• Title/Summary/Keyword: 방송콘텐츠자산

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A Case Study on the Adoption of K-IFRS: focusing on the Ground Radio Wave Broadcasting System Sector (한국채택국제회계기준 도입 사례분석 : 지상파방송업을 중심으로)

  • Ma, Hee-Young;Park, Song-Jong
    • Journal of Digital Convergence
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    • v.11 no.5
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    • pp.135-144
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    • 2013
  • The purpose of this study is case analysis on adopting process of K-IFRS and financial effects of SBS Media Holdings Co., Ltd. Adoption process is divided into two stages, To analyze the effect due to changes in accounting standards and to run this, system change and build a range-determining step in the IT sector. Showed that had the most significant impact on the financial effects due to changes in the target's of consolidated F/S and inventories and intangible assets(broadcasting content assets).

Exploring the Effect on the Channel Brand Equity by Audience Evaluation of Public Broadcasting Independency and Their News Credibility: focusing on KBS and MBC (공영방송사 방송독립성과 뉴스 신뢰도에 대한 시청자 평가가 채널브랜드자산 인식에 미치는 영향에 관한 연구: KBS와 MBC를 중심으로)

  • Woo, Hyung Jin
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.155-164
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    • 2021
  • The purpose of this study investigates how the audience evaluation on independency of broadcasting and news credibility of KBS and MBC affect their channel brand equity(cognition, image, loyalty, and quality). The results indicate that the audience evaluation on news credibility of KBS and MBC has stronger influence on channel brand equity than the one of independency of broadcasting. On ages, the older generation group has more positive perception on channel image and loyalty of KBS than the college student group and the college student group has more positive perception on channel cognition and quality of MBC than the older generation group. On political traits, the politically conservative groups of both KBS and MBC have more positive perception on independency of broadcasting, news credibility, and channel brand equity than the other groups. Consequently, public broadcasting systems should improve the credibility of news for securing independency of broadcasting. These systems make audience change their perception toward public broadcasting as recovering integrity of news and improving professionalism of news. Public broadcasting systems should conduct a further research to improve the management of channel brand equity by studying audiences' age and political traits.

Effect of the Terrestrial TV's Channel Brand Equity in the Multi-Platforms Environment: Focusing on the Choice and Use of the Terrestrial TV Contents (멀티플랫폼 환경에서 지상파TV 채널브랜드자산의 효과: 지상파TV 콘텐츠 선택과 이용에 미치는 영향을 중심으로)

  • Oh, Mi-Young
    • The Journal of the Korea Contents Association
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    • v.20 no.6
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    • pp.279-292
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    • 2020
  • The purpose of this study is to suggest what the effect of channel brand equity is in the environment of multi-platform and to raise how channel brand equity is important by investigating how terrestrial TV's channel brand equity influences viewers' choice and use of the terrestrial TV contents on the multi-platform. The findings showed that the terrestrial TV's channel brand equity partially had a significant effect on the degree of use of Terrestrial TV contents on multi-platforms, but it did not on the diversity of media for viewing the terrestrial TV contents. In addition, it partially had an influence on the use of platform and service for viewing terrestrial TV contents by type. Finally, it also partially had impacts on the diversity of genre and the genre use by type. The findings suggest that the channel brand equity can have effects on the viewers' choice and use of broadcasting contents on the multi-platforms, and thus this study provides significant insights on what strategies are required for the competitiveness of broadcasting channels.

Efficiency Analysis of Terrestrial Broadcasters and Comprehensive Programming Program Providers by Additive DEA (Additive DEA 모형을 이용한 지상파방송사업자와 종합편성 방송채널사용사업자의 효율성 분석)

  • Kim, Hyun-Ki;Cho, Young-Sang
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.309-321
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    • 2021
  • While total sales of broadcasting business have been increasing, terrestrial broadcasters' sales are stagnant and comprehensive programming program providers(PPs)' sales are increasing. The purpose of this study is to derive implications by analyzing the relative efficiency and super-efficiency of domestic broadcasters in such an asymmetric situation. In this study, we use input and output data of three central terrestrial broadcasters and four comprehensive programming PPs from 2012 to 2019. For the analysis, Additive DEA model and Additive super-efficiency DEA model are used with the assumption of VRS condition since the broadcasting industry is characterized by economies of scale. As a result, we find out that the input excess of tangible assets is the most decisive cause of inefficiency that reduces the efficiency of central terrestrial broadcasters. On the other hand, for the comprehensive programming PPs, the input excess of tangible assets and the output shortfall of total sales are important factors of inefficiency.

Design and Development of e-Learning Multimedia Resource Management System for e-Learning Contents (이러닝 콘텐츠 개발을 위한 멀티미디어 자원관리시스템의 설계 및 개발)

  • Son, Kyung-A
    • The Journal of Korean Association of Computer Education
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    • v.10 no.4
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    • pp.73-82
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    • 2007
  • The purpose of the study was to develope e-Learning multimedia resource management system to support developing of e-Learning contents. This system is to create and manage multimedia resources like video, audio, and image more easily. We analyzed and redesigned media asset management system that would be used in broadcast, press, and industry. This system has SCORM metadata and is consisted of Windows 2003 server and RDBMS. The survey was conducted to investigate usability and satisfaction for the developed system.

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NFT 거래 참여자를 위한 관점에서 고려해야 할 이슈 분석

  • Ju, Yong-Wan;Choe, Jae-Hong;Lee, Jun-Dong;Seo, Sang-Min
    • Broadcasting and Media Magazine
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    • v.27 no.3
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    • pp.36-44
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    • 2022
  • NFT의 등장으로 디지털 자산의 가치 관점이 변화하며 생태계가 빠르게 확장하고 있다. 2017년 크립토키티를 시작으로 NFT가 대중에게 알려지기 시작하였고, 이를 시작으로 게임, 디지털 예술, 엔터, 콘텐츠 산업 등에서 부각을 나타내고 있다. 2020년의 NFT 시장 규모는 약 3,936억 원으로 성장하였으며, 메타버스 시대가 가속화되면서 NFT 기반의 생태계가 빠르게 발전할 것으로 보인다. 이에 본 고에서는 아직 안정적인 법제도 환경이 마련되어 있지 않은 상황에서 NFT 거래 참여자가 안전하게 거래에 참여할 수 있도록 거래 참여자 관점에서 고려해야 할 주요 이슈 5가지를 도출하고 이에 대해 논하고자 한다.

Design of a Small Conditional Access System with DRM (DRM을 적용한 소규모 제한수신시스템 설계)

  • Jung, Seok-Won
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.32 no.10C
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    • pp.1051-1058
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    • 2007
  • Digital Broadcasting Services get abroad from satellite services to terrestrial services and cable services. As broadcasting services become digital from analog, diverse services such as multi-channel, high quality, time-shift function and so on can be possible. It also generates new digital businesses. The Conditional Access System(CAS) is a technology for providing prevention of illegal access to digital contents. It was applied to digital satellite services at Europe and America from the beginning of 90's. In 2002, a domestic digital satellite service provider adopt a CAS system to their broadcasting services. DRM technologies protect intellectual properties and digital rights of digital contents. This paper suggests a design method to construct a CAS system with DRM which can be applied to a CAS for a small digital broadcasting service.

Effects on Users' Evaluation of Game Company's CSR Activities, Game Program Quality, and Brand Assets toward the Intention to Game Use: Focusing on NEXON (게임 기업 CSR 활동, 게임 프로그램 품질, 브랜드 자산에 대한 이용자 평가가 게임 지속 이용의도에 미치는 영향에 관한 연구: 넥슨을 중심으로)

  • Suh, Su Jeong;Woo, Hyung Jin
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.94-103
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    • 2021
  • The purpose of this study investigates how game users' evaluation on a game company's CSR activities, perceived quality of game programs, and its brand assets affect the intention to game use. Specifically, this study tries to find out the causal relations among variables as testing the hypotheses. Firstly, the effect of users' evaluation on a game company's CSR activities and its qualities of game programs on the brand assets. Secondly, the effect of users' evaluation on a game company's CSR activities and its qualities of game programs on the intention to game use. Thirdly, the effect of users' evaluation on a game company's CSR activities, the qualities of game programs, and the brand assets on the intention to game use. 367 college students were administrated to the survey. The results indicate that game users' evaluation on economic, ethical, and philanthropic responsibilities, except legal one have an effect on brand assets and intention to game use. Specially, on effects of the three independent variables(CSR activities, perceived quality, and brand assets) toward intention to game use, ethical responsibility and brand loyalty have statistically significant. This result confirms that game company's board of directors should consider ethical company management as well as CSR activities not as cost but as investment for increasing company's business profit.

A Study on K-Wave's Business Expansion: Based on Creativity Type Model (한류의 비즈니스 확장에 관한 연구: 창의성 유형 모델 기반으로)

  • Song, Minzheong
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.5
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    • pp.39-54
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    • 2018
  • This study aims to expand K-Wave business. For this, it firstly investigated previous studies and pointed out limitations of the current scope of the K-Wave business. Therefore, as a theoretical background, it attempts to construct an analysis framework based on four types of creativity type model and to redefine the concept of K-Wave business, which refers to a series of business activities that create, utilize the asset, and reuse the originality of intellectual property assets. This study analyzes the business activities of K-Wave's asset creation, utilization, and talent linkage during 2013~2017. The scope of the asset creation covers the highest ranked movies, dramas, and K-pops, while the utilization of those is analyzed in cosmetics, food, and fashion industries. The personal talent is the source of new K-Wave value creation and Webtoon IP is analyzed. As a result, in the case of movies and dramas, the representative market is China, which is the result of the efforts to avoid the continuation of China's regulation and the development of local OTTs. It is confirmed that the product development for Chinese consumers is active as activities of K-Wave utilization in cosmetics, food and fashion. Interesting is that new K-Wave content is circulated in the beauty sector. Finally, it is confirmed that Webtoon IP, which has been structured with a solid story in individual talent, is the origin of new K-Wave asset creation such as movies and dramas.

A Study on the Implementation of Management System Based on UHD Transmission Contents (UHD 송출 콘텐츠 기반 관리시스템 구현)

  • Kim, Moo Yeon;Jang, Byung Min;Choi, Seong Jhin
    • Journal of Broadcast Engineering
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    • v.24 no.5
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    • pp.813-826
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    • 2019
  • This paper is a study on the implementation of MAM(Media Asset Management) to utilize UHD contents as high quality broadcast material. The implementation method of this paper is to separate MAM roles with content management functions and transmission workflow functions from workflow, metadata and system interface related work, which are divided into core MAM and MAM-Ex structure. Through the method proposed in this paper, we improved the content management method by applying the page menu method to the material metadata modification and applying the template method to the material structure API. In addition, the storage of UHD material and the configuration of the component server are pooled without any distinction of channels, thereby enhancing the security of UHD transmission assets by minimizing the movement of contents together with broadcasting material protection.