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A Special Study on the Web Navigation Design Effectiveness of E-commerce, Business Model
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이금렬 Keum Ryeol Lee , 이재익 Jae Ik Lee |
JEWNR 9(0) 353-371, 2004 |
ABSTRACT
The digital economy that is based on the 21st century knowledge brings out dramatic changes of business types, has changed by establishing universial business infrastructures. Also, a model for practical profitability elevation is studied by several angles. When most on-line shopping malls provide contents services, they have aimed unconditionally lots of content offers without suitable market surveys or target market surveys or business schedules by ambiguity of selection of target market. They lack general design identity of web site by using information system and navigation design of non-unification and inconsistency, and indiscernible colors, fail essential profits marking consumers confuse by web architecture but non- organizational web architecture or decrease trust about web sites. Also, They provide not right contents service but contents service of simple arrangement by offering a large number of information contents in marking web navigation. This study that is based on those problems proposes an effective model of web navigation design that is founded on architectures of the central consumers.
keyword : E-commerce, E-Business, Online Shopping Mall, Web Architecture, Web Navigation Design
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Studies of game character development and strategies of making brand name as a cultural item
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이승환 Seung Hwan Lee |
JEWNR 9(0) 375-386, 2004 |
ABSTRACT
The item that can best represent 21st century is cultural industry. In the current century of cyber world, cyber life in the cyberspace is fast becoming from virtuality to reality. Domestic game contents industry has grown so much in such a brief period of time that other game industries of the world are paying a close attention. Due to this current trend, cultural commercialization of the game characters is the best way to have the maximum effect with the smallest expenses. This thesis is focused on the unique Korean traditional game, `HWATOO`, and it provided its motive. Recreating its 14 characters to new generation`s likings, `HWATOO`s brand name was targeted! as both on and off?line market. Also for the development of better game cultural environment, I hope to change `HWATOO`s negative images to be looked at in better facades for the on?line community. Using `YOUNGJAENG HWATOO ` and its important value in the cultural item hopes to lead in developing the model in the future game industry and character industry.
keyword : Game, value Character, Brand
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A Study on Advertisement Product Placement(PPL) in Dramas and Movies
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임채형 Chae Hyong Lim |
JEWNR 9(0) 389-405, 2004 |
ABSTRACT
1. Research Object Product placement is one of alternative promotion means of the existing traditional advertising communication type, and its effectiveness is getting bigger day by day because of the increase of movies, video media, and TV networks. The product placement, usually called Brand placement, is a new type of advertising communica tion means that pays the price in the movies defini tely. inserts the special products intentionally, and uses the brand name. It starts to be in the spotlight in the utility and usefulness owing to the increase of movies, video media, and TV networks. It means that the existing traditional forms of advertising are recognized as `an advertisement with the purpose of selling the goods` in process of consumers` information processing. It is because that the increase of degree of congestion by the increase of advertising exposure and the zapping or zipping in the TV advertisement decreases the effect of advertising message. Accordingly, it needs new advertising type in order to overcome the weak point in the traditional advertising communication means. As for the product placement in the movies(her eafter referred to as PPL). the consumers do not recognize the intention of communicating the message with the purpose of` commerce, and come to accept it naturally. The characteristics the intention of message for this persuasion acts on important advantages as a mean of product sales promotion. Since PPL agencies. film makers, and ERMA(Entertainment Resources and Marketing Association) for the persons in charge of marketing were founded in 1991, they developed to such an extent that they had almost 100 members, and constituted the ethics code. EMA(Entertainment Marketing Association) with the similar characteristics was founded in England, and participated in PPL of the movies and TV. The reason that it needs the status investigation and research in the filed like PPL in the moves at this juncture now is as follows. First, the importance of PPL has been raised in the practical affairs gradually. In foreign counties, PPL is growing to one of large?scale business. It is because PPL is a mean of promotion as a pay type that pays the price, and it is used as a type of` contract with the mutual profitability for interested parties between the marketers and film makers. Second, the study on PPL is a research filed that is interested and challengeable. Balssubramanian (1991) called PPL hybrid massages, and it classified as a new genre in the marketing communication instrument. The hybrid massages is a type combined with the advertisement and publicity, accordingly, there is possibility that can be developed as an alternative mean that can overcome the critical point of the existing traditional advertising methods. Lastly, it needs to compare with the differences in the interested parties` attitudes as ethical issues about PPL. Also, the necessity of establishment of proper standard by the related enterprises becomes a prominent figure to protect the audiences as consumers. This study is to investigate the status of PPL in two sides by the academic and practical methods.
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A Study of Neo-Communication through Kitschy Graphic in Cyber Space (Centered on the trend shown in "Cyworld" Web Page)
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장호현 Ho Hyun Jang |
JEWNR 9(0) 409-423, 2004 |
ABSTRACT
In the present time having moved from analog age to digital age, communication means has changed by way of media modes. Internet, which is the representative media in digital age, has been changing even human life style patterns, and this kind of communication method on Internet has been appearing as various types. This study intends to look into the present address of neo?communication culture through ?Cyworld mini web page", which shows a blog type recently being spotlighted most by new generations, in which what types of kitschy graphic are appeared, through which how it makes communications and thus becomes a new cultural trend, and in what mode it forms homogeneous community.
keyword : kitsch, cyber, neo-communication
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A study on the visual approach of character identity in personal brand design
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최치권 Chi Kwon Choi |
JEWNR 9(0) 427-438, 2004 |
ABSTRACT
I have been making a brand `soobark.com` and it gave me a little of positive idea for `a personal brand-ing` in future. A purpose of `a personal brand-ing` is being a person`s the vest property by naming by self. an instance, Oprah Winfrey, Michal Jordan, Madonna, they already know that to be a man of success in life, it`s not enough with their ability. They know well the power of `personal brand-ing` so try to create their unique personality that they are confidenced of success by P.B. at last they success to join in Inner Circle. In this treatise, we will try to find out a useful method of `brand-ing`, through with expressing visual in brand design of nam-ing, personal brand design of expressing, emoticon of expressing in personal mascot, Avata, personal character design for simulation. The mean of character and using will be important during After the general IT` to `RT` and I wish that this treatise will be a useful model for study visual design.
keyword : Character, Brand Design, Identity
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