• Title/Summary/Keyword: 엔터테인먼트산업

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Case Study of Moving up the Charts in K-pop : Focusing on Brave Girls' 「Rollin'」 (K-pop 음원 역주행에 대한 사례 분석 : 브레이브걸스(Brave Girls)의 「롤린(Rollin')」을 중심으로)

  • Jung, Seung-Hwan
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.5
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    • pp.69-83
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    • 2021
  • To understand 'Moving up the charts' as a dynamic phenomenon in the K-pop entertainment industry, this study specifically analyzed the 'Moving up the charts' of 「Rollin'」 sung by 'Brave Girls'. First, the context and process related to 「Rollin'」 were described in detail, and the performance as a sound source and business were described. Subsequently, six factors were analyzed and presented as causes for 'Moving up the charts': 'Existence of specific possible triggers', 'Attractions of content itself', 'Inflow of new male fans', 'Turning weaknesses into strengths as idol', 'Psychological empathy with stories of real group' and 'Fast response and communication of agency'. Due to the influence of 'Moving up the charts', two changes were presented: 'Expansion of popularity and interest and expansion beyond songs' and 'Forming a consumer group with high purchasing power'. Through this, this study discussed the meaning, role, and possibility of 'Moving up the charts' in the K-pop entertainment industry. In the future, it will be necessary to recognize 'Moving up the charts' in the music market as a remarkable phenomenon, and to understand the importance of new idol consumer class as well as the use of related media such as YouTube.

Effects of Audio-visual Entertainment and Soft Tissue Mobilization on Pressure Pain Thresholds, Psychophysiological parameters, and Brain waves in University Students with Tension-type Headache (긴장성 두통이 있는 대학생들에게 시청각적 엔터테인먼트와 연부조직 가동술이 압력통각역치, 바이오피드백, 뇌파에 미치는 영향)

  • Jung, Dae-In;Lee, Eun-Sang;Kim, Hyun-Joong
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.539-548
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    • 2020
  • TTH(tension-type headache) is the most common primary headache among adults. Long-term headaches cause chronic headaches and have a better impact on daily life. The purpose of this study is to compare the contributions to TTH through AVE(audio-visual entertainment) and STM(soft tissue mobilization) suitable for management of pathogenic and psychogenic factors of TTH. The participants of this study were from 30 people who complained of intermittent or persistent headaches for more than 6 months, and 10 participants each in the AVE group, STM group, and AVE plus STM group. In the assigned group, a total of 12 sessions were performed three times a week for 4 weeks after the baseline, followed by post-test. Outcome measures measured PPTs(pressure pain thresholds), psychophysiological parameters, and EEG(electroencephalogram). The measured results were analyzed for interaction between time and group through a two way rmANOVA(repeated measurement variance analysis). As a result of the PPTs, interaction was found in the results of the right trapezius (p<.05), and the more improvement was observed in the AVE group. Therefore, through AVE based on psychological factors rather than direct access to the muscles of pathogenic factors, a positive impact on the PPTs was shown, but the average value of the psychophysiological parameters and brain waves that were not statistically significant. The amount of change was observed. Through this, it is suggested that audio-visual stimulation could be considered in the management of TTH.

Possibility of Debt Financing by Korean Entertainment Companies : Case of SM Entertainment and YG Entertainment (한국 엔터테인먼트 기업의 부채금융 가능성 탐색 - SM엔터와 YG엔터 사례를 중심으로)

  • Kim, Daewon;Kim, Seongcheol
    • The Journal of the Korea Contents Association
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    • v.14 no.10
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    • pp.227-236
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    • 2014
  • The purpose of this paper is to explore the possibility for Korean entertainment companies to enter into debt financing. In particular, this study focuses on the possibility of issuing corporate bond and the asset backed securities (ABS) by two leading entertainment companies in Korea: SM Entertainment (SM) and YG Entertainment (YG). Depth interview with specialists such as investment bankers (IB), bond brokers, and financial directors and executives in entertainment companies was done. The results show that IB's opinion on issuing corporate bonds by SM and YG is positive. However, they may need to meet four requirements including maintaining stable cash-flow, diversifying sales source, enhancing accounting and legal transparencies and verifying managerial capabilities. In addition, Psy' s 'Gangnam style', his global hit song, turns out to have high potential as a base asset for ABS.

A Study on the Relationship Between Entrepreneurial Orientation and Company Performance in Entertainment Firms (엔터테인먼트 기업의 기업가적 지향성과 기업성과의 관계에 관한 연구)

  • Kim, Dong-Ha;Yu, Gun-Jea;Lee, Kwang-Chul
    • The Journal of the Korea Contents Association
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    • v.18 no.2
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    • pp.11-25
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    • 2018
  • This study analyzed how the entrepreneurial orientation of Korean CEO influenced to the performance of companies in entertainment business. The research verified the direct influence that the entrepreneurial orientation of entertainment business affected the companies' performance, and examined the diversity of TMT and the control effect of corporate governance. This study contributed to previous researches in two ways. The first, the study verified the concept of entrepreneurial orientation on entertainment business which was only focused on manufacturing or IT industry although the entrepreneurial orientation received attention as a significant research issue on middle and small venture businesses. Second, the research also verified the characteristics of CEO and executives bringing the concept of TMT's diversity in entertainment companies which were dependent on person's capacity. As a result of the research, the entrepreneurial orientation (innovation, proactiveness, risk-taking) of entertainment entrepreneurs led to a positive effect on financial performance. The research showed that the more TMT was diverse or ownership oriented management, the more broadened the positive effects.

Research on the Development of North American Movie Industry in 2018 (2018년 북미영화산업 발전 연구)

  • Peng, Bo
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.6
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    • pp.15-24
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    • 2019
  • Hollywood traditional movie companies are continuously challenged by new-type companies represented by the streaming content platforms. Based on the latest market statistics, and with a multidimensional approach involving the production, distribution, projection and overseas market, etc, this paper analyzes the changes and development of North American movie industry in its process of coping with the globalization and digitalization of media in 2018, and summarizes the effective measures for Hollywood mainstream movie companies to adjust their own structures and operation mechanism to maintain their development in the environment of new media consumption.

Verification of Entertainment Utilization of UAS FC Data Using Machine Learning (머신러닝 기법을 이용한 무인항공기의 FC 데이터의 엔터테인먼트 드론 활용 검증)

  • Lee, Jae-Yong;Lee, Kwang-Jae
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.349-357
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    • 2021
  • Recently, drones are rapidly becoming common and expanding. There is a great need for diversity in whether drone flight data can be used as entertainment technology analysis data. In particular, it is necessary to check whether it is possible to analyze and utilize the flight and operation process of entertainment drones, which are developing through autonomous and intelligent methods, through data analysis and machine learning. In this paper, it was confirmed whether it can be used as a machine learning technology by using FC data in the evaluation of drones for entertainment. As a result, FC data from DJI and Parrot such as Mavic2 and Anafi were unable to analyze machine learning for entertainment. It is because data is collected at intervals of 0.1 second or more, so that it is impossible to find correlation with other data with GCS. On the other hand, it was found that machine learning technologies can be applied in the case of Fixhawk, which used an ARM processor and operates with the Nuttx OS. In the future, it is necessary to develop technologies capable of analyzing the characteristics of entertainment by dividing fixed-wing and rotary-wing flight information. For this, a model shoud be developed, and systematic big data collection and research should be conducted.

Development of golf robot as entertainment using AVR Technology (AVR 기술을 활용한 엔터테인먼트용 골프로봇 개발)

  • Kim, Byoung-Soo;Oh, Kwan-Taek;Park, Young-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.344-347
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    • 2006
  • Robot has been developed as something to help human beings, and robot will be very important field as an entertainment. This paper intends to contribute to developing golf robot for entertainment using AVR technology. It is believed that the entertaining robot giving a pleasure to human beings has good prospects for the rapid growth along with other robot industry. Golf robot developed in this paper has been developed for entertainment and has a similar sense in comparison with the real golf. This golf robot is represented in the way of putting the ball in the hall by hitting the ball just like the actual golf game and putting through making robot come close to the ball with the putting robot. This golf robot can play a game with several people like the acture golf if many putting robots can be used. It is, therefore considered that the development of golf robots for entertainment using AVR has a high value of the golf robot as an entertainer on the ground that it can play a real golf.

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블록체인기반 미디어 산업 적용 사례 동향

  • Yang, Gi-Seon;Kim, Sang-Hun;Kim, Jeong-Deok
    • Broadcasting and Media Magazine
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    • v.23 no.3
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    • pp.8-19
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    • 2018
  • 본고에서는 미디어 산업 동향과 블록체인이 적용된 미디어 산업(엔터테인먼트, VR/AR/게임, 저널리즘, 블로그) 사례를 통해서 앞으로 미디어 산업 변화를 조심스럽게 전망하고자 한다.

Entertainment Contents Corporation Tencent's Growth Strategy : Focusing on Imitative Innovation and M&A (엔터테인먼트 콘텐츠 기업 텐센트의 성장 전략 : 모방형 혁신과 M&A를 중심으로)

  • Liu, Yu;Kwon, Sang-Jib
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.1-13
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    • 2020
  • Tencent is an internet-based entertainment platform corporation using technology to enrich the lives of Tencent platform users and assist the contents expansion. Since 2000, Tencent have developed a great growth and innovation in entertainment contents domain. Tencent have become the market leading innovator due to the imitative innovation and M&A. The present study designed case study analyses to investigate the mechanism with regard to the growth strategy of Tencent corporation. Tencent began with imitative internet-based game and social messaging services but then added its own wechat messenger platform, now being extended to other products or services. This imitative innovation strategy enabled Tencent corporation to grow rapidly, to achieve outstanding growth. In addition, Tencent's M&A investment drive is underpinned by a vision of top management team and flexible organizational culture, from building out the Tencent's entertainment platform, game, finance, e-commerce, to global market expansion. While our results shed light on the implications to understanding Tencent's growth, there are limitations of the current study that should be considered when designing next research.

해외디지털영상시장

  • Park, Hyeon-Su
    • Digital Contents
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    • no.9 s.160
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    • pp.58-69
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    • 2006
  • 디지털영상 산업은 21세기 미디어 & 엔터테인먼트의 대표산업으로 디지털기술과 결합하여 새로운 콘텐츠를 창출하거나 기존 아날로그 형태의 영상콘텐츠를 다시 디지털형태로 변경한것을 포함한다. 즉, 디지털기술로제작, 편집된 영상물을 온∙오프라인을 통해 유통, 서비스하는 산업군으로 정의할 수 있다. 그동안 디지털 영상은 디지털 콘텐츠 중 네트워크 용량의 문제로 디지털화가 가장 더디게 이루어졌던분야다. 그러나 유무선 브로드밴드인프라의 확산에 따른 네트워크 용량의 증대로 유통구조가 안정 되면서 향후 큰폭의 성장이 예상되고 있다.

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