• 제목/요약/키워드: Internet media industry

검색결과 247건 처리시간 0.027초

유통시장의 플래그십 스토어 트렌드: 현황을 통한 고찰 (Flagship Store Trends in the Retail Market: Exploring the Characteristics)

  • 박경애
    • 한국의류산업학회지
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    • 제13권6호
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    • pp.917-925
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    • 2011
  • Flagship store opening is one of the most frequently reported retail news in which it is widely used to promote a new store opening. The purpose of this study was to explore the flagship stores on media reports. Flagship store cases were collected from the news article database of the largest internet portal in Korea. A total of 210 cases were collected and content-analyzed. Though various business types of flagship stores were observed, most were in fashion. The most common characteristic of the flagship cases was the location of the prime sites in a metropolitan city. Global luxury and designer fashion brands met most characteristics, but many flagship stores were not more than a brand-owned store. The flagship store term is emphasized with dramatic expressions and various promotional events for media interests and in turn for marketing communication effect.

초·중등학교 교육용 멀티미디어 컨텐츠의 활용과 표준 개발 환경 (Development of Standard Multimedia Studio for Primary and Secondary Educational Contents)

  • 안미리;황대준
    • 교육녹색환경연구
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    • 제2권1호
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    • pp.1-15
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    • 2002
  • New media is an emerging industry sector. It sits at the nexus of what has become a main vehicle of the Knowledge Based Economy. the crossroads where the use of interactive multimedia technology meets the traditional uses of media. The current Education information Act provided school with PC, multimedia labs and connection to internet. Having such a facility in schools encourage teachers and students to use computers more often. Teachers demand for more educational multimedia contents than they can find in the market. Although there are many good contents, teachers find them unfit or inflexible for their curriculum. The purpose of this study is to identify the elements of standard multimedia studio facilities to develop multimedia contents in primary and secondary schools. The result of this study will provide guidelines for schools to facilitate their multimedia studio for teaching and learning activities, and developing contents for effective use of their facilities.

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A Study on Predicting Changes of Future Advertising Characteristics and Types after the Corona 19 Pandemic

  • Ahn, Jong Bae
    • International Journal of Internet, Broadcasting and Communication
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    • 제12권4호
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    • pp.137-147
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    • 2020
  • The Corona 19 pandemic is bringing a big change in the fields of politics, economy, society, culture, environment, ecosystem, science and technology, and business management activities and advertising. Therefore, in this study, after the Corona 19 pandemic, we predicted how the characteristics of future advertising and the types of future advertising will change, and we studied countermeasures. We used, a method of analyzing related literature and the Delphi Survey method predicting the future, as a research method. As expert Panel, the subject of the Delphi technique survey, we recruited 30 experts in the field of advertising and future fields with professional insight. We study to predict how the characteristics of future advertising and the types of future advertising will change according to changes in the advertising environment such as social changes, business changes, and consumer changes after the Corona 19 pandemic. In order to cope with these changes in future advertising, it is necessary to actively prepare the advertising industry and advertising experts. Therefore, we suggested countermeasures so that the advertising industry and advertising experts can understand and respond for future advertising changes.

스마트모바일 LBS 기술을 활용한 서비스와 광고마케팅 방안 연구 - 델파이 조사 기법을 활용 - (A Study on Service & Advertising Marketing Plan using LBS Smart Mobile Technology based on Delphi Research Method)

  • 안종배
    • 한국인터넷방송통신학회논문지
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    • 제13권6호
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    • pp.281-288
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    • 2013
  • 본 연구는 국내 LBS 기술발전 현황을 기반으로 향후 어떤 LBS 서비스와 광고마케팅 활용이 필요하고 가능성이 높은지를 LBS 관련 전문가 대상 델파이 조사를 통해 파악하고자 하였다. 델파이 조사 대상으로 선정된 LBS 관련 전문가 50명을 대상으로 1차 개방형 설문지를 제시하여 LBS 서비스와 광고마케팅 활용 방안 중 필요하고 가능성이 있는 것을 자유롭게 서술하게 하였다. 1차 설문 응답을 분석한 결과 6가지 카테고리로 LBS 서비스가 분류될 수 있었고 각 카테고리별로 전문가 관점에서 향후 필요하고 활용 가능성이 있는 서비스 항목이 도출 되었다. 2차와 3차 델파이 조사를 통해 스마트모바일의 확산으로 점차 서비스 인프라가 확대되고 있는 상황에서 LBS산업의 활성화를 위해 어떤 LBS 서비스와 LBS 광고마케팅이 개발되고 제공되어야 하는지를 알게 되었다.

아메리칸 트렌디 캐주얼 스타일의 국내 확산과 모방현상 -미국 연예인들의 스타일을 중심으로- (Diffusion and Imitation of American Trendy Casual Style in Korea - Focusing on the Styles of American Celebrities-)

  • 김찬주;노미경
    • 복식
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    • 제59권2호
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    • pp.128-142
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    • 2009
  • American trendy casual style can be characterized as fitted to body and rendering sexy and fashionable images and now very popular in Korea. This paper aims to identify how American trendy casual styles have been introduced and diffused among Korean young people and also compare the similarities and differences between American and Korean styles. American trendy casual style was introduced and diffused through 4 channels: people who have living experiences in America, media exposure by American films, TV dramas and fashion magazines, on-line network using internet cafe, club and blog, use of on-line shopping mall speciallized for purchasing American apparel brands. Some of American celebrities became fashion ikons and played critical roles in diffusing American trendy styles. Photos of those American celebrities and street fashion of Korean young women were collected through internet search from Sep. 2006 to Aug. 2007. 6 styles including leggings, mini skirt, short dress, skim jeans, pants with long boots, big bag and long necklace were selected as representing American trendy casual styles. Silhouettes and overall styling were very similar in all 6 items. But Differences were found in terms of rotor, amount of details, item coordination, matching shoes and overall images.

A Study on the Analysis of Museum Gamification Keywords Using Social Media Big Data

  • Jeon, Se-won;Choi, YounHee;Moon, Seok-Jae;Yoo, Kyung-Mi;Ryu, Gi-Hwan
    • International Journal of Internet, Broadcasting and Communication
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    • 제13권4호
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    • pp.66-71
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    • 2021
  • The purpose of this paper is to identify keywords related to museums, gamification, and visitors, and provide basic data that the museum market can be expanded by using gamification. That used to collect data for blogs, news, cafes, intellectuals, academic information by Naver and Daum which is Web documents in Korea, and Google Web, news, Facebook, Baidu, YouTube, and Twitter for analysis. For the data analysis period, a total of one year of data was selected from April 16, 2020 to April 16, 2021, after Corona. For data collection and analysis, the frequency and matrix of keywords were extracted through Textom, a social matrix site, and the relationship and connection centrality between keywords were analysed and visualized using the Netdraw function in the UCINET6 program. In addition, We performed CONCOR analysis to derive clusters for similar keywords. As a result, a total of 25,761 cases that analysing the keywords of museum, gamification and visitors were derived. This shows that the museum, gamification, and spectators are related to each other. Furthermore, if a system using gamification is developed for museums, the museum market can be developed.

Study on 2D Sprite *3.Generation Using the Impersonator Network

  • Yongjun Choi;Beomjoo Seo;Shinjin Kang;Jongin Choi
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제17권7호
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    • pp.1794-1806
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    • 2023
  • This study presents a method for capturing photographs of users as input and converting them into 2D character animation sprites using a generative adversarial network-based artificial intelligence network. Traditionally, 2D character animations have been created by manually creating an entire sequence of sprite images, which incurs high development costs. To address this issue, this study proposes a technique that combines motion videos and sample 2D images. In the 2D sprite generation process that uses the proposed technique, a sequence of images is extracted from real-life images captured by the user, and these are combined with character images from within the game. Our research aims to leverage cutting-edge deep learning-based image manipulation techniques, such as the GAN-based motion transfer network (impersonator) and background noise removal (U2 -Net), to generate a sequence of animation sprites from a single image. The proposed technique enables the creation of diverse animations and motions just one image. By utilizing these advancements, we focus on enhancing productivity in the game and animation industry through improved efficiency and streamlined production processes. By employing state-of-the-art techniques, our research enables the generation of 2D sprite images with various motions, offering significant potential for boosting productivity and creativity in the industry.

웹 컨텐츠 선호도 측정을 위한 대용량 웹로그 분석기 구현 (Implementation of big web logs analyzer in estimating preferences for web contents)

  • 최은정;김명주
    • 디지털산업정보학회논문지
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    • 제8권4호
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    • pp.83-90
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    • 2012
  • With the rapid growth of internet infrastructure, World Wide Web is evolving recently into various services such as cloud computing, social network services. It simply go beyond the sharing of information. It started to provide new services such as E-business, remote control or management, providing virtual services, and recently it is evolving into new services such as cloud computing and social network services. These kinds of communications through World Wide Web have been interested in and have developed user-centric customized services rather than providing provider-centric informations. In these environments, it is very important to check and analyze the user requests to a website. Especially, estimating user preferences is most important. For these reasons, analyzing web logs is being done, however, it has limitations that the most of data to analyze are based on page unit statistics. Therefore, it is not enough to evaluate user preferences only by statistics of specific page. Because recent main contents of web page design are being made of media files such as image files, and of dynamic pages utilizing the techniques of CSS, Div, iFrame etc. In this paper, large log analyzer was designed and executed to analyze web server log to estimate web contents preferences of users. With mapreduce which is based on Hadoop, large logs were analyzed and web contents preferences of media files such as image files, sounds and videos were estimated.

관광업의 전자상거래 활용 방안 모색에 관한 연구 (A Study of Application of Electronic Commerce in Tourism Industry)

  • 홍충렬
    • 동굴
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    • 제61호
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    • pp.65-82
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    • 2000
  • The remarkable development of information technology today is significantly increasing the desire for related services as it allows one to process and transmit information fast and accurately as well as in an efficient way. Particularly, the spread of the Internet even changes our life pattern, not to mention allowing us to provide or share information. One of the most typical example is electronic commerce. The e-commerce industry, which is build upon informations super high way, is growing rapidly, backed on the development of communications technology and the combination of various media. Companies are active In embracing and utilizing the cutting-edge information technology, whereas the tourism industry in general is still at a rudimentary stage. Therefore, it is expected that the industry will harness e-commerce in many aspects. Tourism, in its characteristic, has a variety of sectors, and cross-sector cooperation is essential. Therefore, the industry can provide better services by connecting or integrating network systems and taking advantage of e-commerce, while it is of no less importance to have informal ion system for promoting products. This thesis will look into and the basic concept and role of e-commerce as well as the existing tourism information system. It will also study ways to make good use of e-commerce by adopting it into the tourism information system.

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미디어법 개정이 미디어/콘텐츠기업가치에 미치는 영향분석: 사건연구의 활용 (The Impact of the Media Law Reform on the Media/Contents Firms' Market Value: Event Study Analysis)

  • 박종서
    • 한국콘텐츠학회논문지
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    • 제16권9호
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    • pp.411-422
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    • 2016
  • 2009년 7월 신문법, 방송법, 인터넷멀티미디어 방송사업법(IPTV미디어법) 개정안이 국회 본회의를 통과했다. 법개정의 목적은 기존의 방송산업에서의 엄격한 교차소유 및 겸영규제로 인해 위축되었던 투자를 활성화시켜 글로벌 경쟁력을 갖춘 미디어 기업을 육성하고 유관산업의 인력수요를 늘려 고용확대에 기여한다는 것이었다. 본 논문은 2009년 미디어법 개정이 법개정 발의에서 개정안 통과 기간 동안 그것의 영향권에 놓여있는 미디어 및 콘텐츠 관련 기업들의 미래가치에 어떤 영향을 미쳤는지 분석한다. 미래가치의 변화를 측정하기 위해 사건연구 방법론을 채택하였다. 분석 결과 지분참여 등으로 사업영역의 확대가 기대되는 기업들의 경우 법개정기간 동안 발생한 주요 사건에 유의한 영향을 받은 것으로 나타났다. 한편, 법개정의 간접영향권에 놓여 있던 콘텐츠 관련 기업이나 통신기업들의 경우 통계적으로 유의한 영향을 받았다고 볼 수 없다는 결론에 도달했다. 또한 법개정 기간 동안의 전체 사건의 영향의 합에 대한 추정치도 유의하지 않은 것으로 나타났다. 본 연구는 법 개정기간동안 유관 사건이 발생할 때마다 법개정 수혜 예상기업 중심으로 단기적인 기업가치의 상승이 있었지만 그 영향의 범위와 정도가 매우 제한적이었음을 밝혀낸 것과 기대되지 않은 사건(unexpected event)의 영향력이 상대적으로 크게 나타났다는 것을 확인했다는 점에서 그 의의를 찾을 수 있다.