14 resultados para Billboard
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A billboard featuring one of the headlines - "I want a Big Mac".
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"The international music-record-tape newsweekly."
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The paper describes how to integrate audience measurement and site visibility as the main research approaches in outdoor advertising research in a single concept. Details are portrayed on how GPS is used on a large scale in Switzerland for mobility analysis and audience measurement. Furthermore, the development of a software solution is introduced that allows the integration of all mobility data and poster location information. Finally a model and its results is presented for the calculation of coverage of individual poster campaigns and for the calculation of the number of contacts generated by each billboard.
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El título del siguiente trabajo está inspirado en la revista Billboard (U.S.A.), lista de éxitos musicales (U.S.A.,1936), y la Cartella Musicale de Adriano Banchieri (Venecia, 1601), queriendo hacer homenaje a las músicas o melodías más escuchadas. Este fenómeno que aparentemente involucra sólo la recepción, fue muy común durante el s. XVI (período en el cual nos centraremos), pero también mucho antes y hasta nuestros días. El término técnico utilizado para el estudio del mismo, será el de “préstamo”, en música, desarrollado por varios musicólogos pero principalmente por Peter Burkholder. Este proceso ha involucrado no sólo la recepción, sino también la composición, interpretación, intercambio, etc. Mi idea es argumentar y documentar en la medida de lo posible este fenómeno mediante algunos ejemplos concretos.
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Now, more than ever, sponsors of athletic events demand to see evidence of a commercial return, such as enhanced brand awareness, for their investment of cash or non-cash resources (Lough et aI., 2000). The most common way to measure the impact of perimeter signage (Le., any billboard or sign that displays a company's brand name and/or logo and which surrounds the playing area) on spectators' awareness of event sponsors has been through the use of brand name recall and recognition tests (Shilbury & Berriman, 1996). Recall testing requires spectators to list all of the sponsors they can remember seeing at, for example, an athletic event, strictly from memory and without any help (Cuneen & Hannan, 1993). With recognition testing, spectators are required to identify sponsors from a prepared list which include "dummy" brand names (i.e., sponsors that are present in the list but which do not actually sponsor the event). In order to determine whether sponsors' brand awareness objectives are being met, it is important for sport and recreation marketers to understand what influences a spectator's ability to remember (Le., recall and/or recognize) the brand names of companies who advertise on perimeter signage. The purpose this study was to examine the factors that influence spectators' recall and recognition of embedded sponsorship stimuli (i.e., company brand names on perimeter signage surrounding the play area) at a Canadian University's men's basketball game and football game. These factors included the number of games spectators attended over the course of the season (i.e., repeated exposure to sponsorship stimuli), spectators' level of involvement with the event, and spectators' level of involvement with the advertisements (i.e., perimeter signage). This study also examined the differences between recall and recognition as a means of measuring spectators' awareness of sponsors, and attempted to determine if there are sport differences in spectators' recall and recognition of perimeter signage. Upon leaving the football stadium or gymnasium, spectators were approached, at random, by trained research assistants located at each exit and asked to complete a brief survey questionnaire. Respondents completed the survey on-site. A total of 358 completed surveys were collected from spectators who attended the football (N = 277) and basketball (N = 81) games. The data suggest that football and basketball respondents recognized more sponsors' brand names than they recalled. In addition, football respondents who were highly involved with the event (i.e., those individuals who viewed attending the events as fun, interesting and exciting) attended more games over the course of the season and had significantly higher brand name recognition of sponsors who advertised on perimeter signage than those individuals with low involvement with the athletic event. Football respondents who were highly involved with the sponsors' advertisements (i.e., those individuals who viewed sponsors' perimeter signage as appealing, valuable and important) had significantly higher brand name recall of event sponsors than those individuals with low involvement with these sponsors' advertisements. Repeated exposure to perimeter signage did not have a significant influence on football or basketball respondents' recall or recognition of sponsors. Finally, the data revealed that football respondents had significantly higher recall of sponsors' brand names than basketball respondents. Conversely, basketball respondents had significantly higher recognition of sponsors' brand names than did football respondents.
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Cette thèse analyse l’articulation de l’expérience de la perte d’expérience à laquelle donnent lieu les dictatures et les post-dictatures au Chili et en Argentine dans Lumpérica (1983) de Diamela Eltit, Los planetas (1999) de Sergio Chejfec, et Los rubios (2003) d’Albertina Carri. Les dernières dictatures militaires dans le Cône sud latino-américain imposent ou préparent le terrain pour l’implantation d’un nouvel ordre néolibéral qui s’intensifie sous les régimes démocratiques postérieurs. Au cours de cette transition, le terrorisme d’État au moyen duquel les gouvernements militaires visent à éliminer toute forme de résistance à la reconfiguration de la société nécessaire à la mise en place de politiques néolibérales, donne lieu à une expérience inédite, difficile à communiquer. De plus, autant les dictatures que les démocraties post-dictatoriales mettent en oeuvre des mécanismes d’oubli du passé, soit par la répression, le consensus politique ou les moyens de communication de masse. C’est dans ce contexte que l’expérience disparaît. Le questionnement sur l’expérience de la perte d’expérience est basé principalement sur deux axes théoriques: le concept de transition de l’État au Marché dans le Cône sud latino-américain développé par des intellectuels tels que Willy Thayer, Idelber Avelar ou Brett Levinson, parmi d’autres, ainsi que sur les réflexions sur l’expérience dictatoriale de Sergio Rojas et sur la crise de l’expérience dans la modernité de Walter Benjamin. Le premier chapitre, dédié à Lumpérica, interprète le rituel nocturne où la protagoniste, une femme appelée L. Iluminada, séduit le protagoniste masculin du roman, un panneau électrique appelé “el luminoso” qui projette des messages publicitaires au milieu d’une place publique de Santiago, pour que celui-ci la blesse et marque sa peau, comme la mise en scène d’un “désir photographique” de garder une empreinte de la transition que d’autres moyens de communication tendent à effacer. Le deuxième chapitre traite de la figuration de l’excès dans Los planetas et analyse comment l’écriture, la photographie et l’espace urbain, en assumant une fonction de suppléments de la voix et de la présence de M, séquestré et disparu pendant la dictature argentine, rendent compte de l’expérience de la perte de l’expérience d’une plénitude. Après avoir exposé le rôle des jouets dans la polémique générée par Los rubios, le troisième chapitre analyse comment le film de Carri sur la mémoire de ses parents disparus transmet l’expérience des générations post-dictatoriales et fait face à l’héritage du passé par le jeu.
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The aim of present work is the interpretation of a Coca Cola soft drink advertising image that is shown on a billboard in the city of Presidente Prudente, in São Paulo state. The billboard shows a scene of the video titled Happiness Factory which was presented on television in 2008. Decoding this kind of image, which is integrated to the theoretical and methodical option, favors the visual perception of shapes and their meanings as a reading of the image and the inclusion of the studies of phenomenology of cultural geography to the social reality could reveal some other dimensions, such as the symbolic, the imaginary, the aesthetic ones.This fact will contribute to widen the social trait of Geography and it represents our object of study.The reading will be done after some reflexion on the function of an external advertisement, that is, within the urban context of Presidente Prudente when refering to billboard being studied. It will also be discussed the importance of becoming a critical reader when interpreting advertising messages presented by the communication means in general.
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La señalización digital o digital signage es una tecnología de comunicaciones digital que se está usando en los últimos años para reemplazar a la antigua publicidad impresa. Esta tecnología mejora la presentación y promoción de los productos anunciados, así como facilita el intercambio de información gracias a su colocación en lugares públicos o al aire libre. Las aplicaciones con las que cuenta este nuevo método de publicidad son muy variadas, ya que pueden variar desde ambientes privados en empresas, hasta lugares públicos como centros comerciales. Aunque la primera y principal utilidad de la señalización digital es la publicidad para que el usuario sienta una necesidad de adquirir productos, también la posibilidad de ofrecer más información sobre determinados artículos a través de las nuevas tecnologías es muy importante en este campo. La aplicación realizada en este proyecto es el desarrollo de un programa en Adobe Flash a través de lenguaje de programación XML. A través de una pantalla táctil, el usuario de un museo puede interactivamente acceder a un menú en el que aparecen los diferentes estilos de arte en un determinado tiempo de la historia. A través de una línea de tiempo se puede acceder a información sobre cada objeto que esté expuesto en la exhibición. Además se pueden observar imágenes de los detalles más importantes del objeto que no pueden ser vistos a simple vista, ya que no está permitido manipularlos. El empleo de la pantalla interactiva sirve para el usuario de la exhibición como una herramienta extra para recabar información sobre lo que está viendo, a través de una tecnología nueva y fácil de usar para todo el mundo, ya que solo se necesita usar las propias manos. La facilidad de manejo en aplicaciones como estas es muy importante, ya que el usuario final puede no tener conocimientos tecnológicos por lo que la información debe darse claramente. Como conclusión, se puede decir que digital signage es un mercado que está en expansión y que las empresas deben invertir en el desarrollo de contenidos, ya que las tecnologías avanzan aunque el digital signage no lo haga, y este sector podría ser muy útil en un futuro no muy lejano, ya que la información que es capaz de transmitir al espectador en todos los lugares es mucho más válida y útil que la proporcionada por un simple póster impreso en una valla publicitaria. Abstract The Digital signage is a digital communications technology being used in recent years to replace the old advertising printed. This technology improves the presentation and promotion of the advertised products, and makes easy the exchange of information with its placement in public places or outdoors. The applications that account this new method of advertising are several; they can range from private rooms in companies, to public places like malls. Although the first major utility of Digital signage is the advertising that makes the user feel and need of purchasing products. In addition, the chance of providing more information about certain items through new technologies is very important in this field. The application made in this project is the development of a program in Adobe Flash via XML programming language. Through a touch-screen, a museum user can interactively access a menu in which different styles of art in a particular time in history appears. Through a timeline you can access to information about each object that is exposed on display. Also you can see pictures of the most important details of the object that can not be seen with the naked eye, since it is not allowed to manipulate it. The use of the interactive screen serves to the user exhibition as an extra tool to gather information about what is seeing through a new technology and easy to use for everyone, since only need to use one’s own hands. The ease of handling in applications such as this is very important as the end user may not have expertise technology so the information should be clearly. As conclusion, one can say digital signage is an expansion market and companies must invest in content development, as although digital technologies advance digital signage does not, and this sector could be very useful in a near future, because information that is able of transmitting the everywhere viewer is much more valid and useful than that provided by a simple printed poster on a billboard.
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Este trabalho propõe o estudo analítico de estratégias discursivas das organizações empregadas nas publicidades das mídias sociais no Brasil em que, na tentativa de aproximação com os consumidores, as empresas emitem discursos de humanização. A pesquisa ocupou-se em identificar e analisar as publicidades das marcas notabilizadas nesse ambiente superabundante de informação, capazes de comunicar-se efetivamente com os consumidores, a ponto de levá-los ao engajamento com os interesses da organização pela interação e compartilhamento dos conteúdos nas mídias sociais, e de torná-los os agentes da marca, aqueles que divulgam voluntariamente os seus benefícios para a sua rede de amigos. Trata-se de uma pesquisa exploratória de teor qualitativo, cuja busca se dará pelas delineações de um espaço discursivo. Utilizou-se a análise do discurso (AD), da linha francesa, sob a perspectiva dos estudos do ethos, cenas de enunciação e contrato de comunicação que contemplam os discursos organizacionais. Além da conceituação teórica e revisão de literatura vinculadas às mídias sociais e cultura organizacional, o trabalho analisou as publicidades em vídeo publicadas no Facebook e YouTube, nos anos de 2014 e 2015, cujo intuito era a aproximação com o consumidor. A pesquisa demonstrou que o ambiente das mídias sociais requer outra postura das organizações, uma linguagem dialógica e interativa com a participação do consumidor nas suas publicidades. A supervalorização do consumidor e a sua inclusão nas narrativas é uma tentativa de humanizar as relações entre organização e seus públicos e demonstram ser o eixo conciliador entre ambos na nova ambiência midiática.
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This dissertation explores the practice of transcreation as a consulting service aimed at companies wishing to enter the global market. Since a universally accepted definition of such term does not exist, different players use it to refer to different activities. In an attempt to investigate the meaning and scope of transcreation, as well as the skillset it requires, this dissertation consists of a theoretical part (Chapters 1 and 2) and a practical part (Chapter 3). The first chapter presents the opinions of academics, language services providers (LSPs) and transcreation experts. The different positions collected in this section are compared and discussed in order to better define transcreation and avoid any further misunderstanding about the practice. Lastly, the first chapter analyses the role of the transcreation expert by explaining in detail the four main skills it requires and the reasons for its increasing importance in the global market. The second chapter examines advertising and promotional materials, i.e. the kinds of texts to which transcreation applies. Not only does it illustrate the difference between above-the-line and below-the-line communications, but it also covers the different media used in advertising. In addition, the analysis of a billboard and two web pages in their Italian transcreation will help to further clarify the difference between translation and transcreation, both in the approach to a text and in the actual workflow followed. The third and final chapter of the dissertation, which entails the English to Italian transcreation of five different print ads performed by this author, aims to show how transcreation works in practice. By highlighting the main strategies used and difficulties encountered, it will also contribute to the notion of transcreation as a hybrid practice – something halfway between translation and copywriting, performed by professionals who possess the skills of both translators and copywriters.