• Title/Summary/Keyword: 문화 시장의 성장

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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 of Generative AI Trends and Applications (생성형 AI 트렌드 및 활용사례 분석)

  • Sungyeon Yoon;Arin Choi;Chaewon Kim;Seoyoung Sohn;Sumin Oh;Minseo Park
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.607-612
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    • 2024
  • Generative AI is a type of artificial intelligence technology that produces various types of data. With the success of ChatGPT, the generative AI market is blooming. As the generative AI market develops, generative AI is being applied in various industries. In this paper, we discuss the trends, applications, and directions for improvement. Currently, generative AI is trained on domain knowledge and data, and it is evolving towards Vertical AI. In the future, generative AI could be extended to AGI, which makes decisions and processes on its own like a human, to be used flexibly in various environments.

The Success Factors of Domestic Start-up Companies: Case of Woowa Brothers (국내 스타트업의 현황 및 성공요인 분석: (주)우아한형제들의 사례를 통하여)

  • Hwang, SeHee;Kim, Kyungmi;Park, Hyunjun
    • Journal of Korea Society of Industrial Information Systems
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    • v.25 no.1
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    • pp.71-87
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    • 2020
  • As startup companies are recognized as the important source of job creation and economic growth, the study is trying to find out the current situation of startup companies and their success factors in South Korea. The study analyzes the success factor of Woowa Brothers recognized as a unicorn start-up company in 2018 by using ERIS model and Start-up Developmental Stages. The ERIS model emphasizes Entrepreneurs, Resources, Industry Environment and Strategy for company performance and three developmental stages are divided into initiation, commercial and growth stages. The results indicate that the Woowa Brothers' success factor was to catch the appropriate timing in ERIS and to combine unique methods by differentiating itself from existing competitors at each stage. With analyses of success factor of Woowa Brothers as a case model, the study reveals limitations and recommends the direction of future research for producing more unicorn companies in South Korea.

A Study on the Corporate Culture of ZTE (중싱(中兴)의 기업문화 연구)

  • Kim, SeungJin;Choi, MyeongCheol;Kim, HannEarl;Shang, XianFa;Zhang, Yu
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.203-208
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    • 2020
  • The trade war between the United States and China has been going on for many years, and sanctions against Chinese telecommunications companies in the United States are increasingly tightening. Despite these restrictions, ZTE (Zhongxing), China's leading communication equipment company, is rather expanding its market share in the global 5th generation mobile communication (5G) market. ZTE's growth and competitiveness are based on its unique corporate culture. ZTE places great importance on R&D, has a corporate culture of humility and moderation based on traditional Chinese culture. Besides, it has the placement and use of human resources in the right place. While ZTE strives to implement people-centered management, it makes good use of internal competition. Despite ZTE's global market share and corporate competitiveness, virtually nothing has been studied in Korea. The results of this study are intended to be helpful in enhancing the competitiveness of Korea's ICT industry and companies that want to expand to the world while fostering 5G.

A Study Of On MMORPG Character Through Chinese Martial Art Character Feature (중국무협 캐릭터를 이용한 MMORPG캐릭터 연구)

  • Tang-jin, Tang-jin;chul-young, Choi
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.149-150
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    • 2016
  • 컴퓨터 게임은 이미 현대 문명에서 중요한 미디어산업으로 성장하였다. 그 중 신화를 다루는 무협 MMORPG는 전세계적으로 게임 산업에서 많은 비중을 차지하고 있다. 본 논문은 동양과 서양의 대표적인 MMORPG 속 캐릭터를 분석해 중국 무협 문화 요소의 응용에 대한 연구를 통해 게임 속 중국 무협 캐릭터 디자인의 장점과 국한성을 이해하고, 현재 중국 무협 MMORPG 시장의 밝은 전망을 토대로 MMOPRG 캐릭터 속 중국 무협 캐릭터 디자인의 특징을 도출해 내고자 한다. 이는 중국 MMORPG 시장이 세계속으로 파고들기 위한 중요한 기준점이 될것으로 사료된다.

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A Study on the Game Development for Linkage with PC and Smartphone (PC와 스마트폰 연동 게임개발에 관한 연구)

  • Song, Eun-Jee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.04a
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    • pp.1432-1435
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    • 2012
  • 최근 세계 게임시장은 연 30% 이상의 고속 성장률을 나타내고 있으며, 3차원 그래픽처리의 발전과 컴퓨터기술의 고급화 및 풍부한 아이디어, 끊임없는 놀이문화의 추구로 게임시장은 국제적인 지식산업, 정서서비스산업, 감성산업 및 고부가가치산업으로 급성장하고 있는 상황이다. 일본, 미국 그리고 유럽 선진국 등은 미래의 지식산업으로서 게임 산업에 투자함으로서 국제경쟁력을 선점하기 위해 막대한 투자와 인재양성 및 창의력 교육 등에 앞서고 있다. 대기업과 제조업에서도 국제경쟁력이 약화되고 경제위기 및 실업대책에 어려움을 겪고 있는 우리나라도 이제는 공업입국에서 지식산업입국으로 발전시키기 위해서 게임 산업과 같은 고부가 가치산업을 육성 발전시켜야 한다. 본 논문에서는 국내 게임 산업에 대한 분석을 통해 게임 시장동향을 살펴보고 최근 스마트폰 이용자가 급속히 증가함에 따라 스마트폰 게임에 대한 시스템을 개발하고자 한다. 이것은 PC와 스마트폰 연동을 통하여 집이나 사무실에 있는 PC와 이동이 가능한 스마트폰에서 게임을 즐길 수 있도록 구성되어 있다.

Mining Movie Reviews in Korean (영화 리뷰에 대한 한국어 오피니언 마이닝 기법)

  • Bang, Soo-Ra;Kim, Won-Young;Ryu, Joon-Suk;Kim, Ung-Mo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2009.11a
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    • pp.721-722
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    • 2009
  • 인터넷 시장이 빠르게 성장함에 따라 사용자들의 참여도가 매우 높아졌다. 인터넷 사용자들은 시장의 상품과 더불어 영화와 같은 문화 생활에 관한 의견을 웹 상에 표현하기 시작했고, 현재에 들어 그 양이 방대해 졌다. 본 논문에서는 사용들이 작성한 영화에 관한 리뷰를 모아 방대한 양에서 유용한 정보를 효율적으로 도출하고 요약해서 사용자에게 제공하는 방법을 제안한다.

Development of Cold Chain Delivery Service for Pet Healthcare Service using IoT Technology and Service Design (IoT 기술과 서비스디자인을 활용한 반려동물 헬스케어 서비스를 위한 검체 운반 콜드체인 배송 서비스 개발 )

  • Haewoong Shin;Jangsoo Kim
    • Journal of Platform Technology
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    • v.11 no.1
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    • pp.60-71
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    • 2023
  • The pet industry is also developing and growing in various ways as the number of companions is steadily increasing around the world and social awareness of pets has changed to members of the "family." The pet tech market, which can check health changes early by utilizing IOT technology, is also drawing attention as pets often cannot be expressed even if they have health problems. Based on this problem recognition, this study aims to promote the cold chain service market by developing important animal sample transport services in the pet healthcare market and to develop solutions that satisfy all stakeholders such as pets, pets, and animal hospitals. It was developed to apply sustainability related to society and culture as well as economic and environmental values in the research process.

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Analysis of the Effectiveness of Application of Content Quota System for On-Demand Video Streaming Platform: Focusing on the European Union Response to Netflix (온디맨드 비디오 스트리밍 플랫폼에 대한 콘텐츠 쿼터제 적용의 실효성 분석: 넷플릭스에 대한 EU의 대응을 중심으로)

  • Kim, Hyun-jung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.9
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    • pp.1191-1198
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    • 2018
  • This paper illustrates not only the effectiveness of applying content quota system for on-demand video streaming platform, but also the effect of OTT regulation on copyright protection and cultural industry protection in a single market, focusing on the community's response to Netflix's entry into the EU market. Additionally, this paper examines on-demand video streaming services, growth of Netflix. The EU policy on the on-demand video streaming service market consists of 'portability' in the digital single market and content quota for copyright protection. In this paper, I analyze the market protection and the aspect of improving competitiveness of online streaming service industry. The EU is trying to protect the cultural industry and copyright protection in the region by applying and regulating the OTT business in content quota system, which has been applied only to European broadcasting companies.

Cultural Value of Traditional Pattern in the Eyewear Design (안경디자인에 있어서 전통문양의 문화적 의미 연구)

  • Kim, Dae-Nyoun;Jang, Jun-Young;Lee, Kyoung Sook
    • Journal of Korean Ophthalmic Optics Society
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    • v.13 no.4
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    • pp.13-17
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    • 2008
  • Purpose: Study the method to attach to traditional pattern for the demands of eyeglasses' function which is becoming extended to cultural psychological and social aspects. Methods: To understand the symbolic characteristic of traditional pattern, especially through using palmette, embroidery, and practicing it on glasses' temple and cleaner. Results: Globalization stimulates crossing-consumption cultural trend rapidly. Thus, new glasses pattern involving Korean ethnic feature is a new source that could well adapt to this tendency. This report presents new aspect which corresponds to the demand of modern consumers. By modernizing Traditional pattern and method, we could discover the cultural value of glasses design. Conclusions: Glasses imply social position of users and became a measure that reveal a part of style that presents modern psychological language. Thus, the glasses design using traditional pattern makes a chance to change the beauty sense from western style to oriental one. And it achieves the desire of cultural consumption through glasses design.

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