• Title/Summary/Keyword: audience development

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A Case Study on Big Data Analysis of Performing Arts Consumer for Audience Development (관객개발을 위한 공연예술 소비자 빅데이터 분석 사례 고찰)

  • Kim, Sun-Young;Yi, Eui-Shin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.12
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    • pp.286-299
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    • 2017
  • The Korean performing arts has been facing stagnation due to oversupply, lack of effective distribution system, and insufficient business models. In order to overcome these difficulties, it is necessary to improve the efficiency and accuracy of marketing by using more objective market data, and to secure audience development and loyalty. This study considers the viewpoint that 'Big Data' could provide more general and accurate statistics and could ultimately promote tailoring services for performances. We examine the first case of Big Data analysis conducted by a credit card company as well as Big Data's characteristics, analytical techniques, and the theoretical background of performing arts consumer analysis. The purpose of this study is to identify the meaning and limitations of the analysis case on performing arts by Big Data and to overcome these limitations. As a result of the case study, incompleteness of credit card data for performance buyers, limits of verification of existing theory, low utilization, consumer propensity and limit of analysis of purchase driver were derived. In addition, as a solution to overcome these problems, it is possible to identify genre and performances, and to collect qualitative information, such as prospectors information, that can identify trends and purchase factors.combination with surveys, and purchase motives through mashups with social data. This research is ultimately the starting point of how the study of performing arts consumers should be done in the Big Data era and what changes should be sought. Based on our research results, we expect more concrete qualitative analysis cases for the development of audiences, and continue developing solutions for Big Data analysis and processing that accurately represent the performing arts market.

Development of Prototype Target Advertisement System Using a Viewer's Profile Reasoning with Multistage Classifier (다단계 분류기의 사용자 프로파일 추론을 통한 프로토타입 표적 광고 시스템 개발)

  • Kim, Mun-Jo;Lee, Bum-Shik;Lim, Jeong-Yeon;Kim, Mun-Churl;Lee, Hee-Kyung;Lee, Han-Kyu
    • Proceedings of the IEEK Conference
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    • 2005.11a
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    • pp.991-994
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    • 2005
  • In the uni-directional broadcasting environments, almost TV programs are scheduled depending on the viewers' popular watching time, and the advertisement contents in these TV programs are mainly arranged by the popularity and the ages of the audience. However, the advertisement programs which support the TV programs the audiences want are not served to the appropriate audiences efficiently. In this paper, we propose the prototype of target advertisement system for the appropriate distribution of the advertisement contents. The proposed target advertisement system estimates the audience's profile without private information and provides the target advertisement contents by using his/her inferred profile. And we show the accuracy of the proposed algorithm, Multistage Classifier, for the target advertisement system and the implementation of our target advertisement system.

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A study on the Development of Ubiquitous Performance (유비쿼터스 퍼포먼스의 발전과정에 대한 고찰)

  • Cho, Hyun-Il
    • Journal of Digital Contents Society
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    • v.11 no.2
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    • pp.123-127
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    • 2010
  • Innovation in technology has changed the form and meaning of performance work and its appreciation in its long history. Applied to performance art, the concept of digital media and ubiquitous also created new implications in aesthetics and technology. As a matter of fact, new elements of ubiquitous performance- new relationship between creators and the audience and the extension of the notion of 'audience'- are not newly introduced. These elements have been tried throughout hundreds years of performance history and is far more developed thanks to digital communication. In this study, we will discuss how these elements have been developed from the earlier text-based ubiquitous performance to 3D virtual world and contributed to the construction of the virtual culture.

Specialized Job Drama's Traits and Aspects of Development in 2000's (2000년대 전문직 드라마의 특징과 발전 양상)

  • Lee, Won
    • The Journal of the Korea Contents Association
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    • v.12 no.11
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    • pp.68-75
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    • 2012
  • The terrestrial television broadcasting has increased the number of the specialized job drama in the programming in 2000's, for overcoming the limit of the materials and reflecting the new sociocultural phenomenon valuing the specialized job. This drama benefits from good audience and huge fans, while the low average rate of audience shows the limit of competitiveness of this new genre. The text analysis clarifies three traits of the specialized job drama. At first, this genre is characterized by the variety of materials and the attempt of realistic description. Then, its narrative structure is organized so as to develop a story based rather on the success of career than on the relation of love. Finally, its last trait lives in the character of the heroes which is a creation based on the narrative structure.

A Study on the Impact of Live Commerce Interaction on Consumer Emotional Responses and Behavioral Intentions (라이브 커머스의 상호작용이 소비자의 감정반응 및 행동의도에 미치는 영향에 관한 연구)

  • YuRong Sun;Byoung-Jai Kim
    • Journal of Information Technology Applications and Management
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    • v.31 no.2
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    • pp.35-49
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    • 2024
  • With the development of e-commerce, live streaming e-commerce, as an emerging marketing method, is on the rise. It integrates various ways of information delivery, providing consumers with unprecedented shopping experiences, particularly through its interactive nature, which can increase audience engagement and immersion. This study delves into how interactive elements in live streaming e-commerce influence consumer emotions and purchase intentions. By employing literature review and empirical analysis methods, we analyzed various interactive factors in the live streaming e-commerce environment and revealed the process through which these factors stimulate audience emotions and lead to specific purchasing behaviors. The results confirm that the interactive appeal of live streaming e-commerce significantly influences consumers' positive emotional responses, consequently enhancing purchase intentions. This study aims to explore the relationship between the interactive features of live streaming e-commerce and consumer emotional responses and purchase intentions, thereby filling theoretical gaps in the field of live streaming e-commerce and proposing new marketing theories. Additionally, by analyzing how interactive features stimulate consumers, optimal live content strategies can be proposed for live streaming e-commerce platforms and hosts, thus aiding in the improvement of marketing strategies and sales effectiveness.

A Study on the Development Direction of New Media Art Using Virtual Reality (가상현실을 활용한 뉴미디어아트의 발전 방향에 관한 연구)

  • Park, Chan-Ik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.1
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    • pp.97-102
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    • 2020
  • With the advancement of technology, there are almost no constraints on expression in virtual reality (VR) art; however, it still has some limitations. VR artists can be largely classified into two groups in terms of style. The first group is artists who create their works as a live performance. In this case, a major limitation is that the artist cannot see how the audience reacts to the work because he/she wears a VR device while performing, and the audience cannot fully experience the work, since they view it only on-screen without any VR devices. This problem can be solved if all members of the audience wear VR devices; however, that requires astronomical costs and brings about another problem related to device management. If the price of VR devices decreases as technology develops, it may help solve this problem. The second group is exhibition artists who regularly display their works online. In this case, the limitation is that their work using VR remains only in the virtual digital space. In this case, a solution may be creating space in exhibition halls, and providing VR devices to audience members in existing art exhibitions.

Current Use of e-Books and their Development Perspective (e-Book 이용실태와 발전 전망)

  • Jeong, Jong-Won
    • Korean journal of communication and information
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    • v.31
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    • pp.327-354
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    • 2005
  • This study deals with current use of e-books through a survey of e-book audiences and a diagnosis of the development perspective of e-book audiences. In addition, we present some effective methods to promote e-books in the future. The study shows that e-book users have increased. However, e-books are not well-known to the audience. Mainly, audiences use free web sites; consequently, the use of e-books is not well-promoted. Whether people have used e-books is statistically significant in the pattern of their use and e-book audiences prospect that the future of e-books is brighter than paper books. However, people who have used e-books prospect the brighter future for e-books than people who have never used them. Therefore, we should reconsider the accessibility to e-books, promote publicity, research the reliability of the contents, reduce the price, develop various contents, change layout for better readability, and develop the screen for the less eye fatigue to promote e-books.

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Analysis of the Audience's Subjectivity about Preference of Documentaries on TV (TV방송 다큐멘터리 선호도에 대한 수용자의 주관성 연구)

  • Hyun, Seung-Hoon
    • The Journal of the Korea Contents Association
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    • v.11 no.10
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    • pp.128-136
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    • 2011
  • This is a study on the subjectivity of audiences about preference of documentaries on TV. Accordingly, Q-methodology was used for this study. As a result, audiences' various characteristics by preference types were able to be found. The individual characteristics were classified into three styles: an entertainment-oriented style pursuing enjoyment, public and society interest-oriented style pursuing public purpose, and culture-oriented style pursuing artistic value of documentaries in order. It could be inferred from the classification of preference styles that unlike the past, the choice of TV broadcasting of audiences was shifting from the passive and media-dependent form to positive form. Therefore, the research and development of content delivery and production in the multi-media and multi-channel digital broadcasting era should be focused on not only the content itself but also an audience-centered service development model reflecting audiences' desire and hope.

Audience Development for the Gimcheon International Family Theatre Festival (김천국제가족연극제의 관객개발 연구)

  • Pyo, Won-Soub;Nam, Bo-La
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.8
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    • pp.4844-4852
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    • 2014
  • Many festivals are based on overseas municipalities 'city image marketing' planning. This trend is gradually reflected in this country as with the Kimcheon International Family Theatre Festival in the Republic of Korea. Gimcheon promotes itself as the central city of happiness 'city image marketing'. Most of these dimensions are in the middle of planning a festival when the Manjiman Kimcheon International Family Theatre Festival Theatre Festival, and the differentiation of the other audiences that drive successful practices in terms of box office need to be determined. This paper presents the history and status of the Kimcheon International Family Theatre Festival Theatre Festival and others based on the reports point out the distinction of a 100% share of the audience for the fifth consecutive year to analyze the cause. In particular, with local art and local performing arts festivals, audiences through a combination of 'show' Theatre Festival are also indirectly involved in the 'touch and feel' willingness to participate. In the Kimcheon International Family Theatre Festival there are significant challenges for improvements in significance.

A Case Study on the 「Influencer」 Art Exhibition (「Influencer」 예술 전시회 사례 연구)

  • SHI, YU;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.18 no.9
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    • pp.373-378
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    • 2020
  • With the continuous development of economic activities of influencer(people with social influence). Because of 'Influencers' bring huge economic benefits, all walks of life are creating their own 'influencers'. In the art exhibition industry, the 'influencer' art exhibition pays more attention to experiencing the audience. Although it reduces the professionalism of art exhibitions, it also lets more non-professional visitors to see and experience art exhibitions. In this paper, the write takes the 'influencer' art exhibition as the research object and divides into 'emotional immersion' and 'technological immersion', and analyzes the development status of 'influencer' art exhibition. It is a commercial marketing method to call art exhibition 'influencer'. But with the increasing demand of the public for art and culture consumption. the 'influencer' art exhibition, which can bring immersive cultural experience to the audience. It just meets the cultural consumption demand of the public. So that it has become one of the main forms of art exhibition. In the future, immersive 'influencer' art exhibition will become the main form of art exhibition. With continuous innovation and creativity, art professionalism and commercial marketing, the 'influencer' art exhibition will continue to develop.