• Title/Summary/Keyword: 원소스멀티유즈

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Export Promotion Plans of Digital Culture Contents based on the OSMU Strategy - Focused on Game, Animation & Character Industry - (문화콘텐츠의 원소스 멀티유즈를 통한 수출활성화방안 - 게임.애니메이션.캐릭터산업을 중심으로 -)

  • Won, Min-Kwan;Lee, Ho-Gun
    • International Commerce and Information Review
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    • v.6 no.3
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    • pp.297-318
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    • 2004
  • This paper examines export promotion plans of digital content industries, particularly of game, animation & character industry based on the OSMU(One-source Multi-Use) strategy. As the digital content industry is one of the newest industries as a source of strategic export, we must promote the export of digital contents that hold so much international competitiveness and through that promotion, we have to strengthen the international competitive power. The game, animation & character contents are very easy to adapt each other for creating new contents by omnidirectional OSMU. Therefore, it is intended to present some primary factor for export promotion of game, animation & character contents through the OSMU strategy.

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A Study on the Cartoon Style in Image Contents (영상 콘텐츠에 나타나는 만화적 표현에 관한 연구)

  • Lee, Young-Sook;Lee, Heon-Woo
    • Cartoon and Animation Studies
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    • s.24
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    • pp.65-82
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    • 2011
  • Since the arrival of the internet, numerous creative content industries have been active online. In particular, additional training has been necessary due to higher interest in e-Book publishing, and the opening and expansion of the online comics industry. However, as for the study of film grammar, there is a lack of research on lively and diverse expression in cartoon directing. In this study, animation and painting techniques, with examples of cartoons being expressed cartoon is intended to provide the possibility of directing. In addition, the comics industry one source multi user to the related industries is a key element with the value-added industries. So in other media expressed a wide range of research on the techniques of comic culture shall serve as key elements of the content looks.

Analysis of Factors of Success on Online VOD Contents (온라인 VOD 영상콘텐츠 흥행요인 분석)

  • An, Jae-Hyeon;Kim, Mi-Kyung;Min, Byeong-Hyun
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.157-165
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    • 2010
  • As the result of correlation, the viewing rate of terrestrial broadcasting programs has a little bit affect on online VOD use. In addition, WOM(word of mouth) and online referral importantly influences to the picking with online VOD drama. The great popularity of main actors on drama affect a little bit the viewing of VOD drama but doesn't perfectly affect on it. However, the drama which is performed by great popular actors has positive affect on VOD use. This study result shows that the using of video depends on the effect of WOM, referral and commercial. The casting of a great popular actors plays role of the safeguard which affects viewing rate and add-value. That means the casting of a great popular actors doesn't connect with the success of release but the tool of defense from loss of profit.

Implementation of Multi-user VR Video Conferencing Platform and Performance Evaluation (다중 사용자 대응 VR 화상 회의 플랫폼 구현 및 성능 비교)

  • Yoon, Dong-eon;Lim, Chang-seop;Oh, Am-suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.31-32
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    • 2022
  • Commercialized game engines help develop content and support various platforms, but there are performance differences depending on the function. In this paper, a VR video conferencing platform corresponding to source multi-use was implemented, and the connection delay time according to the type of game server engine and the number of platform users was measured. As a result of the measurement, the latency was the lowest at 22.146 msec when using the Amazon GameLift engine and with 2 users, and the latency was the highest at 27.007 msec when using the ProudNet engine and with 10 users.

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A Comparative Study For Mobile HybridApp Development Tool (모바일 하이브리드앱 개발도구에 관한 비교연구)

  • Jang, Rae-Young;Jung, Sung-Jae;Bae, Yu-Mi;Sung, Kyung;Soh, Woo-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.429-432
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    • 2012
  • Mobile devices diffusion begins by the iPhone and spreads by the Android. A widely used mobile devices is Smartphone(iPhone, Android, Bada, WindowPhone7, BlackBerry, etc) and Tablet(iPad, Android). In the past, we have developed a dedicated application for device. But, Now we must develop a application by considering the characteristics of the operating system. Accordingly, many problems occurred and other developmet methods have emerged. In this paper, we learn about MobileHybridApp development tool-oriented One Source Multi Use-and compare the differences, propose a method to develop context-sensitive.

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A Case Study of Broadcasting Contents Using One Source Multi Use Strategy (사례 분석을 통한 방송콘텐츠 OSMU의 고찰 - OSMU 이론적 정립 및 비즈니스분류를 중심으로 -)

  • Cho, Seong-Ryong;Shin, Ho;Jang, Yei-Beech;Lee, Seong-Eob;Han, Min-Woo;Koo, Bon-Cheol
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.423-434
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    • 2007
  • In this study, we investigated broadcasting industry in Korea and in U.S. to find out what mostly makes the broadcasting industry competitive for the near future. One source multi use(from now on OSMU) marketing strategy is important when discussing profits of broadcasting contents. To develop a theoretical and academic framework of OSMU, 14 experts participated in focus group interview. A new meaning of OSMU is defined and 4 types of OSMU business models are developed in the study. Also, two successful examples of broadcasting contents, each from Korea and U.S., were analyzed with the models that we have developed. Lastly, we discussed how to enhance the competitiveness of broadcasting contents and industry by using the benefit-maximizing-strategies of OSMU.

3D Image Analysis for Digital Restoration and Structural Stability Evaluation of Stone Cultural Heritage: Five-storied Magoksa Temple Stone Pagoda (석조문화재 디지털복원 및 구조안정성 평가를 위한 3차원 영상분석: 마곡사오층석탑)

  • Jo, Young-Hoon;Lee, Chan-Hee
    • Journal of Conservation Science
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    • v.25 no.2
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    • pp.115-130
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    • 2009
  • This study was focused on digital restoration and structural stability evaluation applying 3D scanning system of five-storied Magoksa temple stone pagoda in Gongju. For these, the digital restoration of the pagoda was completed using laser scan data which is measured 16 directions and data processing program of 7 stages. As a result of digital restoration, the overall height and width of stone properties showed a little difference in directions and the width of roof stones appeared very high difference of each floor. The width of pagoda body become smaller to the fifth floor, but gradual decrease rate showed irregular characteristics. Also, as result of 3D image analysis for structural stability evaluation, the displacement occurred toward northwest in second body stone to upper final stone except for central axis of the first body stone which inclines toward southwest. Such 3D image analysis is required quantification of survey method and should be applied to various field such as quantitative damage maps in order to utilize a conservation of stone cultural heritages, continuously.

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Design and Implementation of Hybrid Apps Design based on Spring MVC (스프링 MVC 기반에서 하이브리드 앱 디자인 설계 및 구현)

  • Lee, Myeong-Ho
    • Journal of the Korea Convergence Society
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    • v.10 no.3
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    • pp.395-400
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    • 2019
  • The Web environment of the frontend domain is increasingly competitive to preempt the new standard of presentation layer. N-Screen, a service that enables users to seamlessly use one content in various devices in Korea, is competing for market preemption by recognizing it as a core service of the future. In the cloud computing, N-screen is a typical service type. However, most of the frontend research required for groupware in enterprise environments has been limited to responsive web design for the web and native apps for mobile. Gradually, the need for MVC design patterns is increasingly widening in enterprise environments to overcome the cultural differences of companies and to support one source multi-use strategy supporting multiple devices and development productivity. Therefore, in this study, we will analyze and design JPetStore with hybrid application design based on Spring MVC, e-government standard framework environment of next generation web standard, and provide reference model of frontend hybrid apps design in future enterprise environment.