• Title/Summary/Keyword: 융합기술 가치평가

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Early Virtual Studio Use Case Study: Focusing on domestic election broadcasting in the mid-1990s (초기 가상스튜디오 활용 사례 연구: 1990년대 중반 국내 선거방송을 중심으로)

  • Nah, So-Mi
    • Journal of Industrial Convergence
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    • v.20 no.1
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    • pp.53-62
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    • 2022
  • The election broadcast began utilizing virtual studios in the mid-1990s. In 1996, SBS's virtual studio was evaluated as an innovation in Korean broadcasting technology that introduced the world's first virtual studio. However, there have been cases where KBS and MBC named it a virtual studio and used it for election broadcasting. Various CG (Computer Graphics) case studies of election broadcasting have been conducted since the 2000s, but the initial research is inadequate. Therefore, this paper complements existing research by analyzing the cases of the mid-1990s when they actually started using virtual studios. Beginning with SMOCKEY (KBS) and MAGICII (MBC) in 1995, we presented the initial model of the virtual studio, and then with SBS Virtual Studio, each broadcasting company evolved into the names Dream Studio (KBS) and Space 21 Studio (MBC). As a result of the analysis, it was found that the election broadcast is a chart showing the data and the winning prediction, and that the election broadcast was the trigger to compose the story based on the introduction of the virtual studio. It is a form of historical research dealing with the value of the early virtual studios in this paper. It is meaningful to see the process of Remediation.

A Case Study of eSports' NFT utilization and Discussion of Activation Plan (e스포츠의 NFT 활용 사례와 활성화 방안 논의)

  • JaeHun Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.493-502
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    • 2023
  • The development of online content is changing the value of society very diversely and rapidly. In particular, the non-face-to-face e-sports industry is growing significantly in the current situation where the COVID-19 Pandemic has not been completely overcome. The use of NFT in the eSports industry is receiving positive reviews as a field with high potential for future growth that protects digital assets of eSports users, but at the same time, it is raising concerns that cash transactions of digital items could encourage gambling. In this study, the characteristics of the recent eSports industry and NFT were identified and classified through case studies using literature, official sites, and online news articles. Through various cases of eSports and NFT, we discussed the potential for future growth and activation plan of the NFT industry of eSports. The result is as follows. First, it is necessary to use NFT using IP of eSports event itself. Second, it is necessary to combine the functional role of the item with NFT to provide features that users can utilize. Third, it is necessary to provide users with opportunities to engage in economic activities using eSports and NFT. Finally, it is necessary to use NFT to strengthen the digital asset protection of eSports users. Through this study, it is expected to be used as a basis for further discussions on the NFT industry of e-sports and as a material for securing competitiveness.

Expected Role of ICT for Creative Economy (ICT와 미래창조경제의 나아갈 방향)

  • Kim, Kook-Jin
    • Journal of Legislation Research
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    • no.44
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    • pp.7-31
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    • 2013
  • Paradigm of Global economy is changing to creative economy. This study focuses on the role of creative economy to clarify (understand clearly) the impact (influence) which transition of economy system will bring about. The creative economy is basically came from New economy theory. According to the New economy theory, a state can achieve sustainable growth without an inflation, or higher growth rate under given inflation rate, through an investment on ICT. However, different from America, Korea had limited effect of New Economy. This is because Korean economy had factor-input driven growth model rather than New Economy mechanism. However, ICT is essential requirement to move toward New Economy(Digital Economy), it does not sufficiently explain the increase of productivity and economic growth. A crucial point to realize New economy is how to diffuse and spill over the technology development on ICT sector to other industry. ICT is not creative industry or creative economy per se, and it should play as an enabler to improve other industry's productivity. The creative economy can be understood as an extension of New Economy theory. It means the economy that creates values by cultural assets and human resource, as well as capital and labor factors. However, if we understand the meaning of creative economy as change of input factors, it is hard to bring real shape of creative economy.

The present situation and trend of China archives science (중국(中國) 당안학(檔案學)와 현황(現況) 및 발전추세(發展趨勢))

  • Feng, Fuj-Ling
    • Journal of Korean Society of Archives and Records Management
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    • v.1 no.1
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    • pp.37-52
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    • 2001
  • 1. establishment and development of China archives science: With the centuries-old history of archives and archives management, early China archives science came into being in 1930s, and the research pushed forward by archives enterprise has made great achievements since then. 1.1 Expanding research fields: Foundation

Text Mining-Based Emerging Trend Analysis for e-Learning Contents Targeting for CEO (텍스트마이닝을 통한 최고경영자 대상 이러닝 콘텐츠 트렌드 분석)

  • Kyung-Hoon Kim;Myungsin Chae;Byungtae Lee
    • Information Systems Review
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    • v.19 no.2
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    • pp.1-19
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    • 2017
  • Original scripts of e-learning lectures for the CEOs of corporation S were analyzed using topic analysis, which is a text mining method. Twenty-two topics were extracted based on the keywords chosen from five-year records that ranged from 2011 to 2015. Research analysis was then conducted on various issues. Promising topics were selected through evaluation and element analysis of the members of each topic. In management and economics, members demonstrated high satisfaction and interest toward topics in marketing strategy, human resource management, and communication. Philosophy, history of war, and history demonstrated high interest and satisfaction in the field of humanities, whereas mind health showed high interest and satisfaction in the field of in lifestyle. Studies were also conducted to identify topics on the proportion of content, but these studies failed to increase member satisfaction. In the field of IT, educational content responds sensitively to change of the times, but it may not increase the interest and satisfaction of members. The present study found that content production for CEOs should draw out deep implications for value innovation through technology application instead of simply ending the technical aspect of information delivery. Previous studies classified contents superficially based on the name of content program when analyzing the status of content operation. However, text mining can derive deep content and subject classification based on the contents of unstructured data script. This approach can examine current shortages and necessary fields if the service contents of the themes are displayed by year. This study was based on data obtained from influential e-learning companies in Korea. Obtaining practical results was difficult because data were not acquired from portal sites or social networking service. The content of e-learning trends of CEOs were analyzed. Data analysis was also conducted on the intellectual interests of CEOs in each field.