The content industries environment has been undergoing significant changes due to rapid technological innovation and content market expansion. Interest in the industry is growing fast both in Asia and Europe. However, in Japan content industries are showing almost zero growth with no increase in overseas expansion. Until now, Japanese content industries have been able to grow based on domestic demands. Many different factors contributed to today's zero growth in Japanese content industries. Two main reasons are: 1) Their lack of interest in overseas expansion and 2) Insufficient investment in domestic human resources development. Considerable amounts of Japanese contents including films, music, games, and animations have been distributed in many Asian countries and today piracy problems in the region are at a serious level. According to 2004 records pirated editions accounted for 85%, 16%, 19%, and 36% in China, Korea, Hong Kong, and Taiwan respectively. Pirated editions bring economic losses to Japanese copyright profits. Making it worse, they weaken the motivation to create content and make it hard to activate cultural exchanges. Losses from copyright violations in Japanese content industries are expected to keep increasing in the future. In order to make Japan competitive and grow it is crucial to take proper measures to protect copyright infringements. This study considers the current situation of the Japanese content market, infringement issues in content which is causing many problems in Asian countries, including China, and facts about losses caused by this problem.
Journal of Information Technology Applications and Management
/
v.13
no.4
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pp.109-120
/
2006
Enterprise Content Integration (ECI)is an IT strategy that improves enterprise' competitive advantages by integrating enterprise wide information and content into a unified view, which in turn supports efficient and effective decision making. Content Syndication Systems (CSS) is a solution that implements the ECI strategy. In semi-conductor industries, it is usual that enterprise content is scattered over tens of legacy systems. Therefore, engineers in semi-conductor companies spend a few hours to locate required engineering information on a daily basis as part of their jobs. In this paper, we develop an enterprise CSS system that integrates enterprise wide contents into a unified view that is suitable for semi-conductor industries. For this research, we first define enterprise CSS, then identify their systems requirements. Then we propose an architecture supporting the identified requirements, and present the implemented prototype. One of the most important requirements is the individualized subscription rule setting for engineering information. For this purpose, we developed methods to represent the information properties and subscription rules.
International Journal of Advanced Culture Technology
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v.9
no.4
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pp.417-423
/
2021
Recently, in the Game industries, they are increasing to use of game engines to reduce the development cost of 3D content and software. In particular, Unreal Engine provides a blueprint visual scripting function that enables software production without programming (coding). Although High-end video content can be produced, the problem is that content development is complicated and requires advanced manpower. To solve this problem, we propose an optimized VR game context process. This is because 1) a Blueprint visual script is used, 2) VR games with various interactions can be produced, 3) Non-majors in the software field (or groups) can develop advanced content. In various related industries such as defense, medical care, manufacturing, and construction, we may easily develop any game content without programming with our refined VR rhythm action game development process. We expect to reduce the development cost with the process advantages in the game industries.
The paper concerns the role model of the local cultural industry agencies, which were established by the local government for the purpose of fostering the regional cultural industries. In this article, the term of the innovative milieu refers to the interaction and network system for the creation, diffusion and application of knowledge. In doing so, the case on the Gyeonggi Digital Content Agency(GDCA), which has managed the Digital Animation Academy and the cultural heritage based digital content development project will be examined in terms of the network between academic and industry. As a result of the case study, it is not certain that the activities and policy programs of the GDCA has affected the improvement of the knowledge and network environment in the field of cultural content industries. This demonstrates industries rather than the innovation system as a whole. In this respect, the paper develops the Cultural Content R & D Network Model for the improvement of the creative partnership among universities, companies and public sector organizations. In addition, the paper suggests that the Digital Animation Academy should be managed in terms of the improvement of the innovative environment of the regional cultural content cluster.
The Journal of Economics, Marketing and Management
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v.8
no.3
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pp.1-8
/
2020
Purpose: Korea has a long history of kid's content industries. Also, Korea's kid's content market has been thriving for a long time, but recently, a company called Smart Study has sharply raised Korea's status because of its competitive advantage and capability in the kid's content industry. Research design, data and methodology: This research has explored and examined how Smart Study was successful in kid's content industries. Also, the research examined the present and potential competitors in the kid's content industry. Results: We investigated and explored how they were different from other Korean kid industries through value, rare, inimitability, and organization (VRIO) framework. Conclusions: One of the primary reasons for their success is because Smart Study has strengths in marketing that brand character and making consumers loyal to the company. Lastly, this paper attempted to explain how they have promoted their company and investigated how other companies promote themselves in the kid's content industry. This paper has limitations. We could not explain all the fields of kid content. The kids' content has developed tremendously, but there are many hidden parts. It has been successful in Korea and is still growing and proliferating. Also, there is a slight lack of scarcity in distribution methods.
Journal of Information Technology Applications and Management
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v.18
no.2
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pp.1-21
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2011
In this era of convergence, which is characterized by the integration and combination of technology and industries, broadcasting and communications, offline and online, and devices and services, the content industry is also experiencing rapid changes including inter-genre exchange, the creation of new industries, and customized demand. Specifically, IT-based digital content industries such as the online game, e-book, mobile contents and web portal industries are no longer restricted to the boundaries of video, music and games but are being expanded into the realms of education, medicine, fashion and sports thanks to CT innovation of 3D, CG, AR/VR, VFX, etc. As such, various countries have come to recognize the convergent content industry as a new growth engine that will pick up where the IT industry left off, and are forming policies for its development accordingly. This research aims to optimize the system of content taxonomy which is currently genre-focused and unable to support technological development and convergence, and to discover and select star contents to be rigorously developed with governmental support. In this paper, 20 star contents in 8 areas were selected, and these are expected to create tremendous cultural and economic value through ongoing technological and industrial development.
Kim, Seong-Jo;Baek, Seung-Hwa;Moon, Kwang-Hyun;Jang, Kwang-Ho;Kim, Su-Jin
Korean Journal of Environmental Agriculture
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v.17
no.1
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pp.48-53
/
1998
The purpose of this study was to compare heavy metal concentrations in uncontaminated soil with those in soil influenced by industrial activities, and to investigate the relationship between change of heavy metal content and the kind of industry at the Iksan 1st Industrial Complex that has started since 1975. Soils sampled in 0-3㎝ and 3-6㎝ soil depth, respectively were analized for content of Cd, Cu, Ni, Pb and Zn. Change of heavy metal content in soil of the industrial complex were more accumulated 16 to 25% of Cd and Cu, 93% of Pb and Zn, respectively in samples compared with natural soil uncontaminated. But there was no different in Ni content between two soil. Distribution of Cd in soil layer of 0 to 3cm was the highest concentration of 5 ppm more at the textile industries, and then higher at the chemicals and the food processing industries. In 3 to 6㎝ soil layer Cd content was the highest concentration of 5 ppm more at the metal processing industries, and then higher at the textile industries. Cd accumulation in soil was different according to a kind of industry and soil depth. Cu content was the highest value of 400 ppm more in soil layer of 0 to 3cm at the manufacturing electric wires industry area and showed the accumulation phenomenon in soil layer 3 to 6cm at the ohmmeter, machines and electric wires industry area. Ni content was 35 ppm more in soil of the metal plating and processing industries regardless of soil sampling layer. Then it was 25 ppm more in soil of the building stones and semiconductor industries. Pb content was from 400 to 1000 ppm in soil of the chemicals and textiles industries regardless of soil sampling layer. Zn content was 1200 ppm more in soil of the chemicals and silk fabrics industries regardless of soil depth, and then lower in order to soil of leather processing${\le}$metal plating industries. In conclusion, changes of heavy metal kinds and content in soil of this industrial complex area were caused by the type or kinds of industrial activities. Changes of Pb and Zn content in soil were dominated at this area.
We perform lacquer formation experiments with various combinations of marine fuel oils and lubricant oils. We also investigate the influences of base number (BN) in lubricant oil and sulfur content in fuel oil. A dissolution test with 10% dilute sulfuric acid and pull-off force test are accomplished to distinguish whether the residual layers are lacquering or not. The lacquering layers are dissolved by dilute sulfuric acid and have a strong pull-off force. Moreover, the calcium content detected in the residual layers is compared by energy dispersive x-ray spectroscopy (EDS). More calcium is detected in the lacquer layers than in other residual layers. Distillate fuels containing low sulfur levels are more prone to lacquering when mixed with lubricant oil with a high BN. On the other hand, residual fuels with a high sulfur content do not form lacquer. We investigate the effect of mixture volume ratio. The mixture with higher fuel oil content is more prone to generate lacquer. These experiments indicate that a lubricant with an appropriate BN should be used to prevent lacquer forming on the surfaces such as cylinder liners depending on the sulfur content of fuel oil.
The purpose of the present study is to assess nutrient content for providing nutrition information such as nutrition labeling on Korean dishes in restaurant and food service institutions. The content of nutrients was calculated in recipies used to prepare dishes which has been frequently consumed in such four groups as the literature, foodservice institutions of industries, restaurants, and households. The numbers of dishes surveyed were 15. Total numbers of literture used for recipies analysis are 20. Recipies used in foodservice institutions of industries were abstracted from the journal 'Guk-Min Young-Yang' published in Korea dietetic association and obtained with the help of dietitians working in those institutions. Also, recipies has been using in restaurants were given from the Korea restaurant association. Recipies in households was calculated from the secondary analysis of the Korean National Nutrition Survey. Nutrient content from foods except steamed rice and side dishes in each dish was calculated using data of Korean food composition table published. The content of energy and protein in 'Gal-bi tang' (beef-rib soup) were highest in recipes used at restaurants, vitamin C in recipes of food service institutions of industries due to the generous use of meats and vegetables than other recipies. 'Doen-jang chigae' (soybean paste stew) showed the lowest content of energy in results analyzing recipes presented on the literature and varied protein level by four groups for difference of protein source used. The content of energy in 'Gop-chang jeongol' (small intestines stew) is 150 kcal more than 'Soegogi jeongol' (beef stew) in general. The energy level of 'Daeji-galbi' jim (braised pork ribs) and 'Dak jim' (braised chicken) turned out to be the highest in recipies presented on literature. Variation of each nutrient content including energy and protein was relatively high, since some of foods used in 'Pibimbab' (mixed rice) varied with four groups. Amounts of energy and protein in 'Naeng-myeun' (cold noodles) is the highest in recipies of foodservice institution of industries because much amounts of noodle and meats were used comparing to other groups. The average content of energy in 'Pulgogi' (grilled meat with sauce) was 50% to Korea recommended amounts of one meal, 833.3 kcal. Content of vitamin $B_1$ in 'Jeuk pyeunuk' (boiled pork), which is made of pork meat, was higher than other dishes. The ingredients of frequently consumed Korean dishes were highly variable among the four groups which inevitably results in variation of nutrient content in each dishes. The high variation of nutrient content in each dish according to study requires careful collecting of the large number of recipies in presenting representative nutrient content for nutrition labeling on dishes in restaurant and food service institutions effectively.
The purpose of this paper is understanding the dynamics of knowledge based industries in Korea and suggesting policy recommendations for supporting those industries. Following KIETs (1999) definition of knowledge intensity, this paper classified industries in Kyung Ki Province according to several knowledge indicators including R&D activity and human capital content. Having classified industries, this paper investigates growth dynamics of knowledge based industries in Kyung-Ki Province. Based on surveys on some 280 knowledge based industries in Kyung-Ki province, growth path of those industries were identified using path analysis. Using the growth path and coefficient identified by the analysis, system dynamics model was build to simulate dynamics of knowledge based industries in Kyung-Ki province. With the model, further analysis was made to investigate some policy measures that can promote knowledge based industries.
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