• Title/Summary/Keyword: Online contents

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A Study on Ring Marketing Strategy Digital Contents suitable for a class of Young Customer at Online Environment - focusing on marketing service strategies (온라인 환경에서 젊은 고객 수요층에 적합한 반지 마케팅 전략에 관한 연구 - 마케팅 서비스전략 중심으로)

  • Lee, Hyun-Chang;Shin, Seong-Yoon
    • Journal of Digital Convergence
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    • v.14 no.2
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    • pp.169-173
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    • 2016
  • With the rapid growth of IT technology and development of online shopping, e-commerce activity through online environment is going to grow in various forms. And then the intense competition also more deepen in the companies within the online market. The study on the various contents production and environment configuration for sale strategies has been made. Among online market products, it is needed to develop marketing strategies for online sales related to rings products. In this paper, through the analysis of online content and components of companies, it has obtained the appropriate components in the ring industry. In particular, aiming to young customers, we looked about components suitable for them and built site. As a result based on the above analysis, we anticipate that it will be able to see forward to a competitive ring marketing.

Core Competency of Content Intermediary and Improvement in Content Distribution Channel: Focused on Broadcasting Content Download Market (온라인 방송콘텐츠 유통 중개업자의 핵심 역량과 유통구조 개선효과에 관한 사례 (방송콘텐츠 다운로드 시장을 중심으로))

  • Kim, Yoo-Jung;Kim, Kwan-Hyun
    • The Journal of the Korea Contents Association
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    • v.11 no.9
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    • pp.254-266
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    • 2011
  • Wired and mobile Internet has led to increase in online broadcasting content market size. In particular, the fast-growing smart devices like smart phone and tablet PC in mobile Internet market has accelerated the growth of online broadcasting content service market. Meanwhile, the illegal distribution of online broadcasting content has been widespread in this market. There are also significant transaction costs, search costs, contracting and coordination costs in online broadcasting content market. MCP(Master content provider) which is a content distributor has been playing a critical role in preventing illegal content distribution, reducing costs and removing inefficiencies of online broadcasting content market. Thus, the purpose of this study is to investigate the competency of MCP to streamline the online broadcasting contents market from the resource- based view. And this study conducted a case study to explain the status of online broadcasting content market and define what kinds of problems and issues are there in the market in a systematic way. The case study also showed how MCP competency plays an important role in reducing administrative and transaction costs and in solving illegal content distribution and other inefficiencies of the online broadcasting contents market.

Application of Online Contents of Presidential Archives in Elementary Education (대통령기록물 온라인 콘텐츠의 초등교육 활용방안)

  • Kim, Sol
    • Journal of Korean Society of Archives and Records Management
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    • v.13 no.1
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    • pp.59-79
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    • 2013
  • The president of the country has a very significant political role, but the study of the history about the presidency has not really been emphasized. This study is to examine how to apply the online contents about presidential history to elementary education. The documentaries presented in elementary social studies have a great effect on elementary students because their cognitive development is accelerated by understanding modern Korean history along with the presidential history and political issues through historical records. Therefore, this study focuses on investigating the method of application of the presidential history by having the presidential historian build online contents and provide this information to teachers and students.

Classification and Characteristics of Augmented Reality Contents of Fashion Brands (패션 브랜드의 증강현실(AR) 콘텐츠 유형 및 특성)

  • Lee, Hyun-Jin;Ku, Yang-Suk
    • Fashion & Textile Research Journal
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    • v.22 no.3
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    • pp.310-322
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    • 2020
  • This study investigated the classification and characteristics of augmented reality (AR) content of fashion brands. The AR contents of fashion brands were classified according to user participation space and content delivery method. Based on these types, eight case studies were conducted, along with a discussion of AR characteristics in terms of presence, interactivity, and immersion. The results showed that AR content could be divided into four types: offline visit-external information type, offline visit-internal experience type, online utilization-external information type, and online utilization-internal experience type. It was also found that there were differences in characteristics for each type of AR content. First, the offline visit-external information type requires various new content that can provide entertainment immersion to users. Second, the offline visit-internal experience type requires a powerful inducement for users to visit a specific space providing AR content and to participate in augmented environments. Third, the online utilization-external information type needs a series of AR content that can consistently incite users' curiosity about brands and products. Fourth, the online utilization-internal experience type needs effective content to improve users' shopping experience with the virtual fitting of fashion accessories, such as eyewear, hats, jewelry, and watches. Accordingly, fashion companies should create contents that can provide appropriate presence, interactivity, and immersion by AR type.

The Influences of On Line WOM(word Of Mouth) Information and Receiver's Characteristic on WOM Received (온라인 구전정보와 수신자 특성이 구전수용에 미치는 영향)

  • Kim, Chang-Ho
    • The Journal of Information Technology
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    • v.8 no.3
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    • pp.73-82
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    • 2005
  • The present paper aims to examine the relationship between the online word of mouth(WOM) contents and the WOM effect and to see how receivers' features such as product knowledge and involvement level influence the WOM received. For that purpose, we categorize WOM contents into two subcategories; product news and personal experience. The WOM effect, in turn, is into the WOM received. Survey questionnaires were given to 268 collegians as to their online WOM activities to purchase MP3 players. SPSS 10.0 package was employed as the method of statistical analysis. We report the following results. First, product news is shown to exert a greater effect on the WOM received than personal experience. Second, their product knowledge plays a moderating role in the relationship between the WOM contents and the WOM received. Finally, it is shown that the factor of involvement level moderates the relationship between the WOM contents and the WOM received. The current paper attempts to develop a hypothetical relationship between WOM information and WOM received and to provide a theoretical foundation for the practical online marketing. We must admit the methodological limitations with respect to subjects and samples. It should be worthwhile, however, to compare online and off-line marketing and to expand the range of research in the current line of thought.

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Current Status Regarding Online Contents Service of Army Records and Development Plan: Based on the US Army's Archives Case (군 기록의 온라인 콘텐츠 서비스 현황과 발전방안 - 미 육군의 아카이브즈 사례를 중심으로 -)

  • Kim, Yong-Chan
    • Journal of Korean Society of Archives and Records Management
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    • v.18 no.3
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    • pp.1-24
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    • 2018
  • International conditions surrounding the Korean Peninsula have been recently undergoing a sudden change. The South-North relations have been defined by severe tensions for many years; however, since the PyeongChang Winter Olympics, relations between the two nations began to thaw, and expectations of unification have been rising. Nevertheless, some still warn that the Democratic People's Republic of Korea is utilizing a "carrot and stick" tactic. With this, recent research revealed that there is a low sense of national security among college students and teenagers in Korea, which magnified the importance of establishing a strong sense of national security and having a national viewpoint. A way to achieve this is for the army, a core institution of national security, to release army records as online contents. This paper takes an in-depth look into the US Army's online contents service, a leading national records management system, and seeks to provide development plans for the Republic of Korea Army's online contents service.

Research on Online Video Content Distributors in China (중국 온라인 동영상 플랫폼의 발전 현황과 사례 분석)

  • Park, Sung-Eun;Lee, Gun-Woong
    • The Journal of the Korea Contents Association
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    • v.16 no.5
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    • pp.137-147
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    • 2016
  • The Online video content service developed into one of the most popular network service of internet and mobile users. The number of online video content distributors are rapidly increasing in China. But, at present, Online video content distributors in china has the following problems: severe similar content, copyright infringement issue and profit model absence. The purpose of this study is to analyze the development of these distributors, especially YoukuTudou and iQiyiPPS. This study also reviews the stage of development and current situation of online video content market in china.

A study on the impact of online contents characteristics on customer loyalty - Mediated effect of flow perspective - (고객충성도에 영향을 미치는 온라인 콘텐츠 특성에 관한연구 -몰입(Flow)의 매개효과를 중심으로 -)

  • Shin, Young-Chul;Jeong, Seung-Ryul
    • Journal of Internet Computing and Services
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    • v.14 no.5
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    • pp.101-117
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    • 2013
  • As the number of online game user has been rapidly increased thanks to the recent vitalization of online contents market, not only new business opportunity but also the opportunity to create high profits have been provided as well. However, the increase of the number of online game user and the rapid expansion of the market evoke a cutthroat completion among online game service providers, and also high barriers to entry to online game market have been erected. Thus, what kinds of efforts need for the business success and sales increase in online game market? In lots of researches regarding online contents business, the deepening of loyalty was considered as a critical factor for the business success. According to the study on user's behavior in online environment, users would experience the Flow while using online service, and then, if they were in state of the Flow, they would use the service constantly. High customer loyalty to online game means high will to use the online game too. The purpose of this research was i) to examine what factors enable users to be naturally immersed in online game while playing it, ii) to examine what properties of online game can make game more interesting and exciting, iii) to verify that such factors are critical in deepening customer loyalty, and iv) to suggest some essential factors to be fun and exciting games, on where the focus should be put, and the directionality for the development for sales expansion of online game developer or online game service provider. The research results are as below: First, the involvement and the perceived quality which were characteristics of brand appeared to be factors most affecting Flow. This shows that once game user get interested in online game that user has played frequently, even though new games are released, user will continuously flow the game not moving to new games, and also shows that users not only get more interested but also put more trust in games in the site to where users are frequently going than games in other sites, and consequently user can increasingly flow the game. Second, the compensation and graphics which are the characteristics of contents appeared to be factors affecting Flow. Proper compensation which is given to game users triggers fun and interests in game and makes them flow more and more. And graphics make users to feel game space as if real space and let them flow in game with more reality. Third, challenges, support, and the stability which are technical characteristics appeared to be factors affecting Flow. Challenges enable users to not only experience new virtual world but also solve various difficulties and obstacles. Once users feel fun and interests through this challenge, they can naturally flow games. In addition, the stability of network provides reliability in security and hacking. By doing so, it can induce users to flow more and more. Lastly, when aforementioned characteristics including contents characteristics, technical characteristics, and brand characteristics are organically combined each other, game users feel fun and total minutes are naturally increased, so that game users experience Flow, and consequently the customer loyalty will be deepened as well.

Effect of Sex Education on Middle School Students' Access to the Obscene Online Computer and Video Film Contents (성교육이 중학생의 컴퓨터와 비디오 음란물 접촉에 미치는 효과)

  • Woo, Hae-Ja;Kim, Chung-Nam;Park, Kyung-Min
    • Research in Community and Public Health Nursing
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    • v.12 no.3
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    • pp.795-814
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    • 2001
  • To evaluate the effect of sex education on middle school students' access to the obscene online computer and video film contents. 154 students were selected as experimental group. and 154 students were selected as control group, sampled randomly from Andong. Kyungbook, Korea. An analysis was performed. A non-equivalent control group pre test-post test research design was used. The data were collected from April 2nd to April 19th. 2001. A pre-survey was done on general characteristics and the condition of accessing obscene online computer and video film contents on both experimental and control group. From the survey results information. sex education contents were put together. The researcher organized 3 ready-made sex education program and explained to the four school health nurses about the ready-made sex education program step by step and they educated their selected students with three classes of 45 minutes lecture. Two weeks after the last lecture, a post-test was conducted. Four weeks from the last lecture, another post-test was conducted. The existing studies by Choi Yongseon(1998) and Kim Hyeok(1998) were reviewed and two professors in the department of community health nursing advised on the study questionnaire writing. An SPSS Win 10.0 was used. The data of respondents' general characteristics were analyzed using frequency and percentage. $X^2$ test was used to verify the homogeneity of the experimental group and the control group. Repeated Measures ANOVA was used to find out whether sex education had an effect on the awareness of obscene online computer and video film contents and under-age prostitution through the online computer networks. and time and frequency of access to the obscene online computer and video film contents. The results of the study are as follow. 1. The results of the verification of homogeneity between the experimental group and the control group showed that there was no significant difference between the experimental group and the control group. 2. The first hypothesis, 'the experimental group which received sex education would have a higher level of awareness of accessing obscene contents than the control group which did not receive the education' was supported at p<0.0001. 3. The second hypothesis. 'the experimental group which received sex education would have a higher level of awareness of underage prostitution on computer networks than the control group which did not receive the education' was supported at p<0.05. 4. The third hypothesis, 'the experimental group which received sex education would spend time less accessing obscene video and computer contents than the control group which did not receive the education' was rejected at p>.05. 5. The 4-1 hypothesis. 'the experimental group which received sex education would access obscene computer contents less frequently than the control group which did not receive the education' was supported at p<0.0001. 6. The 4-2 hypothesis, 'the experimental group which received sex education would access obscene video contents less frequently than the control group which did not receive the education' was supported at p<0.0001. In conclusion, a systematic step-by-step sex education program should be developed to protect middle school students from the harmful online computer and video film access. An effective teaching material for sex education should be prepared to decrease middle school students' access to obscene online computer and video film contents.

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