• Title/Summary/Keyword: 예술 시장

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Crowd-funding between the Movie Content Prodution through the Analysis of the Relationship or the Successful Funding Case Research (크라우드 펀딩과 영화영상미디어 콘텐츠 제작과의 관계분석을 통한 성공적인 펀딩 연구)

  • Jin, Seung-Hyun
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.81-91
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    • 2013
  • Social Media has been vitalized according to development of technology, it make the crowd-funding which have a form of new donation culture. The crowd-funding has been known as form that is supported for getting investments of ongoing or new project by much public in area of cultural art. Nowadays it receive attention from the movie content production. There are so many successful case such as , in abroad while it is hard to find distinct case in Korea' the movie content production market. Since the movie <26 years> informed public of 'the crowd-funding', recently was successfully complete first and second fund-raising and third fund-raising is in progress. It is upraised as a representative successful case.

A Study on Activation of Online Performances Using Sac on Screen Project Analysis (Sac on Screen 사업 분석을 통한 온라인 공연 활성화 방안 연구)

  • Kim, Gyu-Jin;Na, Yun-Bin
    • The Journal of the Korea Contents Association
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    • v.20 no.8
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    • pp.114-127
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    • 2020
  • The online performance market is increasing due to recent pandemic events. However, due to the short introduction time of domestic online performances, there is a lack of related prior studies or success stories. In addition, most of these projects are short-lived projects or poor profits, so it is necessary to study how to activate them. The Sac on Screen project, which has been in progress since 10 years ago, has its own imaging experience, and the screening works and screening venues are also diverse, so it is an object of study. In addition, since annual satisfaction surveys are conducted, the business was evaluated based on the voice of customers from the data of the past three years. Based on the analyzed results, a free and paid version of the business model canvas was drawn through a group of experts. As a result of this synthesis, the following major implications were drawn. First, expanding research on online performances, second, needing a sense of responsibility for quality management of content, third, increasing diversity in content selection, and fourth, enhancing the liveliness of online performances, Fifth, efforts are needed to attract private investment and develop value-added products.

Sucess Factor Analysis of K-POP and A Study on sustainable Korean Wave - Focus on Smart Media based on Realistic Contents (K-POP 한류의 성공요인분석과 한류 지속화 방안연구 -스마트 미디어 기반 실감콘텐츠 활용을 중심으로)

  • Cho, Byung-Chul;Sim, Hichul
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.90-102
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    • 2013
  • K-POP has become a part of killer contents attracting worldwide attention beyond Asia. The purpose of this study aims to identify some critical factors for recent success of K-POP. In order to do that, the influence of the change in media on the globalization of popular culture was explored and its required conditions were analyzed. And the international and domestic contents production cases were investigated and the possibility of expansion of Korean Wave through reproduction of diverse contents was discussed. The potential markets for further development of Korean Wave were also analyzed and gave some suggestions for building new businesses model and effective infrastructure of among producer of contents, platform subscriber, network provider, terminal enterprise and retailers.

The State and Trend of Digital Signage Research in Korea (한국 디지털 사이니지 연구의 어제와 오늘: 연구 추세와 미래 연구 제안)

  • Yoo, Seung-Chul;Min, Jeewon;Hwang, Hye-Hyung
    • The Journal of the Korea Contents Association
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    • v.16 no.10
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    • pp.745-757
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    • 2016
  • The objective of this study is to understand and give an overview regarding research trends in digital signage in Korea, which has recently received significant attention from the media market. For the past 10 years, from 2006 to 2016, 69 studies related to digital signage were found. Following the coding guidelines, the present study conducted a content analysis on the published peer-reviewed journals in Korea including their published year, each journal's number of compilations, journal ratings, number of researchers and their major, field of research, research medium, research method, research samples, and the applied statistical analysis. Through the analyzed results, we found out that there are numerous studies on digital signage in various fields of study, including media content. A number of case studies and experimental studies were made. However, theoretical research on digital signage was still found to be insufficient. Lastly, a wider variety of theories are suggested to be applied in future study along with conducting joint research with cooperation between industry partners and academics in order to further advance the research on digital signage.

Effective Way of Providing Digital Contents Under Ubiquitous and Changing Media Environment (유비쿼터스와 미디어 환경의 변화에 따른 콘텐츠 수급방안)

  • Lee, Jei-Young;Ryu, Seung-Kwan
    • The Journal of the Korea Contents Association
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    • v.7 no.4
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    • pp.123-132
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    • 2007
  • This study explored the characteristics of media contents in the past, present and future. Also, it investigated the problems in terms of production of contents and circulation in order to find an effective way of providing contents that can keep pace with ubiquitous environment as well as one source multi use in various platforms and channels. In conclusion, it is viewed easy to expect that content would be the most valuable assets in ubiquitous media environments and the importance of contents will be more growing. Rather than game and enjoyment-related contents, more informative and cultural programs will be more valuable so policy-makers as well as industry need to more cultivate this area. In addition, this study presented the method for copyright protection and suggested that governmental policy fostering independent production should also be followed.

Analyses of the Causes that Film Production Staffs Leave Film Sites and Proposals for the Improvement (영화 Production 스태프의 탈 현장 원인 분석과 개선을 위한 제언)

  • Ha, Chul-Seung
    • The Journal of the Korea Contents Association
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    • v.14 no.12
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    • pp.665-673
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    • 2014
  • The Korean film market has revved up against American movies and the movie industry has continued to grow even though Korea is a small country. However, most production staffs who are responsible for practical business of film production get wages that fall short of the inflation rate and minimum wages as temporary employees. And there's the atmosphere that they try to leave film sites on the first opportunity. This study finds that the cause to leave film sites is attributed to perception gaps about the hardworking character and labor which occur in the process that production staffs enter the movie industry and participate in film production as well as poor surroundings. And it should establish staffs' hardworking character and recognition as workers to them by reorganizing the current curriculums which approach movies from the only artistic viewpoint in the departments related to movies and images that hold a large majority in their majors, establishing the concept of work according to participation in film production to potential production staffs, and changing their recognition to improve the elements that they leave the sites.

A Study on the Activation of Crowdfunding for e-Commerce Trade Start-ups Investment (전자상거래 무역창업 투자를 위한 크라우드펀딩 활성화방안에 관한 연구)

  • Park, Jong Hyun
    • International Commerce and Information Review
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    • v.18 no.2
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    • pp.3-26
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    • 2016
  • Crowdfunding is growing up SNS spread, raising funds from numerous people which are offering necessary funding of private and enterprise using the internet-based platforms. The function of crowdfunding uses innovative financing in being business and start-ups having difficulty in financing. Crowdfunding in our domestic is concentrated on culture and arts in the early adoption phase, and is numerous projects with public features. However, the investment case of crowdfundig in e-commerce trade start-ups is rarely in spite of a increased attention for crowdfunding.. The purpose of this study examined the factors to be considered when using successfully crowdfunding on e-commerce trade start-ups. This study is understanding the legal and policy of crowdfunding market status and other countries, and suggests the activation of the direction of government policy, legal system, and participation of financing suppliers and investors as activating the law and policy system related the crowdfunding on a domestic in terms of e-commerce trade start-ups investment.

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The Convergence of Fine Art and Printing Technology in the Early Modern Netherlands (근대 초 네덜란드의 인쇄술과 미술의 융합: 루벤스와 보르흐트의 사례)

  • Jung, Won
    • Journal of Digital Convergence
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    • v.18 no.5
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    • pp.391-397
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    • 2020
  • This article aims to introduce a representative case of convergence among art, technology and science, and look into the factors that contributed to its success. The focus is specifically brought to the cooperation between the Plantin Press and local painters in Antwerp in the Netherlands during the 16th century. The Plantin Press scored huge successes through collaboration with Flemish artists such as Rubens and Borcht. This helped the artists to use their talents in a new medium or to secure a job that appreciates their values. The Plantin Press outdid its competitors in the market through applying new techniques on its works. Great botany books also came out as a result of such convergence. The backdrop to the Netherlands appearing as the center of botanical studies in the 17th century is the concerted efforts of the painters that created quality illustrations and the publishers that knew how to use them efficiently.

Study on the Maximum Number of Lyrics, Pictures, Music, and Movies that Human Can Make due to the Characteristics of Digital Contents (디지털 콘텐츠의 본질로 인해 인류가 만들 수 있는 노래가사, 사진, 음악, 영화의 최대 개수에 관한 고찰)

  • Kim, Sung-Man
    • The Journal of the Korea institute of electronic communication sciences
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    • v.10 no.7
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    • pp.801-806
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    • 2015
  • Recently, retro music is popular in the domestic music industry. Even in the movie industry, remake or retro movies are made continuously. In this paper, we consider the reason of remake in the viewpoint of mathematics and show that there is a maximum number of lyrics, pictures, music, and movies that human can make due to the characteristics of digital contents. The time that human cannot make new lyrics, new pictures, new music, and new movies any more will be estimated. Therefore, artists will have difficulties to make new contents in the future, and human have to listen and see the previous lyrics, movies, music, or pictures in the future. This study will give a deep philosophical insight for contents industry.

New 3D Animation Style in (<스파이더맨 뉴 유니버스>를 통해 본 새로운 3D 애니메이션 스타일 연구)

  • Lee, Yong Min
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.127-140
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    • 2020
  • Since the first episode of (1995) by Pixar, a world leading animation company, 3D animation has been focused on realistic motion and rendering techniques. However, in 2018, 3D animation was released, with unique backgrounds created through illustration techniques and dynamic movements of characters that seemed to be produced by hand rather than computers. It shows a lot of difference from other 3D animations. In this study, I analyzed 's new production techniques and expressions into two categories, first, the use of old comics techniques, and second, other factors that made the animation stand out. in 3D animation market focused on realistic motion and rendering techniques can have positive implications in terms of expanding animation diversity. This study is expected to be used as academic or research data for researchers studying new production techniques in related fields.