• Title/Summary/Keyword: Line Friends

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A Case Study of Line Friends Character TransMedia Branding ('라인 프렌즈' 캐릭터의 트랜스미디어 브랜딩 사례연구)

  • Chang, Hyo Jin;Kim, Young Jae
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.2
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    • pp.153-166
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    • 2015
  • This paper proposes a trans-media branding for the trans-media-based cultural content marketing strategy. Trans-media brand analytical framework is proposed with previous studies. And mobile messenger Character 'Line Friends' is analyzed for the text. Trans-media branding is accessible through a multi-platform in the technological environment. Consumer culture, as well as participate include business models to generate revenue also as brand equity. While the character elements that make up the story from the perspective of cultural content storytelling act as an independent cultural goods. Character is segmented elements. Therefore, trans- media branding of the characters are more meaningful. 'Line Friends' trans-media branding can be summarized as follows: First, it takes advantage of the characteristics of the existing Information-Technology-based mobile. Second, it puts consistently found the content of the attributes of Mobile Messenger 'communication' and 'friendship'. And third, while the content of each platform is constantly linked with other platforms, the brand is positioned inside the window effect.

Design Development for Toddler Apparel Line using Animation Characters - Focusing on ″Little Dinosaur Dooly″ - (애니메이션 캐릭터를 이용한 토들러복 디자인 연구 - 아기공룡 둘리를 중심으로 -)

  • 하승연;이연희
    • The Research Journal of the Costume Culture
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    • v.12 no.1
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    • pp.104-120
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    • 2004
  • Animation character market in Korea has been dominated by licensed characters (e.g., Walt Disney′s) of which market share is 80%. While market share for Korean characters such as "Mashimaro" and "Little Dinosaur Dooly" is increasing, the application of such characters to fashion products is still limited. For the development of the Korean character market, application of original animation characters should be applied to various fashion products. The main purpose of this study was to design toddler apparel line using "Little Dinosaur Dooly," one of the most popular domestic animation characters. The design focus is the green color of Dooly because the color is the distinctive concept of the brand. Results of the study indicated that developing toddler apparel line with a Korean animation character was a meaningful attempt, as imported licensed characters were dominant in domestic fashion market. The key differentiating factor was the use of green color. In addition, use of various supporting characters, namely Dooly′s friends, demonstrated potential line extension forming animation character groups similar to Warner Brothers′"Looney Tunes."

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Configurations of AC and DC-type Quality Control Center for a New Distribution System FRIENDS

  • Hayashi Yusuke;Saisyo Masaki;Ise Toshifumi;Tsuji Kiichiro
    • Proceedings of the KIPE Conference
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    • 2001.10a
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    • pp.497-501
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    • 2001
  • Unbundled power quality service is paid much attention under the circumstances of deregulation and diversification of needs of customers for quality and price of electric power. Moreover, distributed generators (DGs) such as photovoltaic generations and wind turbines will be introduced to distribution system more and more, and reverse flow of active power has possibility to cause new problems in the distribution system such as voltage rise of distribution line and protection problem. Flexible, Reliable and Intelligent Electrical eNergy Delivery System, which is called FRIENDS, has been proposed as one of promising distribution system for such requirements, and intensive studies are under way. One of features of the system is introducing Quality Control Center (QCC) into the system for unbundled power quality service and easy installation of DGs. Two types of QCCs for such purposes are proposed, and simulation results are shown in this paper.

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Motivation and Meaning of the Elderly Women's Line Dance Experience (여성 노인의 라인댄스 체험 동기와 의미 탐색)

  • Kim, Young-Mee;Oh, Jin-Sook
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.471-479
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    • 2021
  • The purpose of this study is to find out what meanings would be brought to the old females' lives, who took part in the line dance as programs for senior's health. 6 the old females were selected. Research materials were gathered from in-depth interviews and observations by researcher. As a result of content analysis, the following conclusions were drawn. First, elderly's motives for participation in line dance were found to be solicitation of the surroundings, recovery and maintenance of health, and participation in pursuit of happiness. Second, the elderly's line dance experience was changed the perception of dance. Third, line dance improved interest and confidence in the body and appearance. Fourth, the line dance experience provides a space for making new friends. Fifth, the line dance experience improved a sense of accomplishment and immersion through dance. Sixth, the support and praise of the family increased self-esteem and improved overall life satisfaction and happiness.

Actual Conditions of Cyberbullying and the Countermeasure (사이버 괴롭힘의 실태와 대응방안)

  • Lim, Woon-sik;Choi, Hyun-sick
    • Journal of the Society of Disaster Information
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    • v.6 no.1
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    • pp.122-137
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    • 2010
  • The purpose of this study is to find the exact state of cyberbullying and the countermeasure for it. cyberbullying is characterized by having the wideness, the anonymity and the intellectualization unlike the harassment of off-line. The result of this study, the cyberbullying is increased through the e-mail, cellular phone, and website around the teenagers. In particular, the cyberbullying has appeared mainly among the same age friends, it is proved that injurers inflict the harassment mainly at their own place and the ratio of the harassment by one self is higher than many. In addition, it is quite probable that the injurer-student who inflicts the harassment in off-line also can do it in on-line and to attack the cyberbullying is easy to find by the student who is indulged himself in internet use. Therefore, it is presented that the countermeasure in educational side and systematic side on this study. First on the educational side, there are presented the practice of the preventive education against the cyberbullying, expansion of the preventive schools for the cyber ethics and cyber crime and strengthening of the guideline for students in cyberspace. Second on the systematic side, there are presented the appointment of various committee, to strengthen the protection of damaged students, preparation of laws for cyberbullying, expansion of information office for internet addiction, improvement of the system for the school custodian and to extend the operating for cyber clearness school.

A study on the effects of the SNS use focused on the social relationships on the self-expression in SNS, off-line activity, and the life satisfaction (사회적 관계 중심의 SNS 이용에 따른 SNS에서 자기표현과 오프라인 모임 참여 및 삶의 만족도 분석)

  • Lee, Youngwon
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.1
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    • pp.301-312
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    • 2020
  • This study explores the patterns of the self-expression in terms of sharing the diverse pictures according to SNS use focused on the social relationships, and the effects of the diverse online activities on the off-line activity. The study results show that the more SNS use focused on the social relationships, the more sharing the diverse pictures in SNS as a tool of the self-expression. It also shows that the more SNS use focused on the social relationships and the more sharing the pictures with friends, the more active in off-line activity. Both of online and off-line network activities have the statistically significant positive effects on the life satisfaction, which implies that the more active in online and off-line network activities, the higher the life satisfaction.

Design and Implementation of Borderless Casual Game Server using Virtualization (가상화 기법을 사용한 경계 없는 캐쥬얼 게임 서버 설계 및 구현)

  • Kim, Sung-Baek;Lee, Jae-Dong
    • Journal of Korea Society of Industrial Information Systems
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    • v.17 no.4
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    • pp.25-40
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    • 2012
  • This paper suggests the way to build the integration of internal server by using link server with virtualization method. With the development of on-line games, game communities began to be formed by users, players get fun from playing games, sharing online space with friends, clans, and parties. However, the limit of physical server restrict the allows under average a hundred users to play at same time and place, and three thousand to ten thousand people to access to game community with chat, message, friends functions. By following the explanation of the method from this paper, this limit can be overcome. It will give the function to share information of all connected users in one displayed server. This paper demonstrates the key quality requirements of the server built by this way such as scalable architecture, consistency, and latency is fulfilled.

User Matching System for Activating Sports Tourism Based on Hybrid App

  • Kim, Se-won;Moon, Seok-Jae;Ryua, Gihwan
    • International Journal of Advanced Culture Technology
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    • v.8 no.3
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    • pp.241-246
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    • 2020
  • In this paper, we propose a user matching app based on hybrid app and a utilization plan to promote sports tourism in line with the growing trend of sports industry scale. The proposed app categorizes sports facilities across the country into regional, sports, private and public sports facilities to support reservations and matching. The proposed app applied a matching system in which matching scores were given according to the preference of events, places, and users by user net matching algorithm. Users can enjoy sports as a team or individual through the suggestion app even if they do not have any clubs or friends to which they belong. It can be used to improve tourism content services and establish tourism industry policies by analyzing data generated while using a user matching system.

Research on Influencing Factors of Purchasing Behavior of AI Speakers in China based on the UTAUT and TTF Model

  • Wenyan Chang;Jung Mann Lee
    • Journal of Information Technology Applications and Management
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    • v.29 no.5
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    • pp.13-25
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    • 2022
  • The purpose of this study is to explore the factors that influence the purchase of AI speakers in China. We integrate the Unified Theory of Acceptance and Use of Technology (UTAUT) and Task-technology fit (TTF) model into one model and put forward assumptions. According to the characteristics of AI speakers, we selected 6 independent variables, such as Performance Expectation, Effort Expectation, Social Influence, Facilitating Conditions, Task and Technology-characteristics. The final impact on purchase behavior is evaluated through Task-technology fit and purchase intention. After counting 478 samples, through SPSS22.0 and AMOS analysis, hypotheses have been proved by strong experimental data, except facilitating conditions. These results also imply that improving the technical level of AI speakers and enhancing consumers' purchasing intention are the central line of marketing. Based on this, we put forward several suggestions to marketers, including strengthening the research and development of AI speaker technology, and building a circle of friends of AI speakers.

The Evolution of Korean Social Network Service focusing on the Case of Kakao Talk (한국형 SNS의 진화 : 카카오톡 사례를 중심으로)

  • Jung, Hee-Seog
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.147-154
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    • 2012
  • I made an analysis on the case of Kakao Talk, which is Korean top mobile instant messaging service, to find the growth potential of Korean Social Network Service in the global market. First, I found that unlike the PC messenger services, Kakao Talk is not only unlimited in mobile IM service provider but also has evolving into a social network service firm. Second, attempts with a variety of social services such as photo-based Kakao Story and Marketing Platform for Mobile Game, Kakao Talk successfully landed as a SNS company. Third, with 'Plus Friends' Service, soon-to-be launched Avatar and App Market Service, Kakao Talk is evolving into social media and social platforms. The big success of Kakao Talk in Korean market is expanding and reproducing into Japanese and Southeast Asian markets through the 'Line' serviced by NHN. Line is applying the proven success stories of Kakao Talk to the Japanese and Southeast Asian markets. It means that Kakao and Line, both are mobile IM services, have raised the possibility of success in the global SNS market although online web-based SNS Cyworld has failed in the global market.