• Title/Summary/Keyword: 콘텐츠 사업화

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A Study on a System for Managing Excellent and Promising Technologies Obtained from National R&D Program (국가연구개발사업에 따른 우수유망기술 관리체제에 관한 연구)

  • Huh, Tae-Sang;Choi, Ki Seok;Park, Geun Chul;Joo, Won-Kyun;Park, Jung-Hoon;Park, Man Hee
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.827-831
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    • 2008
  • The need for promoting the effectiveness of R&D investment is a big issue for a country aiming to accelerate the growth of economy. A system for systematically managing and utilizing of excellent and promising R&D output for industrial use is required to meet this goal. This study focuses on the technologies that can be commercialized or create more value added outcome through following researches. The construction of a system for finding and managing such technologies is the main issue of this study.

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Study on the Production Process of Performance Arts Visualization Projects: Focused on a Case Analysis of NT Live Cinema Broadcasts (공연예술 영상화 제작과정 연구:NT Live 시네마 브로드캐스트 사례분석을 중심으로)

  • Park, Jin-Won;Kim, Ga-eun
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.45-58
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    • 2021
  • This study aims to select representative performance art visualization projects that react to changes in the culture enjoyment methods and needs of contemporary performance art consumers for performance art culture value creation and vitalization that suit the Fourth Industry and a global age, verify new cultural value creation possibilities of performance projects, and look into important matters and keynotes of production processes. Focusing on the report 'NT Live-Digital broadcast of theatre Learning from the pilot season'(2011), a thorough analysis was conducted on the Royal National Theatre of England, a leading model of cinema broadcast performance visualization projects, including the purpose, production processes (copyright agreements, personnel compositions, filming and broadcasting), marketing methods, and audiences of its "NT Live" project and observations were made of production processes and cultural and artistic values that differ from existing performance art to examine administrative and financial keynotes for the sustainability of performance visualization projects. Through this, possibilities of source creations with artistic, cultural, and economic values that cinema broadcast (live performance broadcast) performance viewing methods have as a new form of performance art products can be verified. In addition, the development of various performance approaches that respond to the culture enjoyment methods and consumption patterns of audiences will result in the vitalization of performing arts visualization projects through the enhancement of popular appeal and the expansion of audience types of the performing arts field.

Sport Business Strategies and Developmental Tasks of Sports Marketing Agencies in Korea (한국 스포츠마케팅 에이전시의 비즈니스 전략과 발전과제)

  • Shin, Jae-Hyoo
    • The Journal of the Korea Contents Association
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    • v.10 no.11
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    • pp.352-362
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    • 2010
  • This research aims to analyze business strategies of professional sports marketing companies which have properties of sports organizations in Korea, with a view to investigating into the nature of the business of the agencies and the characteristics of business models and to considering what kinds of suggestions such characteristics have for the development of professional sports marketing agencies in Korea. Professional sports marketing agencies do not simply acquire their property rights or act as a proxy in getting the property rights but also multiply opportunities for their business while acting as a proxy and developing extension commodities so as to maximize their profit, which is a core capability of sport businesses. Sports marketing businesses in Korea are characterized by dual structure: advertisement companies specializing in BTL (Below The Line)-centered promotion business, and sports marketing agencies specializing in the business focused on sports contents. This structure serves as an obstruction for Korean sports marketing agencies to build up their capabilities to maximize opportunities and extension.

A Study on Terrain Digitalization for Earthwork Automation (토공사 자동화를 위한 토공지형 디지털화 방안연구)

  • Kim, Seok;Park, Jae Woo;Kim, Kyung Hoon
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.407-408
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    • 2017
  • 최근 IoT, AI, Big-data 등 4차 산업혁명기술이 다양한 산업영역에 적용되고 있다. 건설산업에도 4차 산업혁명기술 도입을 위한 다양한 연구들이 진행되고 있으며, 토목 및 건축을 포함한 다양한 건설사업 초기단계에 적용되는 토공사의 자동화를 위한 연구가 국내외에서 활발히 진행되고 있다. 본 연구에서는 토공사 자동화를 위한 기초정보를 제공하기 위해 지반지형을 디지털화하고 이를 건설산업 초기 단계에 활용하기 위한 형태를 제시하고자 한다. 지반지형 디지털화를 위해서는 현장계측, 계측데이터 정합, 건설정보 입력, 분석단위 생성 등의 기능이 요구된다. 토공지형 디지털화 기술은 향후 토공사 자동화를 위한 건설장비군의 효율적 운영을 위해 활용될 수 있다.

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Analysis of Female Development Fund Utilization of Primary Local Self-government : Focused on the City of Busan (기초자치단체 여성발전기금운용 분석 : 부산시를 중심으로)

  • Sung, Hyang-Sook
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.354-364
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    • 2016
  • The purpose of this study is to analyze current condition and features of female development funds of Busan primary local self-government, and to make useful implications out of this so that the local female development funds can contribute to its ultimate purpose, which is to achieve female development. The analyses show that 1) local self-governmental districts with good finance try to reserve funds by reducing programs; 2) local laws, which serve as the legal basis of female development fund utilization, do not reflect the value of gender equality; 3) the programs run by the female development funds lack contents; 4) beneficiaries of the fund programs aremixed; and 5) female policies and family policies are not separated, exhibiting the limitations of feministic perspectives. I propose that 1) the fund should be raised through the governance of local female groups and self-governments; 2) basic local laws should be revised: 3) gender perspective contents and birth support policy should be implemented.

Untact Social VR Video-based Tour Scheduling (언택트형 소셜 VR 영상기반 투어 스케줄링)

  • Yang, Seung-Hae;Lee, Duck-Hee;Kim, Hak-Chun
    • Journal of the Health Care and Life Science
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    • v.8 no.2
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    • pp.127-133
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    • 2020
  • While only the experts could create the contents in the existing VR contents business, in the proposed "Untact Social VR Video-Based Tour Scheduling", the GUI (Graphic User Interface) allows anyone to easily and quickly share the information taken through VR camera after creating. It is intended to serve as a variety of SNS-based media by developing a structure that can be shared in html format after creating with the GUI menus. In particular, it is applied to companies that operate the SNS-type publicity projects including experience facilities and viewing facilities, and the various SNS-type publicity businesses that create the VR contents. Communication is clear compared to the existing homepage-based information delivery method, and It aims to provide universality that anyone can easily edit in an environment where only experts can edit VR video contents of.

A Comparative Study on the Key Success Factors of Over-The-Tops in South Korea (국내 OTT(Over-The-Tops) 서비스 성공 요인에 관한 비교 연구)

  • Lee, Soyul;Park, Hyunjun
    • Journal of Korea Society of Industrial Information Systems
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    • v.26 no.6
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    • pp.135-154
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    • 2021
  • This paper compares and analyzes the domestic OTT services to access their success factors, strategies and examine the domestic OTT leader's wavve's unique differentiation strategy. It is a comparative study of the top five market share services based on the operator and content's key success factors criteria, revenue structure, personalization, interactive media and cooperation. As a result, the common success factors were contents that reflected the characteristics of the operators, hybrid VOD, hybrid filtering, real-time participation interaction, alliances between the same and heterogeneous industries, and utilization of existing business areas. In addition, the study confirmed that it expanded the scope of the project and operated the contents efficiently by introducing one or more business strategies. wavve has been widely validated with its content, while B2C has long-term benefits and overseas use services, and B2B has a systematic use system, differentiating itself from other services. This paper can be the foundation for identifying the strengths and differences of each service on 2021, entering the domestic OTT industry, and establishing competitive strategies.

Application Method of Big-Data for Improvement for Construction Project Management System (빅 데이터 기반 건설사업정보시스템 기능 개선 방안 연구)

  • Kim, Jin-Uk;Kim, Young-Jin;Ok, Hyun;Yang, Sung-Hoon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.07a
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    • pp.301-303
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    • 2015
  • 국내 건설행정 투명화 및 경쟁력 향상 목적으로 개발된 건설사업정보시스템에 정부와 운영주체는 다양한 기능개선 방안과 관련 연구를 수행하며 시스템 성능을 개선시켜왔다. 그러나 기 추진된 성능향상 방안이 공공업무 처리에 중점 되어 대국민 사용자를 위한 콘텐츠 및 기능 등의 서비스가 미흡한 상황이다. 이에 본 논문에서는 건설사업정보 건설인허가시스템의 도로점용장소별 허가현황 기능을 중심으로 빅 데이터를 이용한 허가현황 정보 제공 방안을 제안하였다. 제안한 기능개선 방안은 기 구축된 비정형 데이터를 빅 데이터 기반으로 재분석하여 구글 맵에 가시화함으로써 공공업무 데이터 처리 뿐만 아니라 대국민 서비스를 위한 콘텐츠 제공이 가능하도록 하였다. 뿐만 아니라 그동안 축적된 15TB이상의 건설관련 데이터의 재활용 가능성을 시사함으로써 시스템 활용성 증대 및 개편 방향에 도움이 될 것으로 판단된다.

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스마트 시대에서의 실감 미디어 기술 동향

  • Seo, Ung-Chan;Kim, Gi-Il;Jeong, Jun-Seok
    • Information and Communications Magazine
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    • v.30 no.5
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    • pp.79-87
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    • 2013
  • 실감 미디어(Realistic Media)란 사용자 만족을 위해 몰입감과 현장감을 극대화 할 수 있도록 현장의 모든 감각의 정보를 전달하는 매체를 의미하며 실감미디어 기술은 고품질의 시각, 청각 정보는 물론 촉감 등 다감각 정보의 생성, 처리, 저장, 변환, 전송, 재편등에 관한 기술로 정의할 수 있다. 무선 네트워크 기술의 발전과 스마트폰 시장의 급격한 성장에 따라 다양한 실감미디어 서비스들이 출현하고 서비스되고 있어 실감미디어 산업은 국내 뿐만 아니라 세계적으로 급격하게 성장하고 있다. 우리 정부에서는 미국, 일본, 유럽 등의 기술을 따라잡고 독자적인 기술력을 마련하기 위하여 '기가코리아(2012)' 사업을 필두로 다양한 정책 사업을 진행 중에 있는대 현 시점에서는 해외 기술에 비하여 2-3년의 격차가 존재하고 있으나 무선 인프라, 스마트폰 기반의 콘텐츠 시장 형성 등 기반 인프라가 우수하고 방송, 교육, 광고, 공공 서비스 등 타 산업분야와 융복합 등 기반 기술 확보부분에서 기술 선점 가능성이 남아있으며 다양한 분야로 사업 확대가 용이하여 시장성이 높아 차세대 전략 산업으로 주목받고 있다. 최근 미디어 서비스에 대한 사용자의 요구사항 변화는 단순 시청의 단계를 넘어 미디어 미디어 서비스의 부가 정보를 얻고자 하며 직접 미디어 서비스에 참여하기를 원한다. 특히 실감미디어 분야에서 2D 미디어에서도 3D 입체 미디어화가 급속도로 진행되고 있으며 3D 입체 미디어를 기반으로 실감체험을 가능하게 하는 4D미디어를 선호한다. 대표적인 사례가 아바타 4D 영화의 흥행이라고 볼 수 있다. 앞으로도 4D 미디어를 소화해낸 사용자는 오감과 감성에 기반한 미디어 서비스를 지속적으로 요구할 것이며 이러한 요구에 맞추어 실감미디어 산업의 빠른 변화가 진행되고 있다. 이미 영화 산업은 3D 산업으로 진입해 있으며 4D 산업으로 급속히 변모중에 있고 스마트 시장의 등장에따라 스마트 기기 및 인프라를 기반으로 실감미디어를 제공하는 서비스 시장 역시 급속도로 성장하고 있다. 이에 본고에서는 실감미디어 산업의 시장규모와 앞으로 어떻게 발전할 것인지를 알아보며, 어떠한 형태의 실감미디어 콘텐츠 서비스가 존재하고 있는지 알아보고자 한다. 또한 국내외에서 적용되는 실제 사례를 분석하고, 마지막으로 실감미디어 콘텐츠 산업의 경쟁력 강화를 위한 시사점을 제시하고자 한다.

An Exploratory Study of the Business Contents Market (유료 비즈니스 콘텐츠 시장 개선 방안 연구)

  • Choi, Jung Sup;Moon, Hyun Joo;Kim, Hee-Woong
    • Informatization Policy
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    • v.22 no.1
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    • pp.96-117
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    • 2015
  • With the development of Information and communication technology the demand for intangible products, in this case contents; are increasing rapidly. However, the market for paid contents is relatively un-vitalized and especially the market for business contents, needed for promoting business or work; is even more stagnant. Existing studies seek to vitalize the paid content market by proposing business models from the supplier's aspect. This study carries out a qualitative research, to discover the causes for market non-vitalization of business content from the user's perspective; by conducting in-depth interviews with 125 customers of business contents targeting office workers and independent businessmen. Through the answers of in-depth interviews, in regards of reasons for purchasing/non-purchasing business contents and problems of business content market; the result indicated that value, trust, and quality are the factors that have direct influence on the purchase. The study proposes resolution to all the problems indicated in three influential factors and derived the responsibility of each paid content market participants; the supplier, related government institution, and user.