• Title/Summary/Keyword: 콘텐츠유통

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An Exploratory Study on the Improvement of Industry Classification System of Start-ups (창업기업 업종 분류체계의 개선방안에 관한 탐색적 연구)

  • Park, Dae Han;Sung, Chang Soo;Jung, Kyung Hee
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.14 no.1
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    • pp.59-71
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    • 2019
  • In the rapidly changing industrial environment, the continuous increase in demand for entrepreneurship emphasizes the effective support of the government for the survival and growth of entrepreneurs and the necessity of establishing systematic initiative promotion policies. To this end, Of the total number of enterprises. The purpose of this study is to establish a new classification system for entrepreneurial industry that reflects the trend of entrepreneurship based on convergence technology that emerged during the 4th Industrial Revolution era in order to establish a systematic initiative upbringing policy. In this paper, we propose a new classification system for entrepreneurial ecosystem by using Delphi technique. As a result of the study, the categories of entrepreneurial industry are classified into technology entrepreneurship and general entrepreneurship. Technology entrepreneurship is divided into ICT services, ICT manufacturing, general manufacturing, cultural contents and biotechnology. The results of this study suggest a meaningful implication in the establishment of effective policies to support entrepreneurship in the future by establishing new standards of industry classification system of entrepreneurs.

A Study on Image Recognition of local Currency Consumers Using Big Data (빅데이터를 활용한 지역화폐 소비자 이미지 인식에 관한 연구)

  • Kim, Myung-hee;Ryu, Ki-hwan
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.11-17
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    • 2022
  • Currently, the income and funds of the local economy are flowing out to the metropolitan area, and talented people, the driving force for regional development, also gather in the metropolitan area, and the local economy is facing a serious crisis. Local currency is issued by local governments and is a currency with auxiliary and complementary functions that can be used only within the area concerned. In order to revitalize the local economy, as local governments have focused their attention on the introduction of local currency, studies on the issuance and use of local currency are continuously being conducted. In this study, by using big data from data materials such as portals and SNS, the consumer image of local currency issued in local governments was identified through big data analysis, and based on the research results, the issuance and operation of local currency was conducted. The purpose is to present implications for The results of this study are as follows. First, by inducing local consumption through the policy issuance of local currency, it is showing the effect of increasing the economic income of the region. Second, local governments are exerting efforts to revitalize the economy and establish a virtuous cycle system for the local economy by issuing and distributing local currency. Third, the introduction of blockchain technology shows the stable operation of local currency. With academic significance, it was possible to grasp the changed appearance and effect of local currency through big data analysis and the policy direction of local currency.

Storytelling Strategy of and Its Potential to Evolve into Transmedia Franchise (<자이언트 펭TV> 스토리텔링 전략과 트랜스미디어 스토리텔링으로의 가능성)

  • Cho, Hee-Young
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.211-227
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    • 2020
  • This study intends to analyze the storytelling strategy of EBS's YouTube channel , which has been creating a remarkable cultural phenomenon since April 2019, and to examine the potential for its transition to transmedia franchise. Based on Henry Jenkins'seven principles of transmedia storytelling, shows satisfactory relevance in all but 'multiplicity'out of the 10 capacities consisting of the principles. In particular, was found excellent in terms of core capacities such as 'spreadability', 'immersion', 'worldbuilding', 'continuity', 'drillability' and 'performance'. In addition, critical discourse analysis(CDA) in sociocultural practice dimension of the keywords of the related news articles has discovered that is strongly linked to the following five values: 'social integration', 'resistance against authoritarianism', 'self-dignity and reasonable individualism', 'gender neutrality' and 'ecologism', indicating the reason why the work has been able to resonate so extraordinarily with participants across all generations. By answering the two chosen research questions, this study has proved that has high potential to be successful in evolving into transmedia franchise, while keeping building a new realm of edutainment storytelling by cleverly exploiting EBS's unique identity as a public education broadcaster. is viewed as an exceptional property capable of advancing transmedia storytelling in the local market; thus, productive arguments and contemplation over its evolution in storytelling needs to continue so that it can maintain a long-lasting positive influence.

AI Art Creation Case Study for AI Film & Video Content (AI 영화영상콘텐츠를 위한 AI 예술창작 사례연구)

  • Jeon, Byoungwon
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.85-95
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    • 2021
  • Currently, we stand between computers as creative tools and computers as creators. A new genre of movies, which can be called a post-cinema situation, is emerging. This paper aims to diagnose the possibility of the emergence of AI cinema. To confirm the possibility of AI cinema, it was examined through a case study whether the creation of a story, narrative, image, and sound, which are necessary conditions for film creation, is possible by artificial intelligence. First, we checked the visual creation of AI painting algorithms Obvious, GAN, and CAN. Second, AI music has already entered the distribution stage in the market in cooperation with humans. Third, AI can already complete drama scripts, and automatic scenario creation programs using big data are also gaining popularity. That said, we confirmed that the filmmaking requirements could be met with AI algorithms. From the perspective of Manovich's 'AI Genre Convention', web documentaries and desktop documentaries, typical trends post-cinema, can be said to be representative genres that can be expected as AI cinemas. The conditions for AI, web documentaries and desktop documentaries to exist are the same. This article suggests a new path for the media of the 4th Industrial Revolution era through research on AI as a creator of post-cinema.

The Influence of Service Characteristic Factors of Metaverse Platforms on Intention to Use the Metaverse (메타버스 플랫폼의 서비스 특성요인이 메타버스 사용의도에 미치는 영향)

  • Kim, Hyojin;An, Myounga
    • Journal of Service Research and Studies
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    • v.13 no.4
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    • pp.173-190
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    • 2023
  • In recent times, with the development of virtual convergence technologies, the market for the Metaverse, a digitally virtual space that combines virtuality and reality, is experiencing significant growth. These Metaverses are realizing new value in both reality and virtual spaces through the development of diverse services and content. However, existing research on the Metaverse mostly revolves around its conceptualization and categorization, with limited exploration of intentions to use the Metaverse. Consequently, this study examined the impact of Metaverse service characteristic factors on trust and intention to use within the Metaverse. The results of this study are as follows. First, among the service characteristic factors of the Metaverse, presence, interactivity, and playfulness were found to have a positive impact on Metaverse trust. On the other hand, informativeness was found not to have a significant influence on trust in the Metaverse. Second, Metaverse trust was found to have a positive impact on intention to use the Metaverse. Based on the research results above, this study aims to propose effective communication strategies for activating the Metaverse and developing services within the Metaverse platform.

Analysis on the Perception of the Cyber Dysfunction in the Intelligent Information Society According to the Introduction of the Bright Internet Trust Network (Bright Internet 신뢰네트워크 도입에 따른 지능정보사회의 사이버 역기능 해소에 대한 인식 분석)

  • Gyoo Gun Lim;Jae Ik Ahn
    • Information Systems Review
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    • v.22 no.3
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    • pp.99-118
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    • 2020
  • At present, our society is developing into the intelligent information society in the wave of the 4th industrial revolution, and this change will have the positive effect of innovating all industry fields. However, due to the duality of technology, there will be positive and negative effects. With intelligence, threats to cyber dysfunction such as hacking, terrorism, privacy infringement, and illegal content distribution will become more serious. Until now, the security system of the Internet has been a proactive security system, but in recent years, a proposal for a trust network, a preventive security system, has been introduced. Therefore, this study aims to analyze the possibility of resolving cyber dysfunction of intelligent information society about Bright Internet, one of trust network technologies. This study defines the cyber dysfunction of the intelligent information society and analyzes the perceptions of changes in the cyber dysfunction of the intelligent information society on the introduction of the five principles of the Bright Internet. The change of cyber dysfunction severity of the intelligent information society due to the introduction of the trust network is analyzed to reflect the technical and social demands. This work will guide the structure of the trust network and the direction of practical technological introduction and its influence.

The Present Situation and Challenges of the Russian Music Industry: Centered on the Digital Sound Sources (러시아 음악 산업 현황과 과제 - 디지털 음원을 중심으로 -)

  • Kwon, ki-bae;Kim, Se-il
    • Cross-Cultural Studies
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    • v.50
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    • pp.395-424
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    • 2018
  • The purpose of this paper is to examine the current situation and background of the Russian consumer music market, where digital music sources are making great strides in the noted recent years. In addition, music storage technology, media and change are considered together in this report. Moreover, Russia is the 12th largest music market in the world. The Russian music industry is following the recent trend of the global music industry, where the digital music market is growing rapidly on many different levels. The explosive growth of the digital sound sources in Russia's music industry is attributed to the explosive increase in available consumer downloads, streaming sound source service, and the increase in the number of digital sound sources using mobile technologies due to the development of the Internet. In particular, the sales of the available and accessible streaming sound sources are expected to grow explosively by the year 2020, which is expected to account for more than 85% of total digital music sales. In other words, the spread of smartphones and the resulting changes in the lifestyle of the Russians have created these changes for the global consumer of music. In other words, the time has come for anyone to easily access music and listen to music without a separate audio or digital player. And the fact that the Russian government's strong policy on the eradication of illegal copying of music is becoming an effective deterrent, as is also the factor that led to the increase of the share of the digital sound source to increase sales in Russia. Today, the Russian music industry is leading this change through the age and process of simply adapting to the digital age. Music is the most important element of cultural assets, and it is the beneficial content, which drives the overall growth of the digital economy. In addition, if the following five improvements(First, strengthen the consciousness of the Russian people about copyright protection; Second, utilizing the Big Data Internet resources in the digital music industry; Third, to improve the monopoly situation of digital music distributors; Fourth, distribution of fair music revenues; and Fifth, revitalization of a re-investment in the current Russian music industry) are effective and productive, Russia's role and position in the world music market is likely to expand.

Study on 3D Printer Suitable for Character Merchandise Production Training (캐릭터 상품 제작 교육에 적합한 3D프린터 연구)

  • Kwon, Dong-Hyun
    • Cartoon and Animation Studies
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    • s.41
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    • pp.455-486
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    • 2015
  • The 3D printing technology, which started from the patent registration in 1986, was a technology that did not attract attention other than from some companies, due to the lack of awareness at the time. However, today, as expiring patents are appearing after the passage of 20 years, the price of 3D printers have decreased to the level of allowing purchase by individuals and the technology is attracting attention from industries, in addition to the general public, such as by naturally accepting 3D and to share 3D data, based on the generalization of online information exchange and improvement of computer performance. The production capability of 3D printers, which is based on digital data enabling digital transmission and revision and supplementation or production manufacturing not requiring molding, may provide a groundbreaking change to the process of manufacturing, and may attain the same effect in the character merchandise sector. Using a 3D printer is becoming a necessity in various figure merchandise productions which are in the forefront of the kidult culture that is recently gaining attention, and when predicting the demand by the industrial sites related to such character merchandise and when considering the more inexpensive price due to the expiration of patents and sharing of technology, expanding opportunities and sectors of employment and cultivating manpower that are able to engage in further creative work seems as a must, by introducing education courses cultivating manpower that can utilize 3D printers at the education field. However, there are limits in the information that can be obtained when seeking to introduce 3D printers in school education. Because the press or information media only mentions general information, such as the growth of the industrial size or prosperous future value of 3D printers, the research level of the academic world also remains at the level of organizing contents in an introductory level, such as by analyzing data on industrial size, analyzing the applicable scope in the industry, or introducing the printing technology. Such lack of information gives rise to problems at the education site. There would be no choice but to incur temporal and opportunity expenses, since the technology would only be able to be used after going through trials and errors, by first introducing the technology without examining the actual information, such as through comparing the strengths and weaknesses. In particular, if an expensive equipment introduced does not suit the features of school education, the loss costs would be significant. This research targeted general users without a technology-related basis, instead of specialists. By comparing the strengths and weaknesses and analyzing the problems and matters requiring notice upon use, pursuant to the representative technologies, instead of merely introducing the 3D printer technology as had been done previously, this research sought to explain the types of features that a 3D printer should have, in particular, when required in education relating to the development of figure merchandise as an optional cultural contents at cartoon-related departments, and sought to provide information that can be of practical help when seeking to provide education using 3D printers in the future. In the main body, the technologies were explained by making a classification based on a new perspective, such as the buttress method, types of materials, two-dimensional printing method, and three-dimensional printing method. The reason for selecting such different classification method was to easily allow mutual comparison of the practical problems upon use. In conclusion, the most suitable 3D printer was selected as the printer in the FDM method, which is comparatively cheap and requires low repair and maintenance cost and low materials expenses, although rather insufficient in the quality of outputs, and a recommendation was made, in addition, to select an entity that is supportive in providing technical support.

An Interdisciplinary Approach to the Human/Posthuman Discourses Emerging From Cybernetics and Artificial Intelligence Technology (4차 산업혁명 시대의 사이버네틱스와 휴먼·포스트휴먼에 관한 인문학적 지평 연구)

  • Kim, Dong-Yoon
    • Journal of Broadcast Engineering
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    • v.24 no.5
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    • pp.836-848
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    • 2019
  • This paper aims at providing a critical view over the cybernetics theory especially of first generation on which the artificial intelligence heavily depends nowadays. There has been a commonly accepted thought that the conception of artificial intelligence could not has been possible without being influenced by N. Wiener's cybernetic feedback based information system. Despite the founder of contemporary cybernetics' ethical concerns in order to avoid an increasing entropy phenomena(social violence, economic misery, wars) produced through a negative dynamics of the western modernity regarded as the most advanced form of humanism. In this civilizationally changing atmosphere, the newly born cybernetic technology was thus firmly believed as an antidote to these vices deeply rooted in humanism itself. But cybernetics has been turned out to be a self-organizing, self-controlling mechanical system that entails the possibility of telegraphing human brain (which are transformed into patterns) through the uploading of human brain neurons digitalized by the artificial intelligence embedded into computing technology. On this background emerges posthuman (or posthumanism) movement of which concepts have been theorized mainly by its ardent apostles like N. K. Hayles, Neil Bedington, Laurent Alexandre, Donna J. Haraway. The converging of NBIC Technologies leading to the opening of a much more digitalizing society has served as a catalyst to promote the posthuman representations and different narratives especially in the contemporary visual arts as well as in the study of humanities including philosophy and fictional literature. Once Bruno Latour wrote "Modernity is often defined in terms of humanism, either as a way of saluting the birth of 'man' or as a way of announcing his death. But this habit is itself modern, because it remains asymmetrical. It overlooks the simultaneous birth of 'nonhumaniy' - things, or objects, or beasts, - and the equally strange beginning of a crossed-out God, relegated to the sidelines."4) These highly suggestive ideas enable us to better understand what kind of human beings would emerge following the dazzlingly accelerating advancement of artificial intelligence technology. We wonder whether or not this newly born humankind would become essentially Homo Artificialis as a neuronal man stripping off his biological apparatus. However due to this unprecedented situation humans should deal with enormous challenges involving ethical, metaphysical, existential implications on their life.

Development of Plant BIM Library according to Object Geometry and Attribute Information Guidelines (객체 형상 및 속성정보 지침에 따른 수목 BIM 라이브러리 개발)

  • Kim, Bok-Young
    • Journal of the Korean Institute of Landscape Architecture
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    • v.52 no.2
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    • pp.51-63
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    • 2024
  • While the government policy to fully adopt BIM in the construction sector is being implemented, the construction and utilization of landscape BIM models are facing challenges due to problems such as limitations in BIM authoring tools, difficulties in modeling natural materials, and a shortage in BIM content including libraries. In particular, plants, fundamental design elements in the field of landscape architecture, must be included in BIM models, yet they are often omitted during the modeling process, or necessary information is not included, which further compromises the quality of the BIM data. This study aimed to contribute to the construction and utilization of landscape BIM models by developing a plant library that complies with BIM standards and is applicable to the landscape industry. The plant library of trees and shrubs was developed in Revit by modeling 3D shapes and collecting attribute items. The geometric information is simplified to express the unique characteristics of each plant species at LOD200, LOD300, and LOD350 levels. The attribute information includes properties on plant species identification, such as species name, specifications, and quantity estimation, as well as ecological attributes and environmental performance information, totaling 24 items. The names of the files were given so that the hierarchy of an object in the landscape field could be revealed and the object name could classify the plant itself. Its usability was examined by building a landscape BIM model of an apartment complex. The result showed that the plant library facilitated the construction process of the landscape BIM model. It was also confirmed that the library was properly operated in the basic utilization of the BIM model, such as 2D documentation, quantity takeoff, and design review. However, the library lacked ground cover, and had limitations in those variables such as the environmental performance of plants because various databases for some materials have not yet been established. Further efforts are needed to develop BIM modeling tools, techniques, and various databases for natural materials. Moreover, entities and systems responsible for creating, managing, distributing, and disseminating BIM libraries must be established.