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A Content Analysis of B-Class Emotional Advertising Trend: Focused on TV commercials from 2015 to 2020 (B급 감성 광고 경향에 관한 내용분석: 2015년부터 2020년까지 공중파 TV광고를 중심으로)

  • Baik, Juyoun;Youm, Dongsup
    • Journal of the Korea Convergence Society
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    • v.13 no.1
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    • pp.179-188
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    • 2022
  • This study discovers the general characteristics of B-class Emotional Advertisements and analyses their trend. A content analysis was conducted on 498 advertisements on-aired between 2015 and 2020, which were sampled from the advertisements registered in the TVCF(www.tvcf.co.kr), the largest advertisement web portal in the Republic of Korea. The analysis concludes that the B-class Emotional Advertisements, employed in a wide range of genre, is most incorporated in comedy/exaggeration genres and is on a rising trend due to 2020 COVID-19 Pandemic. Furthermore, it is confirmed that the utilization of B-class emotional advertisement has also increased in domain of non-commercial advertisements, such as Public Service Advertisements, Governmental/Organizational Advertisements, and Corporate Public Relations (PR) Advertisements. The study validates the transformation of the B-class emotional advertisements from a demonstration of an eccentric minority subculture to an epitome of a new and adventurous mainstream culture, successfully serving a central role in both the commercial and non-commercial sectors. Depicting the caricatures of the social, cultural and economic phenomenon and the recent surge of individual's depression, fatigue and pessimism, B-class emotional advertisements provide sympathetic and emotional alleviating ground for people that contributed to its rise.

Perceptional Change of a New Product, DMB Phone

  • Kim, Ju-Young;Ko, Deok-Im
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.3
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    • pp.59-88
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    • 2008
  • Digital Convergence means integration between industry, technology, and contents, and in marketing, it usually comes with creation of new types of product and service under the base of digital technology as digitalization progress in electro-communication industries including telecommunication, home appliance, and computer industries. One can see digital convergence not only in instruments such as PC, AV appliances, cellular phone, but also in contents, network, service that are required in production, modification, distribution, re-production of information. Convergence in contents started around 1990. Convergence in network and service begins as broadcasting and telecommunication integrates and DMB(digital multimedia broadcasting), born in May, 2005 is the symbolic icon in this trend. There are some positive and negative expectations about DMB. The reason why two opposite expectations exist is that DMB does not come out from customer's need but from technology development. Therefore, customers might have hard time to interpret the real meaning of DMB. Time is quite critical to a high tech product, like DMB because another product with same function from different technology can replace the existing product within short period of time. If DMB does not positioning well to customer's mind quickly, another products like Wibro, IPTV, or HSPDA could replace it before it even spreads out. Therefore, positioning strategy is critical for success of DMB product. To make correct positioning strategy, one needs to understand how consumer interprets DMB and how consumer's interpretation can be changed via communication strategy. In this study, we try to investigate how consumer perceives a new product, like DMB and how AD strategy change consumer's perception. More specifically, the paper segment consumers into sub-groups based on their DMB perceptions and compare their characteristics in order to understand how they perceive DMB. And, expose them different printed ADs that have messages guiding consumer think DMB in specific ways, either cellular phone or personal TV. Research Question 1: Segment consumers according to perceptions about DMB and compare characteristics of segmentations. Research Question 2: Compare perceptions about DMB after AD that induces categorization of DMB in direction for each segment. If one understand and predict a direction in which consumer perceive a new product, firm can select target customers easily. We segment consumers according to their perception and analyze characteristics in order to find some variables that can influence perceptions, like prior experience, usage, or habit. And then, marketing people can use this variables to identify target customers and predict their perceptions. If one knows how customer's perception is changed via AD message, communication strategy could be constructed properly. Specially, information from segmented customers helps to develop efficient AD strategy for segment who has prior perception. Research framework consists of two measurements and one treatment, O1 X O2. First observation is for collecting information about consumer's perception and their characteristics. Based on first observation, the paper segment consumers into two groups, one group perceives DMB similar to Cellular phone and the other group perceives DMB similar to TV. And compare characteristics of two segments in order to find reason why they perceive DMB differently. Next, we expose two kinds of AD to subjects. One AD describes DMB as Cellular phone and the other Ad describes DMB as personal TV. When two ADs are exposed to subjects, consumers don't know their prior perception of DMB, in other words, which subject belongs 'similar-to-Cellular phone' segment or 'similar-to-TV' segment? However, we analyze the AD's effect differently for each segment. In research design, final observation is for investigating AD effect. Perception before AD is compared with perception after AD. Comparisons are made for each segment and for each AD. For the segment who perceives DMB similar to TV, AD that describes DMB as cellular phone could change the prior perception. And AD that describes DMB as personal TV, could enforce the prior perception. For data collection, subjects are selected from undergraduate students because they have basic knowledge about most digital equipments and have open attitude about a new product and media. Total number of subjects is 240. In order to measure perception about DMB, we use indirect measurement, comparison with other similar digital products. To select similar digital products, we pre-survey students and then finally select PDA, Car-TV, Cellular Phone, MP3 player, TV, and PSP. Quasi experiment is done at several classes under instructor's allowance. After brief introduction, prior knowledge, awareness, and usage about DMB as well as other digital instruments is asked and their similarities and perceived characteristics are measured. And then, two kinds of manipulated color-printed AD are distributed and similarities and perceived characteristics for DMB are re-measured. Finally purchase intension, AD attitude, manipulation check, and demographic variables are asked. Subjects are given small gift for participation. Stimuli are color-printed advertising. Their actual size is A4 and made after several pre-test from AD professionals and students. As results, consumers are segmented into two subgroups based on their perceptions of DMB. Similarity measure between DMB and cellular phone and similarity measure between DMB and TV are used to classify consumers. If subject whose first measure is less than the second measure, she is classified into segment A and segment A is characterized as they perceive DMB like TV. Otherwise, they are classified as segment B, who perceives DMB like cellular phone. Discriminant analysis on these groups with their characteristics of usage and attitude shows that Segment A knows much about DMB and uses a lot of digital instrument. Segment B, who thinks DMB as cellular phone doesn't know well about DMB and not familiar with other digital instruments. So, consumers with higher knowledge perceive DMB similar to TV because launching DMB advertising lead consumer think DMB as TV. Consumers with less interest on digital products don't know well about DMB AD and then think DMB as cellular phone. In order to investigate perceptions of DMB as well as other digital instruments, we apply Proxscal analysis, Multidimensional Scaling technique at SPSS statistical package. At first step, subjects are presented 21 pairs of 7 digital instruments and evaluate similarity judgments on 7 point scale. And for each segment, their similarity judgments are averaged and similarity matrix is made. Secondly, Proxscal analysis of segment A and B are done. At third stage, get similarity judgment between DMB and other digital instruments after AD exposure. Lastly, similarity judgments of group A-1, A-2, B-1, and B-2 are named as 'after DMB' and put them into matrix made at the first stage. Then apply Proxscal analysis on these matrixes and check the positional difference of DMB and after DMB. The results show that map of segment A, who perceives DMB similar as TV, shows that DMB position closer to TV than to Cellular phone as expected. Map of segment B, who perceive DMB similar as cellular phone shows that DMB position closer to Cellular phone than to TV as expected. Stress value and R-square is acceptable. And, change results after stimuli, manipulated Advertising show that AD makes DMB perception bent toward Cellular phone when Cellular phone-like AD is exposed, and that DMB positioning move towards Car-TV which is more personalized one when TV-like AD is exposed. It is true for both segment, A and B, consistently. Furthermore, the paper apply correspondence analysis to the same data and find almost the same results. The paper answers two main research questions. The first one is that perception about a new product is made mainly from prior experience. And the second one is that AD is effective in changing and enforcing perception. In addition to above, we extend perception change to purchase intention. Purchase intention is high when AD enforces original perception. AD that shows DMB like TV makes worst intention. This paper has limitations and issues to be pursed in near future. Methodologically, current methodology can't provide statistical test on the perceptual change, since classical MDS models, like Proxscal and correspondence analysis are not probability models. So, a new probability MDS model for testing hypothesis about configuration needs to be developed. Next, advertising message needs to be developed more rigorously from theoretical and managerial perspective. Also experimental procedure could be improved for more realistic data collection. For example, web-based experiment and real product stimuli and multimedia presentation could be employed. Or, one can display products together in simulated shop. In addition, demand and social desirability threats of internal validity could influence on the results. In order to handle the threats, results of the model-intended advertising and other "pseudo" advertising could be compared. Furthermore, one can try various level of innovativeness in order to check whether it make any different results (cf. Moon 2006). In addition, if one can create hypothetical product that is really innovative and new for research, it helps to make a vacant impression status and then to study how to form impression in more rigorous way.

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Copy Style in Print Advertising : Focused on Humor Advertising (인쇄 광고의 카피 특성 분석 - 유머 광고를 중심으로)

  • Lee, Kwang-Sook;Koo, Ja-Hwi
    • Journal of the Korean Graphic Arts Communication Society
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    • v.27 no.1
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    • pp.73-87
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    • 2009
  • The purpose of this study is to provide a executive guideline of humor in Print advertising by analyzing the copy style. For this aim, in-depth analysis about the copy style of humor in Print advertising collected by the web-site of TV cf from 2005 to 2008 was performed. In conclusion, findings showed that the copy style in the pattern of expression was focused on the psychological arousal and incongruity and the pattern of damaging and attacking someone's prestige was considered to be significant in some degree. It was also found that the copy style of humor in Print advertising in the method of expression was focused on the factor of pun, jokes, double-meaning but the factor of satire, irony and turns of phrase was a minority.

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Media Convergence, IPTV Policy and Market (미디어 융합과 IPTV 정책 및 시장 동향)

  • Go, Sun-Ju;Park, Yeong-Jun
    • Electronics and Telecommunications Trends
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    • v.23 no.2 s.110
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    • pp.98-107
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    • 2008
  • 2007년 12월 28일 ‘인터넷멀티미디어방송사업법(안)’이 국회 본회의를 통과함으로써 2008년 4월 18일 동법이 효력을 발휘하게 되었다. IPTV 상용화를 위한 기본 틀이 정해짐에 따라 시행령과 허가지침 등의 제정을 통해 2008년 6월경에는 본격적인 IPTV 서비스가 제공될 것으로 보인다. 미디어 규제정책이나 IPTV의 성장에 비해 시장에서 뒤늦게 출발하기는 하였지만 IPTV를 시작으로 하는 우리나라 미디어 융합 시장은 크게 발전할 것으로 전망된다. 분석결과에 따르면, 낙관적인 관점에서 볼 때 2008년부터 2012년까지 IPTV 가입자는 496만 가구, 매출액은 1조 2,876억 원, 생산유발효과는 10조 1,750억 원, 고용효과는 5만 6천 여 명이 될 것으로 보인다. 지금까지는 IPTV가 미디어 융합을 주도하였지만, 향후에는 보다 새로운 서비스가 미디어 융합을 촉진.발전시킬 것이다. 4G와 NGN 기반의 신규서비스, Web 2.0 TV 기반의 창의적인 비즈니스 모델, 임베디드 미디어 서비스 등 향후 나타나게 될 새로운 미디어 서비스의 발전을 위해 미래지향적인 미디어 정책과 규제프레임을 갖추어 나가는 것이 무엇보다 중요한 시점이 되고 있다.

The Effects of Cancer-related Information Search From Media as Communication Cues on Health Behavior (행위단서인 매체에서 암관련 정보추구 유무가 건강행위에 미치는 영향)

  • Hong, Seokmin
    • Journal of Korean Academy of Nursing Administration
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    • v.19 no.1
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    • pp.76-86
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    • 2013
  • Purpose: This study was done to examine the effects of information searches from media as communication cues for health behavior, specifically smoking, drinking liquor, cancer examinations, and regular exercise. Methods: Data were collected through a web survey with a sample size of 600 and analyzed using SPSS 18.0. Results: The results show that the newspaper as a communication cue has an effect on health behavior such as regular exercise and smoking, whereas television only affects regular exercise. Conclusion: The results indicate that there are differences between media as communication cues to improve health behavior and that messages related to health information should be exposed with cautious consideration to media choice so as to increase the effects of message. Managerial implications of the study results are suggested.

User Event Analyzer for Bidirectional DMB Data Service (양방향 DMB 서비스를 위한 사용자 이벤트 분석 모듈)

  • Li, Song-Lu;Khin, Hlaing Su;Kim, Sang-Wook
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.624-629
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    • 2007
  • Digital Multimedia Broadcasting (DMB) is a digital radio transmission system for sending multimedia such as radio, TV, and data casting to mobile devices. Nowadays, DMB specifications are the major standard for digital broadcasting and have been establishing for bidirectional service using MPEG-4 system. But there has been only some simple demonstrated system for this bidirectional services. In this paper, we introduce bidirectional DMB data service system that provides the interaction between the user and DMB server without any additional equipment such as web server. The proposed bidirectional DMB system can capture and send user interaction information and response through the existing DMB transmission channel, finally update the original contents. The action event from the user is the most important thing in developing the bidirectional DMB system. Therefor, capturing the event data from the user is the first step we need to do for the bidirectional DMB service. In this paper, we propose an interaction manager module for the user events. This system will extract the user events and make a plan to update the original scene with the server's reaction information.

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Design of an Alpine Skiing Game Using ActionScript 3.0

  • Bai-Tiantain, Bai-Tiantain;Park, Jong-Hoon;Kim, Chul-Won
    • Journal of information and communication convergence engineering
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    • v.10 no.2
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    • pp.168-174
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    • 2012
  • Flash is the most popular 2D animation and game development software, supporting vector and media technology at the core, which enables the development of small and pithy games. It is widely used in Web animation, courseware, TV commercials, game development, and other works of design. In this paper, we propose a control movement function and auxiliary functions for an alpine skiing game based on ActionScript 3.0. The control movement function is designed with moving phases (i.e., free fall, sliding, projectile, and landing). The auxiliary functions include drawing path, start/restart movement, and saving the highest score. In addition, for the visual design of our game, we designed animations in connection with a character and background. In order to facilitate testing the friction, users can input a chosen friction value. Without user input, the friction default is set at 0.97.

A Study on the Development of Hard Disk Recoder and Remote Control Using Embedded Linux (임베디드 리눅스를 이용한 하드디스크 레코더 및 원격 제어 구현에 관한 연구)

  • Park, Seung-Ho;Lee, Jong-Su
    • Proceedings of the KIEE Conference
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    • 2004.07d
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    • pp.2429-2431
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    • 2004
  • In this paper, we have designed a remote controlable HDR System using all embedded linux board. The system is composed of three parts - a HDR System, a PC client program for remote control and a Nameserver for registering and aquisition of the IP address. The system is built in an embedded board using a linux kernel. With the Linux the system can support networking and file system for a hard disk management In addition, the system embeds a web-server and a ftp-server for remote manipulation and file transfer. And the hardwares of the system are controlled by the linux device driver mechanism. MPEG1/2 technique is used to compress TV tuner signal and external analog video/audio signal. And compressed data is stored in a hard disk. The data stored in the system is accesable through lan or internet. And RTP protocol is used to enable the system to service live stream of instant video/audio input.

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Comparison of Eating Habits and Living Habits in Fourth Grade Elementary School Children with or without Allergic Diseases (초등학교 4학년 아동의 알레르기 질환 유무에 따른 식습관 및 생활습관 비교)

  • Seo, Hui-Yeon;Han, Jae-Kyung;Kim, Yun-Hee
    • The Journal of Pediatrics of Korean Medicine
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    • v.23 no.3
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    • pp.37-53
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    • 2009
  • Objectives Because allergic disease is currently prevalent and has tendency to become chronic, the purpose of this study is to examine the effects of allergic diseases on eating and living habits of children when they grow. Methods Questionnaire performed by 203 fourth grade elementary school children in Cheonan was analyzed. Results Disease group had low frequency of eating ramen, watching TV or web-surfing than that of normal group, but had higher frequency of eating meat, eating breakfast. Conclusions The allergic disease group had more desirable habits. It was assumed that parent's greater interest and devotion toward their children to cure their allergic disease was the reason for the children's desire habits.

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The Mountain Climbing Information Public Service model based on broadcasting and telecommunication convergence service (방송통신 융합기반의 등산정보 공공서비스 모델)

  • Byeon, Sang-Woo;Hwang, Soon-Ki
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.01a
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    • pp.189-190
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    • 2011
  • Recently people have increased to climb mountain. Owing to developing IT technology, the number of people using smart phone have increased remarkably as well. In this context, the Korea Forest Service has implemented the project of Mountain Climbing Information Public Service(MCIPS). The purpose of the MCIPS is to support climbing safely based on a trail map of spatial data of GIS(geographic information system). The customer will be able to access the MCIPS through n-screen(IP-TV, Web Site, Smart phone, Galaxy tab) provided a broadcasting and telecommunication convergence service. In addition, the MCIPS would support two-way communication through connecting to Twitter and Youtube. The MCIPS will make the customer fun using Augmented Reality(AR) of Smart phone(Android) and contribute to protecting people from mountain accidents.

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