• Title/Summary/Keyword: 온라인콘텐츠유통

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Analysis of Netflix and Hulu for Online Video Content Distributors' Business Model Comparison in N-Screen Era (N스크린 시대 온라인 비디오 콘텐츠 유통 비즈니스 모델 비교를 위한 넷플릭스(Netflix)와 훌루(Hulu) 연구)

  • Chung, Yoon-Kyung
    • The Journal of the Korea Contents Association
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    • v.14 no.5
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    • pp.30-43
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    • 2014
  • The number of online video content distributors are rapidly increasing in N-screen environment. The purpose of this study is to analyze the business model of these distributors, especially Netflix and Hulu. Basis on STOF model, environmental domain, service domain, organization domain and financial domain of each company are analyzed and compared. This study finds that each company's business model had distinct characters in earlier stage. Netflix offered online and offline service in low cost, while Hulu offered up-to-date TV contents without fees. However, two companies' business models are getting similar. The result of this study shows that highly competitive environment and increasing content budget affect two companies to adopt similar business model to survive.

Challenges of VOD Market of Korean Film Industry: Legislative and Policy Alternatives to Improve its Distribution Structure (국내 영화 온라인 부가시장의 유통구조 합리화 방안)

  • Kim, HwiJung
    • The Journal of the Korea Contents Association
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    • v.16 no.6
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    • pp.354-364
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    • 2016
  • With the advancement of the digital convergence of content and platform, Korean film industry sees good opportunities of maximizing the profits and increased distribution opportunities by independent film makers. Nevertheless, the domestic film market almost entirely relies on the box office sales, which seems to be caused by the stagnation of new additional copyright market. The study aims to address the following problems: First, information asymmetry of the revenues to which the contents providers and the service providers are exposed leads to the distrust among digital film contents businesses and the disadvantages to film makers and investors, in particular. Secondly, the VOD(Video on Demand) market of film industry is adversely affected by the illegal uploads and downloads of film contents, which harms the formation of paid additional market. Based on the examination of current legislation and policy options addressing these issues, the study suggests legislative accomodations and cultural industry policy alternatives to promote the additional market of film industry.

A Study on the Certification System for Offline Stores Selling Copyrighted Contents: Copyright OK Case (정품 콘텐츠 판매 오프라인 업체 인증제도 방안 연구: 저작권 OK 사례)

  • Gyoo Gun Lim;Jae Young Choi;Woong Hee Lee
    • Information Systems Review
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    • v.19 no.4
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    • pp.27-42
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    • 2017
  • With the rapid development in network, graphic technology, and digital technology, content industry is emerging as an important industry for new cultural development and economic development. The development in digital content technology has remarkably expanded the generation and distribution of contents, thereby creating new value and extending into a large distribution market. However, the ease of distribution and duplication, which characterizes digital technology, has increased the circulation of illegal contents due to illegal copying, theft, and alteration. The damage caused by this illegal content is severe. Currently, a copyright protection system targeting online sites is available. By contrast, no system has been established for offline companies that sell offline genuine content, which compete with online companies. The demand for content of overseas tourists is increasing due to the Korean wave craze. Nevertheless, many offline content providers have lost competitiveness due to illegal content distribution with online companies. In this study, we analyzed the case and status of similar copyright certification systems in Korea and overseas through previous research and studied a system to certify the offline genuine contents business. In addition to the case analysis, we focused on interviews obtained through in-depth interviews with the copyright stakeholders. We also developed a certification framework by establishing the certification domain, certification direction, and incentive of the certification system for offline businesses with genuine content. Selected certification direction is ethical, open, inward, store, and rigid (post evaluation). This study aimed to increase awareness among consumers about the use of genuine content and establish a transparent trading order in a healthy content market.

불법 복제 콘텐츠 필터링 기술 동향 분석

  • Kim, Ju-Seop;Nam, Je-Ho
    • Broadcasting and Media Magazine
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    • v.12 no.4
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    • pp.53-63
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    • 2007
  • 인터넷과 멀티미디어 기술의 발달은 우리에게 다양한 콘텐츠를 손쉽게 접할 수 있는 환경을 제공하였다. 그러나 멀티미디어 콘텐츠의 무분별한 복제와 불법유통으로 인한 저작권 침해는 심각한 사회적 문제로 대두되고 있다. 이에 정부는 저작권법을 전면 개정하면서 강력한 대응책을 마련하고 있다. 특히 개정 저작권법은 동영상, 음악, 게임 등 다양한 콘텐츠에 대한 불법 유통을 방지하고자 특수한 유형의 온라인서비스제공자들의 기술적 조치(필터링)를 의무화하고 있다. 이에 따라 필터링기술에 대한 관심이 높아지면서 해당 온라인서비스사업자(OSP)들은 필터링 기술의 적용을 준비하고 있으며, 기술개발업체들은 법적 기준을 충족시킬 수 있는 필터링 기술의 개발을 위해 노력하고 있다. 본 고에서는 이러한 상황의 배경과 필터링 기술의 개요와 국내외 동향 및 향후 전망을 제시한다.

법제코너- 사이버스페이스의 허와 실 ⑥

  • Seong, Seon-Je
    • Digital Contents
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    • no.6 s.133
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    • pp.128-135
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    • 2004
  • IT의 눈부신 발전에 의해 세계에서 유례를 찾아보기 힘들 정도로 초고속인터넷은 이미 우리의 일상생활이 됐다. 이에 따라 디지털콘텐츠도 속속 개발돼 인터넷을 통해 수 없이 많은 제작물들이 유통되고 있다. 자본과 노력의 결실로 이뤄진 디지털콘텐츠가 폭발적으로 증가하면서 우리나라는 이것에 대한 정당한 가치를 보호하기 위해 저작권법, 컴퓨터프로그램보호법, 온라인디지털콘텐츠산업발전법 등의 관련법을 제 · 개정해 이에 적극적으로 대처하고 있다. 구체적으로 현행 제도의 운영과정에서 나타난 일부 미비점을 개선 · 보완하기 위해 2000년에 대폭 개정한 저작권법을 또 다시 2003년에 저작권법을 개정했다. 이것은 저작권법이 그 만큼 빠르게 변화하는 추세에 적응하기 위한 노력이라고 평가할 수 있다. 아울러 컴퓨터프로그램보호법과 온라인디지털콘텐츠산업발전법을 제정해 시행하고 있다. 여기에서는 디지털콘텐츠를 보호하는 저작권법, 컴퓨터프로그램보호법, 온라인디지털콘텐츠산업발전법의 주요내용을 살펴본다.

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Online Digital Content Distribution Model and System Design for Interindividual Content Transferability (개인간 콘텐츠 양도기능을 제공하는 온라인 디지털 콘텐츠 유통 모델 및 시스템 설계)

  • Lee, Hye-Joo;Nam, Je-Ho
    • Journal of Korea Multimedia Society
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    • v.12 no.7
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    • pp.953-961
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    • 2009
  • The usage of DRM-applied digital contents reduces user's convenience, thus it leads the many users to avoid using DRM-applied digital contents. In this paper, therefore, we propose the new distribution model in which the users, who purchase the DRM-applied digital contents, can resale freely those contents to the other users. As a result, the proposed model induces the users to distribute contents soundly by including them in one of distribution objects. For the purpose of this, in this paper, we propose that a packaged content and usage rights are transferred to another user by using a method which based on some existing digital ticket or coupon. In addition, the security of the proposed system is discussed for the double transfer, the forgery and the modification of usage rights, and the reproduction of contents and usage rights.

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A Study on the Necessity of Making Online Marketplace for the Korean Animation Industry (국내 애니메이션 산업의 온라인 마켓플레이스 구축 필요성 연구)

  • Han, Sang-Gyun
    • Cartoon and Animation Studies
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    • s.24
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    • pp.223-246
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    • 2011
  • Today, cultural content industry could be defined to service business rather than manufacturing business because of its own trait. Also, it has the realistic restriction that it can't hold the dominant position in the market competition when it can't provide consumers satisfaction regardless of its quality or degree of completion. In other word, it can only expect great success when the business plan and the activities get the perfect balance with its best quality and perfect of completion. As the result, it emphasizes the importance of business competition in the global market. In briefly, there is no doubt that the creativeness of content is very important in the cultural content industry but in the future, making system to maintain the distribution process and share the profits fairly will be taken more important role. Especially, animation genre has the feature, which compares to other genres, such as film or TV drama, would be free from cultural barriers, and it is a great advantage. So to speak, animation can get little influence from cultural discount. However, Korean animation can't use the advantage properly for the foreign distribution because of its poor infrastructure and short of professional human resources. For those reasons, it has been needed to set up the realistic and specific action plan to overcome the situation. Therefore, considering those needs and the situations of Korean animation facing, making B2B online marketplace could be a great solution. The online marketplace stands for taking more efficient and broad distribution channel instead of the passive way, which we have now. If we have the B2B online marketplace, we can share all the information about the Korean animation with the potential customers whom live outside of Korea at real time. It also could be use to the windows of multiple distribution, which can make additional profits and activate the optional markets for the Korean animation. Through the method, Korean animation would be expected to get the higher international competitiveness, and it would be developed in quality and quantity of the business. Finally, it would be a great chance to Korean animation, which can get the unique brand power by improving the backward distribution circumstances.

A Service Scenario Development for Digital Comics Content using DRM Technology (DRM 기술을 활용한 디지털 만화 콘텐츠 서비스 시나리오 개발)

  • Oh, Sang-Hoon;Cho, Hyun-Joo;Kang, Ji-Hoon
    • The KIPS Transactions:PartD
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    • v.10D no.7
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    • pp.1213-1224
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    • 2003
  • In recently, digital comic content distribution was not stable for illegal distribution and the weak of intellectual property right in the internet. The research activities of suggest the distribution model and secure intellectual property right are going in international standard communities, not yet in Korea. As the basis of the research, the general framework of international projects and standards such as MPEG-21, IMPREMATUR, FILIGRANE was analysed. Targeting on the domain of digital comics industry, the digital comics distribution structure and business flow model are defined adapting secured distribution system, DRM. The detail content of this research consist of three themes. The first, survey and analysis of the international standard & leading DRM project's models. The second, suggestion of the service scenario on the digital comic content distribution. The third, suggestion of the model on the secured distribution of digital comics. Through this research targeting at the digital comics business, we found that standards technical items and requirements was well adapted into target domain, and would affect other domain in digital content industry.

Policy Implications from Development of Cultural Content Distribution through Digitalization - Focused on Game Industry - (디지털화에 따른 문화콘텐츠유통의 발전과 정책적 시사점 -게임산업을 중심으로 -)

  • Lee, Byung-Min
    • Journal of Korea Game Society
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    • v.6 no.2
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    • pp.33-44
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    • 2006
  • This article examines cultural content distribution system, particularly of game industry based on the development of digital technology. In this period of convergence and fusion, some phenomenon leads the cultural content distribution system change like value transfer from platform to content. In relation to it, especially in the game industry, three types of distribution is categorized by the industrial structure (offline, online, mobile game) through the case studies and it is expected to be evolve into a base for development of distribution integration model in the future. In conclusion, the article suggest the policy subject for the promotion of cultural content that hold so much competitiveness for long-lasting development by the improvement of distribution structure, blowing off the conflict between companies and publishers, and global business, etc.

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Distribution Mechanism of TV Dramas and Its Windows (국내 방송 드라마의 유통 구조 및 창구의 특성)

  • Lee, Moon-Haeng
    • The Journal of the Korea Contents Association
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    • v.8 no.10
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    • pp.104-113
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    • 2008
  • Since 1995, starting period of cable TV in Korea, drama became the most economic genre of TV programs : they are the number one genre of exportation with Korean wave ; the most preferred genre of IP-TV, DMB, etc. This study will show how Korean TV dramas are distributed in the various windows and the characteristics of each windows. Recently, remake of original script, format sale, aggregation and packaging became another distribution methods of TV programs.