• Title/Summary/Keyword: 콘텐츠 서비스

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Analysis the Commercial Success Factors of the One Source Multi-Use Contents (One Source Multi-Use 콘텐츠의 흥행요소 분석)

  • Park, Chan-Ik
    • Proceedings of the KAIS Fall Conference
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    • 2010.05b
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    • pp.788-791
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    • 2010
  • One Source Multi-Use(원 소스 멀티 유스)'란 하나의 소재를 서로 다른 장르에 적용해 파급효과를 노리는 마케팅 전략을 말한다. 이 같은 '원 소스 멀티 유스'의 대표적인 소재가 바로 만화다. 그러나 근래에 들어서는 만화를 비롯하여 소설, 게임, 애니메이션, 영화 등을 원천소스로 하여 다양한 장르로 변형되고 있다. 그중 대표적인 것이 '공포의 외인구단'과 '바람의 나라'를 들 수 있다. '공포의 외인구단'은 이현세의 원작이고(1982-1983)이고 '바람의 나라'는 김진의 만화가 원전이다(1992-2008현재). '공포의 외인구단은 곧바로 영화화 됐으며 20년 후인 2009년에 드라마로 만들어 졌다. '바람의 나라는' 1997년 국내 최초의 온라인게임으로 만들어져 현재까지 많은 사랑을 받으며 서비스되는 게임이며 또한 2006년과 2007년에는 뮤지컬로도 만들어졌고 최근에는 TV드라마로 만들어져 많은 인기를 얻고 있다. 또 다른 예로는 '툼레이더'를 들 수 있는데 이는 게임이 원작이고 게임의 인기를 업고 영화로 만들어졌으며 세계적인 흥행성공에 힘입어 속편까지 제작된 상태이다. 이에 본 연구에서는 '원 소스 멀티 유스'의 대표적인 성공사례인 '바람의 나라'와 '툼 레이더'의 여러 요소 중 시각적인 요소인 캐릭터와 영상이미지의 분석을 통해 흥행요인을 도출하고자 한다.

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A study on linkage of database and information search service based on WIPI (WIPI 기반 데이터베이스 연동 및 정보 제공 서비스에 관한 연구)

  • 임창묵;정성훈;임재홍
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2004.04a
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    • pp.379-383
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    • 2004
  • Mobile Internet has different platform cause interrupt activation of mobile internet because contents providers have each different development environment. To use of WIPI(Wireless Internet Platform for Interoperability) developer by KWISF(Korea Wireless Internet Standard Forum) founded to solve this problem guarantee independence of hardware and interpretation of mobile application. In this paper, we research method to activate WIPI which is standard platform to develop applications easily and efficiently in mobile environment and we implement WIPI application to show the excellent of WIPI in mobile development environment.

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Management Strategy of Corporate Library in the Competitive Corporate Environment (경쟁환경하 기업정보센터의 효율적인 운영전략)

  • Min, Yoon-Kyung
    • Journal of Information Management
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    • v.34 no.2
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    • pp.89-105
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    • 2003
  • The change of corporate business environment according to the worldwide competitiveness and the development of information technology threaten the survival of corporate libraries. Corporate libraries have to redesign their services and prove the significance of existence within their company. This paper examines the competitive corporate environment of corporate libraries, and the effective management strategy of corporate libraries. Also management strategies of two corporate libraries are analyzed.

A Study of Smart IT convergence Framework applying a Lego-typed Sensor Module (레고형 센서 모듈을 활용한 스마트 IT 융합 프레임워크에 관한 연구)

  • Park, Jung-min;Kim, Hye-Young
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.87-96
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    • 2016
  • As use of Internet increase, IoT(Internet Of Things), a interaction between connected devices, is widely used throughout industrial area. In this paper, we discussed what to consider when planning framework for contents using user's mobile devices and various sensors in IoT environment and suggest related techniques. Also, using the techniques suggested in this paper, we showed the prototype of the framework. Finally, we showed the possibility of games in the IoT environment by creating game in the IoT environment.

Competitive Advantage Elements in the Global Cloud Game Market (글로벌 클라우드 게임 시장에서의 경쟁우위 요소)

  • Rhee, Chang Seop;Rhee, Hyunjung;Kim, Sehwan
    • Journal of Korea Game Society
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    • v.20 no.5
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    • pp.3-12
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    • 2020
  • The introduction of 5G greatly reduced service traffic speed and capacity problems. In this communication environment, the market demand for cloud games is increasing, and cloud games are considered as a replacement for mobile games in the future. This study explains the changes in the game industry, and the characteristics and market status of cloud games. Next, this study suggests competitive advantage elements for cloud games market. We expect that this study could help make decisions related to policy support for the cloud game market and industry.

Analysis of the Factors Influencing Quality Assurance of Smart Learning using IPA (IPA를 이용한 스마트러닝 품질관리 요인분석)

  • Lee, Jun-Hee
    • Journal of The Korean Association of Information Education
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    • v.16 no.1
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    • pp.81-89
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    • 2012
  • Quality in smart learning is composed of many factors, and it is more complicated than the traditional education. This study put emphasis on three aspects of the smart learning quality(contents, systems, services). This study depended mostly on literature review, supplemented by FGI(Focus Group Interview) for classification of the smart learning quality factors. On a 5 point Likert scale, the survey enables the users to rate the relative importance of factors, followed by another factor performance rating. The questionnaire were composed of 39 questions. 8 questionnaire sheets were excluded which were not properly filled in or unsuitable for the analysis, and therefore, a total of 112 questionnaires were used for the final analysis. Collected data was statistically analyzed using the SPSS 18.0 for Windows statistical package. Importance-performance analysis(IPA; gap between importance and performance) is used for the empirical test.

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A Study on the Gamification Technology Valuation Framework (게이미피케이션 기술 가치 평가 프레임워크 연구)

  • Baek, Junho;Jang, Jintae;Jeong, Jiyong;Kim, Sangkyun
    • Journal of Korea Game Society
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    • v.18 no.3
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    • pp.17-26
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    • 2018
  • As the concept of experience economy has been accelerated recently, user experience is more emphasized today, most of all. And related representative keywords are gamification. Gamification characterized by that intangible elements are produced and consumed through various interactions between providers and users and by having a structure that is difficult to generalize and objectify to economic value. Therefore, the purpose of the present study is to develop a quantitative valuation indicator of concept and standardize the valuation formula covering economic value for gamification technology and overall framework from the perspective of evaluating economic values of intangible technologies such as of knowledge, design, contents, and service of a company.

A Study of Relationship with User Characteristics and Paid Contents Consumption on IPTV Services (IPTV 서비스 이용자 특성과 유료 콘텐츠 구매의 관련성에 대한 연구)

  • Sawng, Yeong-Wha;Kim, Juil;Kim, Myung-Jung;Park, Sun-Young
    • Journal of Information Technology Applications and Management
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    • v.21 no.2
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    • pp.15-29
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    • 2014
  • This study analyzes the influence factors of IPTV users on the purchase of paid contents. This study carries out a web-log analysis of the actual users of the service provided by the domestic IPTV providers and classifies the influence factors on the purchase of paid contents largely into VOC, switching barriers, and content consumption pattern to conduct an empirical analysis. As analysis procedure, first, this study analyzes the preceding researches related to the core influence factors and content-purchasing patterns, and second, conducts a basic statistics analysis of the distribution of basic characteristics of the logs used, as presented in the above. Third, this study carries out a multiple regression analysis as an estimating equation of the number of purchasing the paid content depending on switching barriers of IPTV service, VOC, and content consumption pattern. As a statistical package, Stata version 11.2 was used. Through the empirical analysis, this study found that of the service use logs, VOC and content consumption pattern had a multi-dimensional impact on the purchase of premium contents. On the other hand, this study also found that the impact of switching barriers such as combination state with other products and current status of holding a point did not have a significant impact on the purchase of paid contents.

Adaptive User and Topic Modeling based Automatic TV Recommender System for Big Data Processing (빅 데이터 처리를 위한 적응적 사용자 및 토픽 모델링 기반 자동 TV 프로그램 추천시스템)

  • Kim, EunHui;Kim, Munchurl
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2015.07a
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    • pp.195-198
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    • 2015
  • 최근 TV 서비스의 가입자 및 TV 프로그램 콘텐츠의 급격한 증가에 따라 빅데이터 처리에 적합한 추천 시스템의 필요성이 증가하고 있다. 본 논문은 사용자들의 간접 평가 데이터 기반의 추천 시스템 디자인 시, 누적된 사용자의 과거 이용내역 데이터를 저장하지 않고 새로 생성된 사용자 이용내역 데이터를 학습하는 효율적인 알고리즘이면서, 시간 흐름에 따라 사용자들의 선호도 변화 및 TV 프로그램 스케줄 변화의 추적이 가능한 토픽 모델링 기반의 알고리즘을 제안한다. 빅데이터 처리를 위해서는 분산처리 형태의 알고리즘을 피할 수 없는데, 기존의 연구들 중 토픽 모델링 기반의 추론 알고리즘의 병렬분산처리 과정 중에 핵심이 되는 부분은 많은 데이터를 여러 대의 기계에 나누어 병렬분산 학습하면서 전역변수 데이터를 동기화하는 부분이다. 그런데, 이러한 전역데이터 동기화 기술에 있어, 여러 대의 컴퓨터를 병렬분산처리하기위한 하둡 기반의 시스템 및 서버-클라이언트간의 중재, 고장 감내 시스템 등을 모두 고려한 알고리즘들이 제안되어 왔으나, 네트워크 대역폭 한계로 인해 데이터 증가에 따른 동기화 시간 지연은 피할 수 없는 부분이다. 이에, 본 논문에서는 빅데이터 처리를 위해 사용자들을 클러스터링하고, 클러스터별 제안 알고리즘으로 전역데이터 동기화를 수행한 것과 지역 데이터를 활용하여 추론 연산한 결과, 클러스터별 지역별 TV프로그램 시청 토큰 별 은닉토픽 할당 테이블을 유지할 때 추천 성능이 더욱 향상되어 나오는 결과를 확인하여, 제안된 구조의 추천 시스템 디자인의 효율성과 합리성을 확인할 수 있었다.

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Key Generation and Management Scheme for Efficient Interoperability among Different Downloadable Conditional Access Systems (서로 다른 DCAS 간 효율적 상호운용을 위한 키 생성 및 관리 기법)

  • Lee, Hoonjung;Eun, Hasoo;Oh, Heekuck
    • KIPS Transactions on Computer and Communication Systems
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    • v.2 no.2
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    • pp.75-82
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    • 2013
  • CAS (Conditional Access System) is a content protection solution that restricts access to the system according to user's standing and only authorized users can access the content in a pay-TV system. DCAS (Downloadable Conditional Access System) can download CAS client which is a software implemented via network. In recent years, research and development has been carried out on DCAS to solve the problems of compatibility among heterogeneous devices and internetworking with other services. In this paper, we propose key generation and management scheme for efficient interoperability among different DCASs based on PBC (Pairing Based Cryptography).