• Title/Summary/Keyword: advertising forms

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Storytelling and Digital Discourse in Advertising : focusing on Corporate Ads of Mobile Telecommunication Companies (광고 스토리텔링과 디지털 담론 : 이동통신 3사의 기업PR광고를 중심으로)

  • Chung, Sung Hye
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.149-167
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    • 2013
  • This study focuses how storytelling in advertising has introduced and determinated mobile telecommunication technology as a digital technology in the process of its rapid acceptance into our society. The objective of the study is to confirm the role of advertising in introducing technology into a society and the relation between advertising and technology by chasing the digital discourse produced by advertising while digital technology permeates through our society. This study uses content analysis for basic research and discourse analysis for exploring the change of digital discourse in the corporate ads of mobile telecommunication companies since 15 years. As a result, 1) 'digital' and 'analogue' discourses were found to be competing and contesting with each other across the years. Digital discourse mainly connected to a new mode of thinking and lifestyle appeared predominant in the early period, but eventually gave way to its alternative, analogue dialogue. The analogue discourse was brought with such values as humanity, slowness and happiness, which has been by and large undermined by the new, fancy digital technologies and their world, 2) whereas some mixed forms of these two discourses were also found. 3) In the meantime, digital-based mobile communication technologies were identified with people who think outside of box and have an innovative attitude toward their life in the ads. Through this signification process, the ads contribute to permeation of mobile communication technology into our daily life.

A Study on the Production Techniques of Indoor and Outdoor 3D Advertising Content

  • Byong-Kwon Lee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.9
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    • pp.137-144
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    • 2024
  • Digital advertising, both indoors and outdoors, is evolving from traditional 2D formats to more immersive 3D forms. 3D advertising involves creating 3D content and displaying it through large LED installations on two sides of a building's corner, or using 3D hologram projectors indoors. This study examines the production process of 3D hologram projectors used indoors and LED-based 3D content used outdoors, analyzing potential issues and considerations when creating 3D digital advertising content. The findings reveal that while indoor hologram projector content provides 3D effects, the low resolution of the devices makes it challenging to implement complex content. However, they are cost-effective and easy to operate. On the other hand, LED-based 3D advertising content, produced in high resolution, requires more time for content creation and incurs higher hardware installation costs. Despite this, it effectively represents complex content and maximizes visibility due to its enhanced 3D effects. In conclusion, it is crucial to create tailored content that matches the resolution of the display device to maximize 3D effects in advertising. Specifically, when producing 3D billboard-style outdoor advertising content, the structure of the building on which it will be installed must be carefully considered.

Forecasting Future Broadcasting Service Market based on the Consumer Preferences for the Attributes of New Convergence Broadcasting Services (신규 융합형 방송서비스 속성에 대한 소비자 선호 분석을 통한 미래 방송서비스 시장 예측)

  • Koh Dae-Young;Kim Tai-Yoo;Lee Jong-Su
    • Journal of Technology Innovation
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    • v.14 no.1
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    • pp.227-254
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    • 2006
  • Under the recent trend of telecommunications and broadcasting convergence, much more various forms of new convergence broadcasting services are being introduced than ever before. Owing to the unique advantages, new convergence broadcasting services are expected to bring drastic changes to the current broadcasting service market. In this research, we attempt to examine what kind of attributes critically affect the competition among new convergence broadcasting services, and how much competitive they will be, based on the quantitative information about consumer preferences for the important attributes of new convergence broadcasting services. Conjoint survey was used in order to obtain stated preference data of consumers. From the results, some implications are obtained as follows. First, even though new convergence broadcasting services have many unique advantages, still price is the most important for the consumers. Second, it is expected that considerable consumer valuation exists for the unique advantages of new convergence broadcasting services like mobility and dual-way interactivity, which will add the competitiveness of those services in the future. Third, since midterm advertising puts negative utility on consumers, broadcasting services with midterm advertising will not be preferred to those with neither advertising nor midterm advertising. Fourth, service coverage and the number of consumers using the same broadcasting service have a significant feedback effect on the competition between broadcasting services from the dynamic aspect. Lastly, the consumer preference can be affected by demographic variables like age and gender, and broadcasting service usage patterns such as channel switchover for escaping advertisement and frequency of using other recorded media. Main findings of our research might become useful information for both telecommunication and broadcasting companies, contents providers, advertisers, and policy and regulation makers to cope with the uncertain environment of telecommunication and broadcasting convergence.

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A Study on the Effect of Presence and Flow in VR Advertising: Focused Memory Information and Attitude toward Advertising (가상현실 광고에서 프레즌슨(Presence)과 플로우(Flow)에 대한 영향 연구 : 기억정보와 광고태도에 대한 효과를 중심으로)

  • Han, Kwang-Seok
    • Journal of Convergence for Information Technology
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    • v.12 no.4
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    • pp.278-285
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    • 2022
  • This study presence in VR advertising into three types presence. Further, through an experiment, the study empirically verifies the kind of recalled information depending on the flow which forms users' attitudes towards the content. The experiment was conducted with a factor design between 3X2 subjects. Hyundai Motor's Ioniq VR video was conducted, and a questionnaire of 143 subjects was used for the study. The results revealed that positive attitudes were formed towards the advertisement used in the experiment when the level of emotional presence was the highest. In addition, higher flow levels established positive attitudes towards the advertisement. and Cognitive presence's effects on memory, ARM such as product-attribute information was found to increase when the flow level is high; however, GRM such as overall product evaluation was found to increase when the flow level is low.

The Spatial Networks and Network Factors of the Internet Display Advertising Industry in Korea (한국 인터넷 디스플레이 광고산업의 공간 네트워크와 네트워크 형성요인)

  • Rhee, Ji-Won
    • Journal of the Economic Geographical Society of Korea
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    • v.15 no.2
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    • pp.274-291
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    • 2012
  • Since the advent of the internet as representative of the development of information communication technology (ICT), information transfer forms have changed rapidly these days. In the new techno-economic paradigms, I would ultimately consider how spatial structures of a knowledge-based service industry have been altered dynamically. To delve into this background, this study conducts an empirical case study of the internet advertising industry, particularly, among the whole advertising industry. Therefore, the primary objective of this study is to identify dynamic characteristics of spatial networks among actors for knowledge creation in Korea's internet advertising industry. In addition, it also is to analyze the formative elements of spatial networks which would have an influence on constructing the space of new economic activities. There are multilateral approaches. This research is classified into types of actors such as inter-firm, intra-firm, and firm-customer, and categorized according to spatial ranges such as local, regional, global levels. In the meanwhile, formative factors of the spatial networks could draw a conclusion from two aspects: inter-firm networks in the process of business in the internet advertising industry, and individual networks in the nonoccupational aspect. Accordingly, the results of this study suggest that actors' networks of two perspectives would make mutually complementary relationships and create new relational spaces in the digital economy.

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Confirmation Bias on Public Advertising & Public Relations Performance: Comparing simultaneous vs. sequential information (공공 광고/PR 성과에 대한 확증편향: 동시적 vs. 순차적 정보 제공 비교를 통하여)

  • Woo, Chong-Moo;Choi, June-Hyock;Choi, Hong-Lim
    • Journal of the Korea Convergence Society
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    • v.11 no.7
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    • pp.89-95
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    • 2020
  • In the digital media environment, the communication of government agencies has changed in various forms and the expertise has been strengthened. However, there are still negative views on the performance of public communication by government agencies. Criticism by prejudice, rather than rational evaluation, can hinder the development of public communication. Therefore, this study intends to identify whether there is a confirmatory bias in evaluating the performance of public communication by government and to suggest alternatives. To this end, this study confirmed that there is a possibility of confirmatory bias in evaluating the performance of public advertising/PR by comparing the simultaneous and sequential environments. The results of this study are expected to contribute to sharing and expanding public values by presenting rational criticism and evaluation methods for public communication.

Classification and Developmental Direction of Domestic Internet Advertising (국내 인터넷 광고의 유형과 발전방향에 대한 고찰)

  • 안성혜
    • Archives of design research
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    • v.16 no.3
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    • pp.241-252
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    • 2003
  • Currently while a phase of the Internet as an advertising media is firm, and Internet advertisement utilization of a company rises, and the consumers contact with various Internet advertisements. A lot of Internet advertisements of various forms made with new technology to develop rapidly are executed and will disappear again. Now, It is necessary to classify various types of the Internal advertisement which was made by a sharp environment change, and was tested of the last ten years and to classify expression techniques systematically. At the same time, we have to check a development direction of domestic Internet advertisement and trend. It is a point of time that Internet advertisement must be designed in a macroscopic dimension like the four medium advertisement by an advertisement strategy and an expression strategy. In this paper, first I classified a type of domestic Internet advertising into marketing, an advertisement purpose, an expression form, manufacture technology, and an express on method systematically in five sides so far And I tried to consider the form and characteristics. By next time, while examine change of internet marketing paradigm, I checked trend of recently domestic Internet advertising in accord to a change of consumer's use tendency and a change of Internet advertisement manufacture technology, and tried to consider the development course in the marketing side, the manufacture technical side, and the creative side. Finally, I wish to propose necessity of expression strategy establishment to promote development of the interactive advertisement technique that considered the creative side in order to raise an effect of Internet advertisement.

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A Study on Advertising Effects of Commercial Films According to the Characteristics of internet users (인터넷사이트 이용자 특성에 따른 광고영상 비교를 통한 광고효과 연구)

  • Pyun Seog-Hoan
    • The Journal of the Korea Contents Association
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    • v.5 no.2
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    • pp.69-77
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    • 2005
  • This study made a comparison of two different websites in characteristics of their users and advertising effects. Both websites have the same contents but in different forms. Especially this study examined the technographic, demographic and psychographic characteristics of users of an website which offers services only online and another website which offers services both online and offline. Also the advertising effects of both websites were studied. The analysis of the data was done by SPSSWIN, mainly $x^2$ and t-test. In addition, the data was collected online. The website, feelpost.com collected total 432 copies, and cardkorea.com collected 210 copies. Also among those collected copies, the ones from people in the 20's were selected again in order to rule out the special characters that both websites have in their users age group. Finally 308 copies were selected for the analysis. In result, it was proved that the users of both websites have a very similar lifestyle. Also there was only a little difference in the users' values and social consciousness. Regarding the advertising effect, Feelpost got the highest score in usefulness while Cardkorea got the highest score in positive acceptance of new products. Regarding the attitude toward advertisements and products, the advertising preference and brand preference was higher in Feelpost than in Cardkorea.

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A Study on the Business Model of a Fan Community Platform 'Weverse'

  • Song, Minzheong
    • International journal of advanced smart convergence
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    • v.10 no.4
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    • pp.172-182
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    • 2021
  • We look at the business model development of a fan community platform 'Weverse' from two-sided platform (TSP) to multi-sided platform (MSP) and investigate its platform business model. From the Rocket Model's theoretical perspective, the results reveal that Weverse firstly focuses on inviting artists as many as possible starting from BTS, then attracts new artists' fans naturally. For success of this TSP, it forms MSP, 'Weverse Shop' to meet two sides' relevant needs timely and filtered. In third stage of connection, various partnerships are attempted in terms of open platform strategies. For instance, by combining 'VLive' and Weverse, Naver's fan platform business is transferred to Weverse. For core transaction through direct and indirect monetization, several cobranding activities are tried. Lastly, regarding optimization, newly born Weverse being launched in the first half of 2022 is supposed to create further synergies with Naver's R&D capabilities in data, AI, and other technologies like metaverse platform 'ZEPETO' which already sells clothing items of Weverse artists.

Ramayana Retellings in Southeast Asia: Ravana and Hanuman in Popular Culture, Case study in Thailand and Vietnam

  • Nguyen, Thi Tam Anh;Nguyen, Duy Doai
    • SUVANNABHUMI
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    • v.13 no.1
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    • pp.89-110
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    • 2021
  • The Ramayana is a very popular epic in Southeast Asia. It is the story of King Rama who must save his kidnapped wife, Sita. After Sita was abducted by the Demon King Ravana (Tosakanth) and taken to Lanka, Rama and his brother rescued her with the help of the monkey warriors, especially with the help of the Monkey King Hanuman. Along the way, the epic teaches Hindu life lessons. Today The Ramayana is told and retold through literature, theatre, orally, in movies, and is referenced in many other forms of popular culture. Nowadays, in Thailand, Ravana and Hanuman deconstruct the role of divine and become folk deities that also find their places in calendar art, advertising and stamps, etc. And in Vietnam, Ravana and Hanuman have become the two figures that can't be absent from Southern Vietnam Khmer ceremonies. In this article, our aim is to show how Ravana and Hanuman became symbols of popular culture (case studies in Thailand and Vietnam). The data provided in this article is drawn from field surveys with reliable reference resources.