• Title/Summary/Keyword: 디지털컨텐츠산업

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디지털컨텐츠산업 동향 및 발전방향

  • Korea Electronics Association
    • Journal of Korean Electronics
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    • v.27 no.6
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    • pp.6-10
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    • 2007
  • IT 기술과 문화산업이 융합된 고부가가치 산업으로 자리매김하는 디지털컨텐츠산업의 현황과 발전방향을 점검해 본다.

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Service Innovation in Digital Contents Industry: A Case of Korean Online Games (디지털컨텐츠산업의 서비스혁신 패턴 분석: 온라인게임 사례를 중심으로)

  • Nam, Young-Ho
    • Journal of Technology Innovation
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    • v.17 no.1
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    • pp.119-148
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    • 2009
  • The paper presents and empirically tests a model of the digital contents(DC) innovation systems that enables us to study interactions between users, service providers, contents developers and network providers, and to examine the relationship between manufacturing innovation and service innovation as well as patterns of innovation in the DC industry. The framework of Gallouj and Weinstein(1997) and Gallouj(2002) is modified into the DC innovation model according to characteristics of the DC industry, that is, user involvement and network externalities. The model is applied to a case analysis that traces the growth of the online game industry in Korea since its introduction. The model offers several advantages over other approaches in understanding the dynamics in the DC industry. Most importantly, it provides a single unified basis within which both service innovation resulting from users and service providers and manufacturing innovation induced by contents developers, platform holders and network providers are analyzed. The distinction between service and manufacturing innovation is important in many ways, for instance in selecting proper government policy tools for promotion or regulation of the DC industry. Second, the Korean online game industry has experienced both radical innovation during the beginning period and non-radical innovation throughout the maturation period. The model developed herein helps to illustrate several types of non-radical innovations such as recombinative innovation that are crucial to sustainable development of the DC industry. Third, the model clarifies impacts of network externalities that are characteristics of the DC industry.

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디지털 저작권권리 (DRM)와 Rights Language

  • 박정희;성평식
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2003.05a
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    • pp.23-26
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    • 2003
  • 인터넷의 발달은 전통적인 자연 발생적인 시장에 의한 상거래를, 기술에 의한 안전하면서 세계 시장을 쉽게 접근할 수 있는 전자상거래 구조를 제공하고 있다. 현재 전자상거래의 대상은 실물에 대한 상거래와 디지털 컨텐츠에 대한 상거래로 크게 분류할 수 있으며, 실물에 대한 상거래는 전통적 상거래 방식이 컴퓨터로 바뀐 상황이라고 볼 때, 디지털컨텐츠에 대한 상거래 즉, D-Commerce에 대한 상거래의 개념이 도래하고 있다. 디지털 컨텐츠의 상거래에 필요한 요소 기술에 대한 연구, 그리고 특히 새로운 유통 비즈니스 모델에 대한 연구가 필요하다. 디지털 컨텐츠는 생성, 가공, 유통, 분배 둥의 측면에서 많은 장점을 갖는 반면, 복사를 여러 번해도 원본의 품질에 손상 없이 쉽게 복사 될 수 있다는 것이 디지털 저작권 보호에 커다란 문제점으로 대두되고 있다. 디지털 저작권권리(Digital Rights Management: DRM)은 디지털 콘텐츠의 보호와 적절한 유통체계를 설립하여 안전하게 상거래를 할 수 있게 하기 위한 새로운 기술이다. XrML은 권리(Right)를 명시하는 언어로써 디지털 컨텐츠와 그에 따른 서비스들을 사용할 수 있는 권리와 조건들을 명시해준다. XrML은 현재 디지털 저작권권리(Digital Rights Management: DRM)에 가장 많이 쓰이고 있는 Rights Language이다. XrML은 ContentGuard가 개발한 DRM 서술 언어로 전 세계 산업계 표준으로 추진하기 위하여 파트너 회사 확대, 기능 확장, 무료/공개 형식으로 보급을 추진하고 있다.

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디지털 경제를 주도할 디지털 컨텐츠 산업의 육성방향

  • 박영일
    • Proceedings of the Korea Database Society Conference
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    • 1999.10a
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    • pp.1-11
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    • 1999
  • o 디지털컨텐츠(멀티미디어컨텐츠)란 무엇인가\ulcorner 멀티미디어 : 기존 아날로그 기술에서 개별적으로 성장했던 문자, 음성, 사진, 비디오, 애니메이션의 미디어 영역들이 디지털 기술이 발달하면서 통합된 미디어를 말함. 디지털화는 글, 소리, 그림, 영상, 숫자 등의 온갖 정보들을 컴퓨터가 인식할 수 있는 신호(2진수 코드)로 바꾸는 것임. (중략)

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A Study on the Co-movement of Stock Returns Between Korean Digital Contents Industry Market and Foreign Market (디지털컨텐츠산업의 해외 주식시장 동조화 연구)

  • Wi Han-Jong
    • The Journal of the Korea Contents Association
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    • v.6 no.8
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    • pp.78-85
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    • 2006
  • This study examined the stock return co-movement among Korean digital contents industry, American NASDAQ, and Japanese NIKKEI225. This is to identify the reaction of Korean digital contents industry on the movement of foreign stock market. To investigate the co-movements, during the period of 1999 to 2005, daily logarithm difference returns of each stock market indices are tested by the methodology of Granger(1963, 1969)'s causality test. The positive influence from NASDAQ index to Korean digital contents industry index are found, but not vice versa. It means that the market value of firms in Korean digital contents industry affected by the movement of American NASDAQ market which composite with digital IT firms. However, the co-movements with NIKKEI225 did not found.

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A Study on Process-based Classification of Digital Contents Industry (프로세스 관점의 컨텐츠 산업 분류체계에 관한 연구)

  • 김훈태;홍정완;윤용기;박윤정;최봉균;임춘성
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2002.05a
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    • pp.894-901
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    • 2002
  • 컨텐츠 산업은 전통적인 미디어 기업들이 생각하는 제작물 위주의 산업에서 디지털 컨텐츠를 중심으로 하는 통합 서비스산업으로의 전환기를 맞이하고 있으며 최근에는 그에 대한 관심이 더욱 증대하고 있다. 산업 전반적인 요소들이 빠르게 변화하고 있는 정보통신서비스 산업에서의 컨텐츠 산업은 타 산업에서 생산에 해당하는 역할을 맡고 있다. 그리고 타 산업에서의 제품 분류에 해당하는 컨텐츠의 분류가 있지만 현재의 컨텐츠 분류 체계는 실제 제작되는 컨텐츠 자체의 내용이나 사업의 수익모델 등을 분류의 기준으로 제시하고 있다. 하지만 그러한 분류는 정보통신서비스 간업 전체의 흐름에 대한 관점과 산업내 사업자간의 상호작용을 고려하지 알고 있기에 실제 산업에 참여하고 있는 사업자에게 필요한 다양한 기준의 분류를 제시 못 하고 있다. 본 연구에서는 컨텐츠 산업에 참여하는 사업자 사이의 핵심 프로세스를 선정하고. 이를 중심으로 하여 프로세스 관점으로 컨텐츠 산업의 사업자 분류를 통해 사업자간에 일어나는 상호 필요한 프로세스에서의 데이터, 문서 등을 활용에 대한 방안을 제시하고자 한다.

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Digital Rights Management and Rights Language (디지털 저작권관리와 Rights Language)

  • 박정희;성평식;이기동
    • Journal of Korea Society of Industrial Information Systems
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    • v.8 no.2
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    • pp.7-13
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    • 2003
  • The Internet presents a unique platform for disseminating digital content such as music, video, games, software, text, business and proprietary corporate information. It promises ubiquitous access, while at the same time fundamentally challenging the traditional rules of ownership and distribution of content. In such environment, safe protection and proper delivery of digital content would be a crucial requirement toward a new e-business model. Research on the Digital Rights Management (DRM) focuses on filling this functional vacancy of the market transition by providing a more viable business model based. XrML(eXtensible Rights Markup Language) provides a universal tool for specification of rights, fees, and issuing conditions(licenses) associated with the use and protection of digital content. ContentGuard has developed XrML to unify the Digital Rights Management(DRM) specifications and encourage interoperability. It seems that all working groups of DRM agree to use XrMl for their right description language.

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A Study on the Classification of Digital Culture Contents on the Internet (인터넷상의 디지털 문화컨텐츠 분류방안에 관한 연구)

  • Kim, Seong-Hee
    • Journal of the Korean Society for Library and Information Science
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    • v.36 no.3
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    • pp.181-200
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    • 2002
  • This paper starts by exploring the definition and scope of digital culture contents under digital environments. It then analyzes the classification system of search engines about digital culture contents in terms of subject catagories and the number of web documents. Finally, this study suggests the recommendations for effective retreival and management of digital culture contents.

A Study on Development of the Digital Curture Contents Production (디지털 문화컨텐츠 제작을 위한 발전 방안 연구)

  • Park Man-Soo;Ro Heon-Jun;Bang Kee-Chun
    • Journal of Digital Contents Society
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    • v.5 no.4
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    • pp.300-305
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    • 2004
  • The industry of digital culture contents has resulted in the high growth of added value at the area of game and movie in 2004 but the markets of animation character, and music disc have been weaken. Animation industries in Digital culture contents have attracted the attention of the people as the business of multi culture contents which has the possibility to expend and to enhance the added value nut only for the field of image and character business but also for the area of the copy right on. The stable structure of market, however, has not been settked down except a few of successful projects due to the rapid decline of 2D animation and the strong market of 3D in overseas. The purpose of this study is to analyze and research the basic logic of the market structure at the domestic business of 3D animation. In addition this paper is to suggest an alternative in terms of benchmarkin in overseas. It could be expected to achieve the effective production in this field, if the result of this study could be applied to the related world as a development model at the area of 3D animation in digital culture contents.

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A study on the Co-movement of Stock Market between Digital Contents Industry in Korea and Foreign Market (디지털컨텐츠산업의 해외주식시장 동조화 연구)

  • Wi, Han-Jong
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.43-46
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    • 2006
  • This study examined the stock return co-movement among Korean digital contents industry, American NASDAQ, and Japanese NIKKEI225. This is to identify the reaction of Korean digital contents industry on the movement of foreign stock market. To investigate the co-movements, during the period of 1999 to 2005, daily logarithm difference returns of each stock market indices are tested by the methodology of Granger(1963, 1969)'s causality test. The positive influence from NASDAQ index to Korean digital contents industry index are found, but not vice versa. It means that the market value of firms in Korean digital contents industry affected by the movement of American NASDAQ market which composite with digital IT firms. However, the co-movements with NIKKEI225 did not found.

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