• Title/Summary/Keyword: 엔터테인먼트 콘텐츠

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A Study on the Proposal of the Cloud Based Technology for VoD Systems and Analysis of Economic Effects (양식VoD 시스템에 대한 클라우드 기반 기술을 적용 제안 및 경제적인 효과를 분석 연구)

  • Chae, Jong Soo;Byeon, Sang-Gu;Seo, Chang-Ho;Yang, Jong Won
    • Journal of Korea Entertainment Industry Association
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    • v.5 no.1
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    • pp.149-153
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    • 2011
  • In this study, a configuration method for a cloud technology based VoD system through two different scenarios is proposed. The first scenario virtualizes DMC, content storages for each SO, and stream servers in the conventional VoD system in order to efficiently use the additionally required storage capacity and stream server. In the second scenario, it is proposed that cable broadcasting systems including VoD systems are to be changed as cloud in which the subscriber STB should have minimum programs and storage regions to connect networks, and the operating system and middle ware presented in the existing subscriber STB is moved to the cloud data center. In addition, the comparison of the application of the cloud technology for the cost of changing the existing system to STB and the cost of establishing a cloud VoD system is performed in order to analyze the cost reduction in broadcasting businesses based on the establishment of VoD systems.

A Design of Network Based Home Robot System in Wireless Home Network Environment (무선 홈네트워크 환경에서의 네트워크 기반 홈로봇 시스템의 설계)

  • Jeong Ho-Won;Bae Sung-Ho;Oh Sei-Woong;Nam Kyu-Tae
    • The Journal of the Korea Contents Association
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    • v.5 no.5
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    • pp.85-91
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    • 2005
  • Recently, home network system is providing more various services as home robot applied. A home robot not only basically controls home device but also services prevention of crimes, prevention of disasters through home monitoring and various entertainments while it navigates the autonomously based home network system. However, for the existing home robot to it is not easy to install all functions because the size of robot device becomes larger and the management of contents and applications executed becomes uneasy and has difficulties in adding new functions. Moreover many improvements are necessary for functioning of robot's location awareness. In this paper, we propose a more improved home robot system which uses resources of the robot efficiently as it divides the complicated operation of the robot among external digital device and adds new functions easily and recognizes the location of the robot by RFID.

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Application on the Convergence Technology for Culture Festival Promotion of Riverside Space (강변공간의 문화축제 조성을 위한 융복합 기술의 활용)

  • Yeon, Sang-ho;Lee, Young-wook
    • The Journal of the Convergence on Culture Technology
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    • v.1 no.4
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    • pp.79-86
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    • 2015
  • Cheongpungho and riversides are located in the center of South Korea Jecheon Peninsula, cheongpungho be formed by a chungju hydroelectric dam built in 1984 has now been changed as a freshwater lake created by the center of the South Han River upstream over the past 30 years. Recent Jecheon-sigovernment is developing the entertainment and natural healing resorts for the future, this research is using remote sensing techniques and field survey plan in comparison to the feasibility study of the cultural festival of the area was conducted in geographic research and analysis very effective to conduct the natural environment and terrain analysis by aerial photography and remote sensing techniques that can be proven integration and cultural content, in the riverside area of future business creation and tourism resources of the facilities and events in the new brand through research It was envisioned. As a result, we propose a new direction for the future of cultural tourism to participate in the new state-of-the-art digital imaging technology to traditional cultural content in fusion experiments to be more multi-cultural festival is formed.

The Prospects of Game Industries in Emerging Contents Economy System (게임산업의 위상과 전망에 대한 일고찰)

  • Sung, Jae-Whan
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.5-16
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    • 2001
  • Recently, Transition to the epoch of world has put an emphasis on the contents that has been emerging as the value of world economy. Consequently the core of industry is moving from IT industry to culture contents industry. Especially Game Industry among the culture contents industry is estimated that it will be the biggest power of influence in size and social influence. Game Industry is one of the high value-added, knowledge-based industries whose market is increasing faster than any other cultural industries. And game industry includes the technology, culture, cultural science and industry. It effectively symbolizes the character of synthetic entertainment industry in comparison with another industry. Also Game Industry is embedding as the superpower industry that competent to draw the whole development of culture industry because game development is intensifying into One-Source Multi-Use. It is important finding of this paper that it is necessary to ensure the competitive power and understand value and character of contents and to project the policy of human power and technology of Game Industry.

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Design and Implementation of Cooperation System of UPnP and ACAP (UPnP와 ACAP의 연동을 위한 홈방연동시스템의 설계 및 구현)

  • Kim, Dong-Hee;Park, Dong-Hwan;Park, Jun-Hee;Moon, Kyeong-Deok;Lim, Kyung-Shik
    • The KIPS Transactions:PartD
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    • v.13D no.5 s.108
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    • pp.741-748
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    • 2006
  • This paper describes the system which provides home entertainment services to users using the middleware-cooperation module which makes UPnP and ACAP cooperate with each other. UPnP or ACAP providespowerful functionalities to its own network to play multimedia contents using its own resources. U one middleware uses the information and the resources of another middleware, itcould provide services with more contents and more powerful functionalities than those which it originally provides. This paper develops the middleware-cooperation module to make two middleware cooperate with each other and use resources of another middleware. The middleware-cooperation module makes UPnP and ACAP cooperate with each other, and it makes them share their information and resources without resource collision.

The Role of Content Services Within a Firm's Internet Service Portfolio: Case Studies of Naver Webtoon and Google YouTube (기업의 인터넷 서비스 포트폴리오 내 콘텐츠 서비스의 역할: 네이버 웹툰과 구글 유튜브의 사례 연구)

  • Choi, Jiwon;Cho, Wooje;Jung, Yoonhyuk;Kwon, YoungOk
    • Journal of Intelligence and Information Systems
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    • v.28 no.1
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    • pp.1-28
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    • 2022
  • In recent years, many Internet giants have begun providing their own content services, which attract online users by offering personalized services based on artificial intelligence technologies. This study investigates the role of two firms' content services within the firms' online service network. We examine the role of Naver Webtoon, which can be characterized as a professional-generated content, within Naver's service portfolio, and that of Google YouTube, which can be characterized as a user-generated content, within Google's service portfolio. Using survey data on viewers' use of the two services, we analyze a valued directed service network, where a node denotes an online service and a relationship between two nodes denotes a sequential use of two services. We found that both Webtoon and YouTube show higher out-degree centrality than in-degree centrality, which implies these content services are more likely to be starting services rather than arriving services within the firms' interactive network. The gap between the out-degree and in-degree centrality of YouTube is much smaller than that of Webtoon. The high centrality of YouTube, a user-generated content service, within the Google service network shows that YouTube's initial role of providing specific-content videos (e.g., entertainment) has expanded into a general search service for users.

A Study on the Factors of Individual Acceptance for Online Game (온라인게임의 개인적 수용 요인에 관한 연구)

  • Yoon, Gun-Woo;Kim, Won-Joon;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.107-119
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    • 2009
  • Online games belong to a technology-oriented service industry that has emerged from the assimilation of game contents and communication networks in the respective realms of culture technology (CT) and information technology (IT). This study examines the individual acceptance of online games as entertainment-oriented technology based on the belief-attitude-intention paradigm and the underlying hedonic and utilitarian motivations. To measure the latent variables influencing the acceptance process, a structured questionnaire was developed based on the existing Technology Acceptance Model. Research model analysis and hypothesis testing were carried out using a structural equation model. Results indicated that latent variables reflecting hedonic and utilitarian characteristics had a significant influence on user behavior in the acceptance of online games. By uncovering the core factors in! fluencing the acceptance of online games and thereby theoretically verifying the latent variables influencing the acceptance of entertainment-oriented technology, this study provides strategic implications for business models by game companies aimed at attracting a large user base and dominating the market.

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An Exploratory Study on the Authenticity Discourse Strategies of Popular Music Audition Programs - Focused on - (대중음악 오디션 프로그램의 진정성 담론 전략에 관한 탐색적 연구 - <미스터트롯>을 중심으로 -)

  • Lie, Jae-Won;Kim, Won-Gyum
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.6
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    • pp.1-13
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    • 2021
  • This study explored the mechanism by which Trot gained a superior position in the broadcasting contents market after the TV Chosun audition program was broadcast. We analyzed the narrative structure of the program to determine what differentiation and popularization strategy the trot audition program took from the existing audition program, and analyzed in-depth interviews with music experts and interviews with the production team. appealed to viewers with a strategy that reversed the success strategy of existing audition programs. First, the strong/non-competent participants did not compete with each other, but rather the strong/skilled players competed against each other. This trot audition set the singing ability as a new 'discourse on sincerity'. Second, we broke away from the 'demon editing', which was considered essential for audition programs, took a strategy of excluding villains. Third, we broke the practice of audition programs that were supposed to show expertise in specific genres, such as idol music, hip-hop, and bands, and combined trot with various genres. Fourth, unlike previous audition programs that mainly targeted specific generations or genders, the strategy was to expand the audience by targeting various age groups. Fifth, it has formed a middle-aged fandom with a 'subtitle strategy' that uses subtitles well to arouse viewers' interest and help empathize.

Development of Contents for the Activities of Daily Living Training for Life Care - Korean Version (라이프케어를 위한 한국형 일상생활활동훈련치료 콘텐츠 개발)

  • Lee, Chun-Yeop;Park, Young-Ju
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.529-538
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    • 2020
  • This study aims to develop of contents for the activities of daily living training - Korean version that reflexes the domestic situation and can be applied to clinical practice. For contents development, a Delphi survey was conducted with 13 experts. In the first Delphi survey, 133 items of activities of daily living training are derived based on previous studies, and then the extracted items are asked to group of experts, and the derived items are answered for actual domestic clinical application. In the second survey, 118 items were added by excluding items with a low content validity ratio (CVR) including the results of the first survey, and adding items that can be derived from other opinions. In the 3rd survey, while presenting the 2nd Delphi survey items as they are, it provides an opportunity to change their opinions by presenting their 2nd response and the 2nd average score of other expert panels, and adding appropriateness and importance together. The data were analyzed to obtain the mean, standard deviation, interquartile range, CVR, convergence, and consensus. Finally, a total of 69 items were selected and 49 items were excluded so that 105 items for CVR 0.54 or higher, 111 items for convergence degree 0.50 or lower, and 70 items for continuity degree 0.75 or higher. Sexual activity, care of others, care of pets, and child rearing are difficult to apply socially and culturally, driving and community mobility cannot be performed within the clinical room, and home establishment and management may have different roles depending on gender, and religious spiritual activities and expression are so personal. For these reasons, these items were found to have low importance or suitability. This study can be usefully used as an indicator on the activities of daily living training - Korean version in clinic or community setting.

A Study on the Popularization of Traditional Korean Art through the Case Study of Convergence of K-POP and Traditional Art - Focusing on the idolization of BTS - (K-POP과 전통예술의 융합 사례분석을 통한 한국전통예술의 대중화 방안 연구 - BTS의 IDOL을 중심으로 -)

  • Cho, Young-In
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.2
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    • pp.27-36
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    • 2019
  • Today, the Korean wave headed by K-pop is newly named as 'New Korean Wave' in that it has been extended to United States, Europe and Russia. K-POP, the main player of the new Korean wave, has been successful in SNS marketing channels. Furthermore, the content of K-pop has attracted the attention of the global audience. The media and public attention on the Korean Wave is meaningful because it is not merely a cultural export. It also makes Korean people feel national pride, seeing the mental influence of its culture on other regions. Moreover, the development of the cultural industry in our society, which is different from industrial or material development, is a proof that Korean society is at the center of globalization. Until the 20th century, Korean culture had been rather receptive than dominant. In other words, it was focused more on acceptance of other cultures than active creation or outflow of its own. Now, however, K-POP is not anymore copying Western culture. It is creating its own unique characters, which makes K-pop very competitive. Korean culture has been formed for a long time in Korea's unique historical background. Korean popular culture also has to establish a solid foothold in world markets through its distinctive and traditional feature. The positive consumer response to Korean pop culture will create the added value of Korean contents and their derivatives, which will heighten Korea's national image also. In other words, if traditional art and K-POP are converged and equipped with our own unique and highly artistic culture, they will take the lead in the global cultural art market. In this study, we will recognize the possibility, growth and development of K-pop culture and analyze the cases of combining K-pop and Korean traditional art. First, we have to blend traditional art and other various genres to create diverse contents, and we have to actively utilize media channels. Second, we must improve people's awareness of the copyrights of traditional art. Also, we have to mitigate the copyrights of creative dance to expand the disclosure of contents which can be utilized. Third, we have to learn about traditional arts from younger age. Fourth, we will expand traditional arts to the whole of Korean cultural policies, which can enhance the nation's cultural value and create economic benefits. These four are expected to be effective ways to preserve the identity of traditional art and at the same time, globalize Korean culture.