• Title/Summary/Keyword: Digital Strategy

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A Study on Activation of Movie Marketing Using Interactive Media (인터랙티브 미디어를 활용한 영화 마케팅 활성화 방안)

  • Song, Joon-hee;Lim, Chan
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.1
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    • pp.243-248
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    • 2019
  • As digital media technology continues to evolve, media arts are being created using new technologies. Among them, interactive media provides new experience and interest to the audience in that the audience is completed only by participating in the works. The use of these characteristics as a marketing strategy has led to an increase in sales and a positive image of the company. Through this study, we analyze the case of interactive media contents and infer the usage plan and elements. In addition, we propose a prototype of interactive media contents that can be used as a strategic marketing element by exploring ways to utilize interactive media as a marketing element of the film industry. This suggests the development direction of interactive media that provides a continuous and new sense of immersion to the audience, and suggests subsequent research on effective use of the industry as well as movie marketing.

Development strategy of acting skills based on the principle underlying physical behavior - Using Taekwondo technology - (신체행동에 내재된 원리를 바탕으로 한 연기술의 발전방안 - 태권도 기술을 활용하여 -)

  • Nam, Chan-Gyu
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.2
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    • pp.233-238
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    • 2019
  • The purpose of this study was to realize and apply Taekwondo's technology and the fact that actors on stage and screen have much in common. In the meantime, there have been many prior studies on the development of the theoretical field. However, there is a slight lack of practical development and development plans, and it is time to improve. This seems to be a lack of practical experience leading to the creation of physical images. In that sense, I think that it should be supported by the complement of concrete and detailed research that seeks to make changes in open technology significantly. Considering this situation, it is necessary to further develop the practical field in parallel with the theoretical field. Therefore, I suggested the principle of physical behavior through Taekwondo technology and the development of acting skill. The performance training using these taekwondo techniques is meaningful research.

Binary Power plant using unused thermal energy and Neural Network Controllers (미활용 열에너지를 이용한 바이너리 발전과 신경망 제어)

  • Han, Kun-Young;Park, Sung-Dae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.10
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    • pp.1302-1309
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    • 2021
  • Recently, the Korean Government announced the Korean New Deal as a national development strategy to overcome the economic recession from the pandemic crisis and lead the global action against structural changes. In the Korean New Deal, the Green New Deal related with the energy aims to achieve net-zero emissions and accelerates the transition towards a low-carbon and green economy. To this end, the government plans to promote an increased use of renewable energy in the society at large. This paper introduces a binary power generation using unused low-grade thermal energy to accelerate the transition towards a low-carbon and green economy and examines a control system based on Neural Network which is capable maintenance at low-cost by an unmanned automated operation in actual power generation environment. It is expected that the realization of binary power generation accelerates introduction of renewable energy along with solar and wind power.

Analysis on Continuous Usage Intention of Chinese Mobile Games from the Perspective of Experiential Marketing and Network Externality

  • Lei, Bo;Lee, Jungmann
    • Journal of Information Technology Applications and Management
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    • v.27 no.6
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    • pp.197-224
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    • 2020
  • Mobile games have become one of the most important driving forces of the game industry. We focus on the continuous intention to use Chinese mobile games from the perspective of experiential marketing and network externalities. We integrate user experience, network externalities and flow theory into expectation confirmation model and explore the influencing factors of continuous usage intention of Chinese mobile game and propose a research model. Game experience, service experience, perceived enjoyment, social interaction, challenge, perceived number of users and perceived number of peers were employed as independent variables, while flow, perceived value and satisfaction as mediating variables and continuous intention as the dependent variable. After surveying 426 samples, the model is tested with structural equation model. The results reveal that perceived enjoyment significantly positively influences perceived value, flow, satisfaction, and continuous intention. The greater the enjoyment of the game, the greater the satisfaction of the game and the greater the willingness to use it continuously. Game experience has a significant direct effect on continuous intention, which indicates that a better game experience can retain more users. Service experience and perceive number of peers positively influence satisfaction. Another finding is that social interaction and perceived number of users positively influence perceived value and flow, which indicate that social attributes are critical roles for retaining users. Game challenge also positively influences flow. The proper level of challenge is more likely to cause users to enter the state of flow. Flow indirectly influences continuous usage intention through the satisfaction of the game, which indicates that satisfaction is driven by flow experience and further retaining users. Empirical results implied that mobile game companies need to focus on improving user experience, expectation satisfaction and extending network externalities to improve the continuous intention of using mobile game.

A Study of Perception of Media Characteristics: Focused on Developing MAIX(Media Advertising Impact Index) model (매체 속성 평가에 따른 매체가치 비교 연구: 매체 광고 영향력 지수(MAIX: Media Advertising Impact Index) 개발을 중심으로)

  • Lee, Hui-Jun;Jo, Chang-Hwan
    • (The) Korean Journal of Advertising
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    • v.27 no.3
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    • pp.113-139
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    • 2016
  • The purpose of this study was to investigate perception of media characteristics inorder to provide a theoretical background for the media mix strategy. Considering the qualitative-vale of each medium, this study conducted a survey consisting of 60 academic and advertising industry experts to examine how they perceive and evaluate the characteristics of TV, radio, newspaper, OOH, Internet, mobile, and digital signage in terms of media effectiveness. The results, first, show that 'media engagement', 'effective reach', and 'behavioral targeting' are three most important indices to assess the media effectiveness. Second, the Internet was best evaluated in its various aspects according to the MAIX model, which gauges the effectiveness of each advertising medium. The study also proved that each advertising medium has unique advantages so that each medium should adopt a strategic positioning to differentiate it from other media. As such, this study provides meaningful evidences to understand the various characteristics and competitive value of advertising media and useful guidelines for media planning.

Understanding the semantic change of Hangeul using word embedding (단어 임베딩 기법을 이용한 한글의 의미 변화 파악)

  • Sun, Hyunseok;Lee, Yung-Seop;Lim, Changwon
    • The Korean Journal of Applied Statistics
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    • v.34 no.3
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    • pp.295-308
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    • 2021
  • In recent years, as many people post their interests on social media or store documents in digital form due to the development of the internet and computer technologies, the amount of text data generated has exploded. Accordingly, the demand for technology to create valuable information from numerous document data is also increasing. In this study, through statistical techniques, we investigate how the meanings of Korean words change over time by using the presidential speech records and newspaper articles public data. Using this, we present a strategy that can be utilized in the study of the synchronic change of Hangeul. The purpose of this study is to deviate from the study of the theoretical language phenomenon of Hangeul, which was studied by the intuition of existing linguists or native speakers, to derive numerical values through public documents that can be used by anyone, and to explain the phenomenon of changes in the meaning of words.

Model of Future Teacher's Professional Labor Training (Art & Craft Teacher)

  • Tytarenko, Valentyna;Tsyna, Andriy;Tytarenko, Valerii;Blyzniuk, Mykola;Kudria, Oksana
    • International Journal of Computer Science & Network Security
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    • v.21 no.3
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    • pp.21-30
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    • 2021
  • Economic transformations have led to an increase in the role of creative assets and their central role in public life. Changes in creative activity have led to a change in the organization of the work of institutes engaged in the training of specialists, in particular teachers of labor education. Methods and approaches to training determine the development of creative industries, being the basis for models of professional training of future teachers of labor training. The purpose of an article was to develop a modern model of professional training of future teachers of labor training based on the concept of creative economy. The methodology is based on the concepts of holistic craft and creative economy. Based on the integration of pedagogical learning models "Craft as design and problem-solving", "Craft as skill and knowledge building", "Craft as product-making" and "Craft as self-expression" developed and experimentally confirmed the conceptual model of professional training of future teachers of labor training. The proposed model forms a practitioner with professional, technical, digital and creative skills who is able to transfer the experience to students. The training course "Creativity and creative thinking" has been developed. The model provided for the development of a course based on the strategy of developing professional creativity, flexibility, improvisation, openness, student activity, joint practice, student-oriented approach. The practical value implies the adaptation of the developed model of professional training of future teachers of labor education during the training of teachers in higher education, which is confirmed in the experiment.

How Does the Media Deal with Artificial Intelligence?: Analyzing Articles in Korea and the US through Big Data Analysis (언론은 인공지능(AI)을 어떻게 다루는가?: 뉴스 빅데이터를 통한 한국과 미국의 보도 경향 분석)

  • Park, Jong Hwa;Kim, Min Sung;Kim, Jung Hwan
    • The Journal of Information Systems
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    • v.31 no.1
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    • pp.175-195
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    • 2022
  • Purpose The purpose of this study is to examine news articles and analyze trends and key agendas related to artificial intelligence(AI). In particular, this study tried to compare the reporting behaviors of Korea and the United States, which is considered to be a leader in the field of AI. Design/methodology/approach This study analyzed news articles using a big data method. Specifically, main agendas of the two countries were derived and compared through the keyword frequency analysis, topic modeling, and language network analysis. Findings As a result of the keyword analysis, the introduction of AI and related services were reported importantly in Korea. In the US, the war of hegemony led by giant IT companies were widely covered in the media. The main topics in Korean media were 'Strategy in the 4th Industrial Revolution Era', 'Building a Digital Platform', 'Cultivating Future human resources', 'Building AI applications', 'Introduction of Chatbot Services', 'Launching AI Speaker', and 'Alphago Match'. The main topics of US media coverage were 'The Bright and Dark Sides of Future Technology', 'The War of Technology Hegemony', 'The Future of Mobility', 'AI and Daily Life', 'Social Media and Fake News', and 'The Emergence of Robots and the Future of Jobs'. The keywords with high centrality in Korea were 'release', 'service', 'base', 'robot', 'era', and 'Baduk or Go'. In the US, they were 'Google', 'Amazon', 'Facebook', 'China', 'Car', and 'Robot'.

A Case Study on Freshcode for the Food Online Platform Business: A Focus on the Lean Start-Up (푸드 온라인 플랫폼 비즈니스 프레시코드 사례: 린 스타트업 방식을 중심으로)

  • Kim, Cha Young;Park, Cheol
    • Journal of Information Technology Services
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    • v.20 no.5
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    • pp.89-104
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    • 2021
  • Food delivery service combined with IT technology and HMR (Home Meal Replacement) are rapidly growing due to the COVID-19. Recently, the demand for salads along with HMR has increased among office workers in their 20s and 30s who are interested in health and beauty. Freshcode is a food startup with 6 years of experience that started selling salad products through O2O service. Freshcode applied for a patent for a service that collects orders from nearby areas and delivers them on the same day to a designated delivery address 'FCOSPOT' to save shipping costs. In March 2021, in recognition of the growth potential of the regular delivery service, Freshcode received an investment of 6 billion won in Series A. This study may have practical implications to early-stage startups and scale-up stage startups through a longitudinal case study on the growth of a single company. As for the research method, the lean startup methodology and lean canvas were used in the early stage of startup. In particular, the process of the build-measure and learn feedback-loop, which is the core of lean startup methodology, was applied to each major decision-making step. In the scale-up stage after 5 years, the business model canvas was used to schematize the growth as a food online O2O platform to verify continuous innovation. This case study has three main findings. First, the idea of 'FCOSPOT' was successfully implemented through the Lean Startup methodology. Second, Freshcode demonstrated the scalability of the differentiated business model of shared base delivery O2O. Third, a key factor of success was the digital integrated communication operation strategy that maximizes the experience for the created customers.

Analysis of differences in K-pop Content Update Preference Cycle and Price Elasticity

  • Kwak, Youngsik;Lee, Yunkyung;Na, Byeongmin;Hong, Jaewon
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.7
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    • pp.137-144
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    • 2022
  • This study is an empirical study on whether the interval of K-pop content updates and price changes consumer purchasing intentions for domestic fandom commerce platforms that turn their profit structure online and strengthen fandom-based marketing to cope with changes in the digital environment. FGI and a survey was conducted using a conjoint analysis designed to confirm the difference in price elasticity according to the content update interval. As a result, the price elasticity of K-pop content was found to be an inelastic characteristic, and the change in price elasticity according to the content update interval was not statistically significant. This study provides basic data to be used to establish a marketing strategy for the fandom commerce market that will grow in the future.