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      A Study on Marketing Revitalization Plan of Performing Arts Theatre Using Realistic Contents

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      https://www.riss.kr/link?id=A105153545

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      다국어 초록 (Multilingual Abstract)

      We proposed a marketing plan for the performing arts venue using realistic contents(VR, AR, and MR). The venue is a place where the audience can experience the performance directly. The marketing plan of the performance venue is as follows. Firstly, i...

      We proposed a marketing plan for the performing arts venue using realistic contents(VR, AR, and MR). The venue is a place where the audience can experience the performance directly. The marketing plan of the performance venue is as follows. Firstly, it is a marketing strategy that utilizes an arrangement of venue seats. It is possible to predict for watching a performance at angle and sight in performance venue seats that audience want through VR. This allows the theatre seats to be experienced in advance with the VR contents inducing the reservation of the seats with a high sense of immersion. Secondly, it is a marketing using PR and AD of performing arts through MR in the space with a large transient population. It is possible to promote dynamic promotion utilizing the sense of the presence of performing arts compared with existing static promotion means. Thirdly, it is a marketing strategy that utilizes actor characters in performance. The audience could be interested in the performing arts in advance via a preview of the AR contents of the pamphlet. Fourthly, it is a way to communicate with customers directly by establishing a VR social network to manage venue members. This will help attract an audience to revitalize the theatre venue.

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      참고문헌 (Reference)

      1 조승행, "증강현실기반 포켓몬 고 게임의 지각된 이용동기⋅만족⋅추천의도 영향 연구" 한국디자인문화학회 23 (23): 649-657, 2017

      2 최경원, "맞춤형 방문건강관리사업 상담매뉴얼 개발과 효과" 한국콘텐츠학회 12 (12): 226-233, 2012

      3 K. W. Hong, "Yonhap News"

      4 S. Y. Lee, "Theater Management and Performance Production" Youksanet 2001

      5 P. Kotler, "Standing Room Only" Harvard Business School Press 1997

      6 S. Y. Hong, "Space Marketing" 2007

      7 "Mixed_Reality"

      8 H. G. In, "Methodological study for the implementation of theater management system for customer relationship management(CRM) in theaters" Chung-Ang University 2008

      9 J. Scheff, "Marketing of Performing Arts" Communication Book 2016

      10 P. Kotler, "Marketing for Nonprofit Organizations" Business & Economics 1975

      1 조승행, "증강현실기반 포켓몬 고 게임의 지각된 이용동기⋅만족⋅추천의도 영향 연구" 한국디자인문화학회 23 (23): 649-657, 2017

      2 최경원, "맞춤형 방문건강관리사업 상담매뉴얼 개발과 효과" 한국콘텐츠학회 12 (12): 226-233, 2012

      3 K. W. Hong, "Yonhap News"

      4 S. Y. Lee, "Theater Management and Performance Production" Youksanet 2001

      5 P. Kotler, "Standing Room Only" Harvard Business School Press 1997

      6 S. Y. Hong, "Space Marketing" 2007

      7 "Mixed_Reality"

      8 H. G. In, "Methodological study for the implementation of theater management system for customer relationship management(CRM) in theaters" Chung-Ang University 2008

      9 J. Scheff, "Marketing of Performing Arts" Communication Book 2016

      10 P. Kotler, "Marketing for Nonprofit Organizations" Business & Economics 1975

      11 Edited, "Market Trends and Future Prospects Based on Virtual Reality (VR) and Augmented Reality (AR) Technology Leading the Next Generation IT Market" CHOAlliance 2015

      12 "Magic Leap"

      13 D.H. Lee, "Integrated Internet Marketing" Baek Young-sa 2008

      14 K. N. Park, "Importance of Brand Assets and Strategy, INCHAM Business News"

      15 B. H. Schmitt, "Experiential Marketing" 5 (5): 55-112, 2010

      16 J. H. Choi, "Dead CRM Live CRM" Hanan 2007

      17 Y. L. Kim, "An Effect of Brand Power of Arts Center on Ticket Purchase Behavior" 22 : 29-58, 2012

      18 N. R. Shin, "A Virtual Reality that Pervades into Everyday Life" 2016

      19 S. Y. Kim, "A Study on the Establishment of CRM Strategy in National Theater" National Theater 2013

      20 C. Y. Lee, "A Study on the CRM System Introduction Methodology" Sogang University 2006

      21 H. H. Hwang, "A Study on Space Marketing Methodology by Reflecting Spatial Configuration" 2010

      22 이영숙, "A Study on Anthropomorphic Animal Char acter s Sear ch System Visualization for UX Design" 한국멀티미디어학회 17 (17): 1521-1527, 2014

      23 임영준, "A Proposal of the Direction of Cultural Welfare Based on ICT: Focusing on Experience Center for Arts and Culture" 한국디지털콘텐츠학회 18 (18): 1567-1576, 2017

      24 이영숙, "360VR을 활용한 영화촬영 환경을 위한 제작 효율성 연구" 한국멀티미디어학회 19 (19): 2036-2043, 2016

      25 Ministry of Culture Sports and Tourism, "2016 Survey on the Performing Arts" 2016

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      학술지 이력

      학술지 이력
      연월일 이력구분 이력상세 등재구분
      2022 평가예정 재인증평가 신청대상 (재인증)
      2019-01-01 평가 등재학술지 유지 (계속평가) KCI등재
      2016-01-01 평가 등재학술지 선정 (계속평가) KCI등재
      2015-12-01 평가 등재후보로 하락 (기타) KCI등재후보
      2011-01-01 평가 등재학술지 선정 (등재후보2차) KCI등재
      2010-01-01 평가 등재후보 1차 PASS (등재후보1차) KCI등재후보
      2009-01-01 평가 등재후보 1차 FAIL (등재후보2차) KCI등재후보
      2008-01-01 평가 등재후보 1차 PASS (등재후보1차) KCI등재후보
      2006-02-17 학회명변경 한글명 : 한국디지털컨텐츠학회 -> 한국디지털콘텐츠학회 KCI등재후보
      2006-01-01 평가 등재후보학술지 선정 (신규평가) KCI등재후보
      2005-09-21 학술지명변경 한글명 : 디지털컨텐츠학회논문지 -> 디지털콘텐츠학회논문지
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      학술지 인용정보

      학술지 인용정보
      기준연도 WOS-KCI 통합IF(2년) KCIF(2년) KCIF(3년)
      2016 0.35 0.35 0.38
      KCIF(4년) KCIF(5년) 중심성지수(3년) 즉시성지수
      0.39 0.37 0.636 0.12
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