitors keep launching new brands or new designs into the car industry, Sonata and SM5 were pressured to introduce new versions. But, the YF Sonata and the New SM5 failed to catch up with the new trends in the market. Whilst YF Sonata was perceived as too innovative, the New SM5 was treated as an old car by the target customers of the mid-size car. While the two leading brands struggled to attract customers, KIA K5 found a new market space by identifying and focusing on the lucrative replace and up-grade demand segment and filling the gap between the current product category values and the emerging mid-size car category values. The K5 found the right values that customers need and successfully articulated the values to the customers. This case study illustrates that a successful positioning strategy can be effectively employed to attract customers in the saturated car manufacturing industry. This case can be summarized as the successful positioning strategy of KIA K5 is comprised of four primary pillars: design innovation, market analysis, STP (segmentation, targeting, and positioning), and launch strategy. The KIA K5 case study provides valuable insights and implications for many other companies that are planning to find a proper positioning strategy for their own business.

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Text Mining-Based Analysis of Hyundai Automobile Consumer Satisfaction and Dissatisfaction Factors in the Chinese Market: A Comparison with Other Brands (텍스트 마이닝을 이용한 현대 자동차 중국시장 소비자의 만족 및 불만족 요인 분석 연구: 다른 브랜드와의 비교)

  • Cui Ran;Inyong Nam
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.539-549
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    • 2024
  • This study employed text mining techniques like frequency analysis, word clouds, and LDA topic modeling to assess consumer satisfaction and dissatisfaction with Hyundai Motor Company in the Chinese market, compared to brands such as Toyota, Volkswagen, Buick, and Geely. Focusing on compact vehicles from these brands between 2021 and 2023, this study analyzed customer reviews. The results indicated Hyundai Avante's positive factors, including a long wheelbase. However, it also highlighted dissatisfaction aspects like Manipulate, engine performance, trunk space, chassis and suspension, safety features, quantity and brand of audio speakers, music membership service, separation band, screen reflection, CarLife, and map services. Addressing these issues could significantly enhance Hyundai's competitiveness in the Chinese market. Previous studies mainly focused on literature research and surveys, which only revealed consumer perceptions limited to the variables set by the researchers. This study, through text mining and comparing various car brands, aims to gain a deeper understanding of market trends and consumer preferences, providing useful information for marketing strategies of Hyundai and other brands in the Chinese market.

The Study on the Priority of First Person Shooter game Elements using Delphi Methodology (FPS게임 구성요소의 중요도 분석방법에 관한 연구 1 -델파이기법을 이용한 독립요소의 계층설계와 검증을 중심으로-)

  • Bae, Hye-Jin;Kim, Suk-Tae
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.61-72
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    • 2007
  • Having started with "Space War", the first game produced by MIT in the 1960's, the gaming industry expanded rapidly and grew to a large size over a short period of time: the brand new games being launched on the market are found to contain many different elements making up a single content in that it is often called the 'the most comprehensive ultimate fruits' of the design technologies. This also translates into a large increase in the number of things which need to be considered in developing games, complicating the plans on the financial budget, the work force, and the time to be committed. Therefore, an approach for analyzing the elements which make up a game, computing the importance of each of them, and assessing those games to be developed in the future, is the key to a successful development of games. Many decision-making activities are often required under such a planning process. The decision-making task involves many difficulties which are outlined as follows: the multi-factor problem; the uncertainty problem impeding the elements from being "quantified" the complex multi-purpose problem for which the outcome aims confusion among decision-makers and the problem with determining the priority order of multi-stages leading to the decision-making process. In this study we plan to suggest AHP (Analytic Hierarchy Process) so that these problems can be worked out comprehensively, and logical and rational alternative plan can be proposed through the quantification of the "uncertain" data. The analysis was conducted by taking FPS (First Person Shooting) which is currently dominating the gaming industry, as subjects for this study. The most important consideration in conducting AHP analysis is to accurately group the elements of the subjects to be analyzed objectively, and arrange them hierarchically, and to analyze the importance through pair-wise comparison between the elements. The study is composed of 2 parts of analyzing these elements and computing the importance between them, and choosing an alternative plan. Among these this paper is particularly focused on the Delphi technique-based objective element analyzing and hierarchy of the FPS games.

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A Study on 21st Century Fashion Market in Korea (21세기 한국패션시장에 대한 연구)

  • Kim, Hye-Young
    • The Journal of Natural Sciences
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    • v.10 no.1
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    • pp.209-216
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    • 1998
  • The results of the study of diving the 21st century's Korea fashion market into consumer market, fashion market, and a new marketing strategy are as follows. The 21st consumer market is First, a fashion democracy phenomenon. As many people try to leave unconditional fashion following, consumer show a phenomenon to choose and create their own fashion by subjective judgements. Second, a phenomenon of total fashion pursuit. Consumer in the future are likely to put their goals not in differentiating small item products, but considering various fashion elements based on their individuality and sense of value. Third, world quality-oriented. With the improvement of life level, it accomplishes to emphasize consumers' fashion mind on the world wide popular use of materials, quality, design and brand image. Fourth, with the entrance of neo-rationalism, consumers show increasing trends to emphasize wisdom, solidity in goods strategy pursuing high quality fashion and to demand resonable prices. Fifth, concept-oriented. Consumers are changing into pursuing concept appropriate to individual life scene. Prospecting the composition of the 21st century's fashion market, First, sportive casual zone will draw attention more than any other zone. This is because interest in sports will grow according to the increase of leisure time and the expasion of time and space in the 21st century, and also ecology will become the important issue of sports sense because of human beings's natural habit toward nature. Second, the down aging phenomenon will accelerate its speed as a big trend. Third, a retro phenomenon, a concept contrary to digital and high-tech, will become another big trend for its remake, antique, and classic concept in fashion market with ecology trend. New marketing strategy to cope with changing fashion market is as follows. First, with the trend of borderless concept, borders between apparels are becoming vague, for example, they offer custom-made products to consumers. Second, as more enterprises take the way of gorilla and guerrilla where guerrillas who aim at niche market show up will develop. Basically, they think highly of individual creative study, and pursue the scene adherence with high sensitiveness. However this polarization becomes mutually-supplementing relationship showing gorilla's guerilla movement, and guerilla's gorilla high-tech. Third with the development of value retailing, enterprises pursuing mass merchandising of groups called category killers are expanded and amplified to new product fields, and expand business' share. Fourth, using outsourcing, the trend to use exterior function leaving each enterprise's strength by inspecting its own work is gradually strong. Fifth, with the expansion of none store sale, the entrance of the internet and the CD-ROM sales added to communication sales such as catalogues are specified. An eminent American think tank expect that 5-5% of the total sale of clothes and home goods in 2010 will be done by none store sale. Accordingly, to overcome the problems, First international, global level marketing, Second, the improvement of technology, Third, knowledge-creating marketing are needed.

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The Direction of Development of Leisure and Tourism Contents in Connection with Osaek District (강원도 오색지구 레저·관광 콘텐츠 개발 방향)

  • Lee, Gye-Young;Kim, Tae-Dong
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.7
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    • pp.307-319
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    • 2019
  • This study aims to provide the basic materials for the development of leisure and tourism contents in connection with Osaek cableway for the revitalization of Osaek District. For such a purpose, the following policy directions were presented through the analysis of the present situation and conditions of Osaek District, the direction of development of leisure and tourism contents of Osaek District, etc. The first is increasing the participation of local residents and reinforcing their capabilities. The suggested promotion plans are ① establishing organizational system and strengthening support, ② reinforcing the capabilities of local residents and ③ constructing networks with external human resources. The second is setting the guidelines for contents development. It was proposed to prepare contents for leisure experience using the natural environment of Osaek District in response to the trend of increase of people who enjoy "contents using culture and arts" and leisure. The third is typological approach to contents. It was proposed to develop cultural contents with the theme of Osaek such as "Osaek Light Festival", "Osaek Concert", "Osaek Photo Exhibition" and "Osaek Good Men and Women Contest" for the promotion of the brand of the place name of Osaek and the creation of the "Picture Book Village" for the compilation of the history and culture of Osaek District with pictures. The fourth is securing marketing channels. For this, it was proposed to produce the website of Yangyang County or a website tentatively named as "Osaek-ri with Beautiful Osaek" and introduce an integrated travel product (transportation + lodging + foods + experience (hot spring, mineral water therapy, leisure experience, etc.) + purchasing local specialty products, etc.) composed of the leisure and tourism contents, transportation, lodging, foods, etc. of Osaek District through travel agencies. The final policy direction presented was phased implementation of the development and operation of the contents. Proposed policies include support of a consulting project to upgrade the organization of local residents; implementation of "Tourism Dure (Cooperative)" project for the solution of the problem of tourism in Osaek District by the residents themselves together using the space of culture and arts made by remodeling idle public and private facilities after benchmarking exemplary places; system improvement for the introduction of leisure and tourism contents appropriate for local conditions; and the establishment of a master plan for the introduction of various leisure and tourism contents in Osaek District.

System Development for Measuring Group Engagement in the Art Center (공연장에서 다중 몰입도 측정을 위한 시스템 개발)

  • Ryu, Joon Mo;Choi, Il Young;Choi, Lee Kwon;Kim, Jae Kyeong
    • Journal of Intelligence and Information Systems
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    • v.20 no.3
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    • pp.45-58
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    • 2014
  • The Korean Culture Contents spread out to Worldwide, because the Korean wave is sweeping in the world. The contents stand in the middle of the Korean wave that we are used it. Each country is ongoing to keep their Culture industry improve the national brand and High added value. Performing contents is important factor of arousal in the enterprise industry. To improve high arousal confidence of product and positive attitude by populace is one of important factor by advertiser. Culture contents is the same situation. If culture contents have trusted by everyone, they will give information their around to spread word-of-mouth. So, many researcher study to measure for person's arousal analysis by statistical survey, physiological response, body movement and facial expression. First, Statistical survey has a problem that it is not possible to measure each person's arousal real time and we cannot get good survey result after they watched contents. Second, physiological response should be checked with surround because experimenter sets sensors up their chair or space by each of them. Additionally it is difficult to handle provided amount of information with real time from their sensor. Third, body movement is easy to get their movement from camera but it difficult to set up experimental condition, to measure their body language and to get the meaning. Lastly, many researcher study facial expression. They measures facial expression, eye tracking and face posed. Most of previous studies about arousal and interest are mostly limited to reaction of just one person and they have problems with application multi audiences. They have a particular method, for example they need room light surround, but set limits only one person and special environment condition in the laboratory. Also, we need to measure arousal in the contents, but is difficult to define also it is not easy to collect reaction by audiences immediately. Many audience in the theater watch performance. We suggest the system to measure multi-audience's reaction with real-time during performance. We use difference image analysis method for multi-audience but it weaks a dark field. To overcome dark environment during recoding IR camera can get the photo from dark area. In addition we present Multi-Audience Engagement Index (MAEI) to calculate algorithm which sources from sound, audience' movement and eye tracking value. Algorithm calculates audience arousal from the mobile survey, sound value, audience' reaction and audience eye's tracking. It improves accuracy of Multi-Audience Engagement Index, we compare Multi-Audience Engagement Index with mobile survey. And then it send the result to reporting system and proposal an interested persons. Mobile surveys are easy, fast, and visitors' discomfort can be minimized. Also additional information can be provided mobile advantage. Mobile application to communicate with the database, real-time information on visitors' attitudes focused on the content stored. Database can provide different survey every time based on provided information. The example shown in the survey are as follows: Impressive scene, Satisfied, Touched, Interested, Didn't pay attention and so on. The suggested system is combine as 3 parts. The system consist of three parts, External Device, Server and Internal Device. External Device can record multi-Audience in the dark field with IR camera and sound signal. Also we use survey with mobile application and send the data to ERD Server DB. The Server part's contain contents' data, such as each scene's weights value, group audience weights index, camera control program, algorithm and calculate Multi-Audience Engagement Index. Internal Device presents Multi-Audience Engagement Index with Web UI, print and display field monitor. Our system is test-operated by the Mogencelab in the DMC display exhibition hall which is located in the Sangam Dong, Mapo Gu, Seoul. We have still gotten from visitor daily. If we find this system audience arousal factor with this will be very useful to create contents.