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An analysis on the competition patterns between Paper-book and E-book using the Lotka-Volterra model (Lotka-Volterra 모형을 적용한 Paper-boook과 E-book의 경쟁관계 유형 분석)

  • Kim, Ka-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.12
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    • pp.4766-4773
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    • 2010
  • Electronic book(E-book) is a digitalized content which provides online service and digitalized text-based information that has been distributed in the form of Paper-book. E-book has been attracting people's attention in earnest since the Steven King's novel, 'Riding the Bullet' was published as a form of E-book in 2000. Since then, customers have paid attention to E-book, and the scale of E-book market has been growing sharply in Europe, China, Japan and Korea as well as the US. The purpose of this study is for actual analysis how Paper-book and E-book market compete with each other and expand into the world publication market. The relationship between Paper-book and E-book is modeled by the Lotka-Volterra Model designed for competitive relationships and estimate spreading curves. Also, competition patterns between Paper-book and E-book are analyzed by estimating coefficient of curve expression. This study shows the change of customers' demand which has been created since E-book was introduced to the publication market.

A Study on Promotion Strategies for Examining Platforms of Convergence Contents (방송.통신 융합 환경에 적합한 다중 플랫폼 융합 콘텐츠 육성 전략)

  • Park, Soo-Ile;Shin, Dong-Pil;Chun, Sang-Kwon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2009.01a
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    • pp.197-202
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    • 2009
  • 과학기술의 발달로 인한 사회 문화적 트렌드의 변화는 새로운 기회와 가능성을 제공해 주며, 정보통신기술은 통신과 방송, 통신과 콘텐츠 등 영역간의 경계를 허물며 융합을 가능하게 하고, 우리의 감성과 상상력을 자극하여 새로운 문화적 가능성을 열어주고 있다. 이러한 상황들은 방송 통신 융합이라는 이름으로 방송과 통신, TV와 PC 온라인과 오프라인 등의 모든 영역에서 다양한 노력이 진행되고 있다. 방송과 통신의 융합은 마치 역사상 신대륙의 개척 과정처럼 새로운 제품과 새로운 시장을 창출해내는 능력을 가지고 있기 때문에, 국내는 물론 세계의 모든 비즈니스 업체들은 이 기회의 땅을 향해 전력 질주하고 있다. 또한, 이에 따르는 콘텐츠의 융합 역시 괄목할만하며, 게임과 영화, 다큐멘터리와 드라마 등의 콘텐츠 간의 융합은 물론이고, 최근에는 모바일에서 영화를 제작하고, 게임과 소설 네트워크가 결합하고, 심지어는 게임 안에서 음악을 유통시키는 유통의 융합까지도 이뤄지고 있다. 이와 같은 다양한 융합의 확산은 미디어와 플랫폼의 등장뿐만 아니라 플랫폼 간 교차와 연결 및 통합이 가능한 미디어 전경(landscape)을 창출해 내고 있으며, 인터넷과 TV의 결합은 다양한 애플리케이션을 구현할 수 있는 전송 메커니즘을 서로 연결시켜 수많은 형태의 다중 플랫폼을 등장시키고 있다. 이로 인하여 방송 서비스와 인터넷 서비스가 네트워크나 전송 플랫폼의 구별 없이, 그리고 디바이스의 선택과 상관없이 활용되는 통합 플랫폼 환경이 폭 넓게 조성되고 있다. 따라서, 방송 통신 융합 환경에 적합한 다중 플랫폼 융합 콘텐츠는 사용자의 요구 및 새로운 비즈니스 모텔에 대한 요구를 만족할 수 있어야 하며, 일관된 기술로 통선 및 서비스간의 호환성을 유지하는 인터페이스의 표준화가 이루어져야한다. 방송 통신 융합 환경에 적합한 다중 플랫폼 융합 콘텐츠는 초고속 데이터 통신망을 활용하는 멀티미디어 및 IP 멀티캐스트 기능을 활용한 서비스들과 연계하여, 관련된 소재 산업들의 파급효과가 매우 크며, 관련 분야에 미치는 효과가 막대하므로, 이에 대한 적절한 육성전략을 고찰해보도록 한다.

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A Research on User's Awareness of Subject Guide of Korean Modern Literature (한국근대문학 주제가이드에 대한 이용자 인식 조사)

  • Hong, Hyun-Jin;Noh, Young-hee;Kang, Mi-Hee;Jeong, Dae-Keun
    • Journal of Korean Library and Information Science Society
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    • v.46 no.3
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    • pp.381-405
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    • 2015
  • This research performed on the development process of subject guide of Korean modern literature is to show subject guide and find improvements and to reflect user's requests regarding subject access too development. Survey was performed on user's awareness and the result from analyzing 307 questionnaires are as follow. Firstly, understanding and utilization experience of subject guide were very low while future intension to utilize the subject guide was very high. Secondly, not only the original materials but also derived materials showed high result regarding the importance of production type of Korean modern literature. Lastly, Regarding the establishment of materials, establishment by writer, genre, time or trend was preferred in overall but difference was shown by group.

A Study on the Operating Status and Development Direction of Public Library in Busan Metropolitan City (부산시 공공도서관의 운영현황 및 발전방향에 관한 연구)

  • Park, Jae-Yong
    • Journal of Korean Library and Information Science Society
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    • v.43 no.4
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    • pp.69-88
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    • 2012
  • This research is to find a direction of development through operating status survey of public library in Busan metropolitan city. First, Normally library users visit the library to check out books or to have a private study session. Also users normally obtained information about upcoming events done in the library through using offline search methods. Second, although the usage of the website was low, however the users demanded the increase in computer numbers in the library and online database for home access. Third, the users acknowledged the importance of the public library to their local community. Library policy indicator rated high in importance to the local community(m=3.86). However the reference desk(m=2.87), checkout desk(m=2.41), computer availability(m=2.47), as well as up-to-date artifact availability(m=2.64) did not reach the average point of 3.0. Thus, revealing that the public library's management policies were not sufficient enough to satisfy the needs of the library users.

Virtual Reality and the Space of Gu-Wun-Mong (사이버공간과 『구운몽』의 세계)

  • Jeon, Yi-Jeong
    • The Journal of the Korea Contents Association
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    • v.11 no.6
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    • pp.90-97
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    • 2011
  • The availability of computers and the wide network of the internet of the 'Information Society' has created a new space: Cyberspace. In this situations, the matters of individual identities and morality are more important problems. Korean classical novel, Gu Wun Mong, embodied the exploration process of identities in virtual spaces, has gravity of a situation. Seong Jin, the hero experienced the life of Yang so you went throughing virtual life, be born again. And he met eight taoist fairy in that virtual world. In this process, Seong Jin overcame a dualistic world of view and established identity of genuine truth-seeker. The 'Dream-fantasy' experience differentiation real world and virture world and give to Seong Jin a new identity, So You. Seong Jin used avatar, So You was free from limits of self and became obtain multiple personalities. Finally, Seong Jin realized the fact that real world and virtual one is the same, for development self-perception. Seong Jin's enlightment provided solutions for modern netizens, who is ambivalent about contradiction the real and virtual, infinity and clash of desire.

Design and use of the Signification and Communication Analysis Frame for the Brand Logo Sign: based on the Social Media Brands (브랜드 로고 기호의 의미작용과 커뮤니케이션 분석 체계의 제안과 활용:소셜 미디어 브랜드 로고를 중심으로)

  • Kwon, Boh-Youn
    • The Journal of the Korea Contents Association
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    • v.11 no.6
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    • pp.76-89
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    • 2011
  • The first purpose of this paper is to design brand logo sign analysis frame, 'SCoL'(Analysis frame of signification and communication for the brand logo). It has semiotic view and communication function. And the second is to prove propriety of the suggested frame by application to social media brand logos. The SCoL frame is based on 4 features of logo sigh to have analytic consistency. Also, it covers whole semiological process with index, icon, symbol as signification understanding and reach communication step with Jakobson's theory. As the results, the findings are follow; The SCoL frame can be useful to get comprehensive semiotic understandings and communication functions about logo signs. The social media brands build their own meaning area with logo signs and they depend on different communication function.

An analysis of the Space as a Narrative Element in the Horror Game (공포게임의 서사적 요소로서의 공간 분석)

  • Lee, Young-Soo
    • The Journal of the Korea Contents Association
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    • v.11 no.6
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    • pp.116-126
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    • 2011
  • In this paper, the horror game is defined as a game that is aimed at causing fear reactions to user. And this paper analyzed narrative elements for studying what causes fear reactions beyond the existing experimental study. This analysis is significant at the point of determining narrative principles in the horror game. So this paper has extracted horror elements from gothic horror novels that established as the 'horror' genre and has considered how these horror elements would be transformed actually in the horror game. So it analyzes how the space and narrative elements as the distinctive characteristics of game are transformed centrally in the case of the 'Silent hill' series(published by Konami Corporation). Furthermore this study will be expected to be a help for clarifying not only the horror game as a peculiar genre but also the relationship between the space and narrative elements in the game.

The Aesthetic Characteristics of Korean Superhero Film : Focus on Plot and Character of (한국형 슈퍼히어로 영화의 영상미학적 특성 연구 -영화 <전우치>의 플롯구조와 인물구성을 중심으로-)

  • Hyun, Seung-Hoon
    • The Journal of the Korea Contents Association
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    • v.13 no.10
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    • pp.132-139
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    • 2013
  • This research considered the aesthetic factors of the Korean style superhero film through the analysis of text of . Basically, the various elements including the structure of the story, characters, mise en scene, and etc. are included in the aesthetic factors. Therefore, in this research, the organization of other aesthetic elements and characteristics including the characters and mise en scene, and etc. were analyze based upon the first analysis about the structure of . And the theoretical backgrounds for the research were 'The Poetics' of Aristotle. The reason why this movie selects the movie as the research text specially was that had the plot and genre style compared with the existing Hollywood superhero film. Consequently, the research could find the communities and differences for the aesthetic features between Hollywood superhero film and .

A Study on Commercial Film Narrative based on the theory of Gerard Genette -Focused on Temporal Order- (TV 광고에 있어서 Gerard Genette 이론적 서사의 시간성 -시간의 순서(Temporal Order)를 중심으로-)

  • Ahn, Sang-Hyuk
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.245-252
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    • 2005
  • In this paper, I am going to analyze a commercial film narrative focused on a temporal order through the theory of narrative discourse by Gerard Genette. Advertisements has a special quality or feature to be convertible into mythological hyper reality to advertise an product effectively. In this process, narrative in a commercial film has visual variations using a temporal order to show an glamorously advertisements in television. The reason that narrative in a commercial film is subject to variation with a temporal order, duration, frequency is to get some aesthetic effect for making sure people see them. Under the influence of postmodernism, image making like a pop-art became the first consideration in a commercial film with the consequence that representation as a signifier came to be more important than object as a signified. As a commercial film have more sensational image as a result of visual variation, images in a commercial film became vague so that it does not explain or express an advertising concept dearly. However, those aspects have assets that it gives the TV audience a room for interpretation in advertisements by themselves.

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Service Quality Factors Affecting Satisfaction and Repurchase Intention of Social Commerce (소셜커머스의 만족도와 재구매의도에 영향을 미치는 서비스품질요인)

  • Jin, Guo-Shan;Lee, Jong-Ho
    • The Journal of the Korea Contents Association
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    • v.12 no.3
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    • pp.311-321
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    • 2012
  • This study derived from 5 variables(information, product diversity, communication possibility, responsiveness, price) of service quality on social commerce from literature studies and set up the research model and hypotheses. The 167 questionnaires are used in this analysis. The results were as follows: first, all the variables had positive influences upon satisfaction except responsiveness. Second, all the variables had positive influences upon repurchase intention except price. Third, the satisfaction of social commerce had a positive influence upon repurchase intention. This study suggested the strategic implications to induce customers satisfaction and repurchase intention after analyzing critical factors about service quality of social commerce.