• Title/Summary/Keyword: Content Market

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Creation Trend of Chinese IP(Intellectual Property) Film Works (중국 IP(Intellectual Property)영화 작품의 창작 트렌드)

  • Wei, Si-Yuan;Song, Seung-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.2
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    • pp.329-332
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    • 2020
  • Recently, IP (Intellectual Property) films have attracted much attention in the Chinese film market. This raises the need to take intellectual property films seriously in academic terms. The purpose of this study is to explore the effective methodology of content development based on intellectual property by analyzing the recent trend of Chinese intellectual property films. Recently, the driving force of the development of Chinese intellectual property films was analyzed, and the trend of Chinese intellectual property films was analyzed. The results of this study criticized the fragmented problems caused by the development of intellectual property films. This study made practical and academic suggestions to contribute to the healthy development of the intellectual property film market.

Enterprise Content Management and its Impact on Information Lifecycle Management

  • Landro, Art
    • Proceedings of the CALSEC Conference
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    • 2004.02a
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    • pp.43-48
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    • 2004
  • The Explosion of Content ·Over 80% of enterprise content is unstructured(Fulcrum Research) ·Content volume is growing by over 200% per year (Forrester Research) ·There are all kinds of Unstructured Content including Documents, Output, Web, Rich Media, Code etc ·ECM Market growing to more than >$2.6 Billion in 2003. (Frost & Sullivan)(omitted)

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Transformation of the Music Market brought about by Technology (테크놀로지가 가져온 음악 시장의 변혁)

  • kim, Joy
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.537-541
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    • 2022
  • As technology advances, various applications linked to the music industry are becoming popular through new media. There have been many changes in the music market. Beyond the existing music market, where music copyright and performance rights were the center of the music business, we are unifying and operating communication channels that connect artists and fans, such as investment products derived from music copyrights. The technology that connects the fandom with additional business digital content has transformed into global platforms such as HYBE Entertainment's and YG Entertainment's Weverse, as well as SM Entertainment's Bubble. In addition, various national support projects to build a 5G MEC (MobileEdge Computing) environment to quickly respond to the rapidly changing 5G industry ecosystem are supporting for the immersive content demonstration, immersive content testing, and technical analysis, we are laying the groundwork to efficiently respond to the ever-expanding metaverse content market. Technology is changing dramatically. Therefore, we would like to study to changes in the music market brought about by technology and suggest strategies for a new era in the music business.

IPR Issues in World contents Industry - Japanese countermeasures and Its Lessons to Korea - (세계 컨텐츠산업의 지적재산권 문제 - 일본의 대책과 한국에의 시사점 -)

  • Chung, Su-Won
    • Journal of Arbitration Studies
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    • v.19 no.2
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    • pp.229-243
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    • 2009
  • 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.

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Suggestion of OSMU Content New Business Market through Development of Integrated Platforms for Software-oriented Tailored Costume Production (소프트웨어 중심의 주문 형 의상제작 융합플랫폼 개발을 통한 OSMU콘텐츠 뉴비즈니스 시장 창출 제안)

  • Jung, Minsoo
    • Journal of Korea Multimedia Society
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    • v.21 no.8
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    • pp.1021-1026
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    • 2018
  • 3D SCAN enables easy human body measurement via a digital method in the process of film costume production which used to be done manually. Software-oriented computer graphic, which integrates 3D SCAN data in the process of manual film costume production, can induce quick and diverse design outcomes. While, 3D PRINT, which integrates computer graphic data in the process of manual film costume production, can automate the process of special costume production using a digital method. Integration of 3D Scan + Computer Graphic + 3D Print using integrated platforms for tailored costume production as developed in this study allows significant reduction of costume production period and costs. It also allows efficient integration of costume production outcomes in various industries related with OSMU contents in particular. In other words, using it, we can create a new business market that integrates multiple areas of film content, drama content and game content.

Research on the Development of One IP(intellectual property) Animation & Game in Chinese Market

  • Pan, Yang;Choi, Chul-Young;Meng, Zilu
    • International Journal of Internet, Broadcasting and Communication
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    • v.11 no.2
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    • pp.67-75
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    • 2019
  • "No IP, No Content" has become a phenomenon in the content industry, high-quality IP has a strategic importance. It has become a Trinity in the movie-anime-game basic package, Competition is more intense. However, there is a tremendous amount of know-how hidden behind the use of IP to operate games well. We are worth exploring in detail. The research and analysis of digital IP market, the advantages and disadvantages will be the focus of our pragmatic research. As an emerging market in the digital industry, China has great research value. This paper analyzes the status quo of the current Chinese market by comparing the mature US and Japanese markets. For example, the research of American Disney Company analyzes the mature market structure of Japan. compared with the excellent case of the Chinese market legend of qin. By studying the current situation of China's digital market, analyzing the interest trends of the customer base, discovering existing problems and improving the accuracy of the prediction and judgment of the Chinese digital market in the future.According to the survey, the IP heat is mainly concentrated in six categories of games, animation, TV, variety, movies, and novels. At present, the most popular IP of manufacturers have three major categories. This article will conduct research and analysis on digital IP, and analyze the market status of China, the United States, and Japan and the research on outstanding representative works in the market.

A Study on the Policy for International Co-Production Investment Policy of Central Government and Local Government (중앙정부와 지방자치단체의 국제공동제작투자 활용을 위한 정책연구)

  • Hwang, Kil-Nam;Kim, Jae-Woong
    • Cartoon and Animation Studies
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    • s.26
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    • pp.157-172
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    • 2012
  • In order to overcome the limits of domestic image content market, entering the global market is inevitable and expanding our market volume in foreign market as in domestic market is an important factor that determines the future of Korea image content industry. Suggestions and discussions on policy for investments on domestic image content should be carried out to resolve such situation. Specially, the reason why cooperative system of central government and local government is in dire need is because cultural content industry support measures of central government is unsatisfactory and local government is not adequate enough to respond to the global environment because investment resources of small and medium enterprises in cultural content is insufficient. This paper intends to study cases of policy promoted by domestic local government and support cases of foreign countries when domestic image content industry is expanding into the global market, and to search for solutions from integrated functional perspective of central government and local government for international co-production environment. This study suggests the necessity of political connection in terms of central government strengthening assistance policy on dispersed policy of local government who operates 11 cultural industry promotion districts throughout the country. First, this study suggests the possibility of expanded international co-production by central government and local government through investment(fund).

Investigation of dry dog food market trends and valuation of carbohydrate sources for dog diets

  • Hyun-Woo Cho;Kangmin Seo;Min Young Lee;Ki Hyun Kim;Ju Lan Chun
    • Korean Journal of Agricultural Science
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    • v.50 no.3
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    • pp.407-416
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    • 2023
  • Plant-based, grain-free, and gluten-free diets have been the focus of recent research, as part of the premiumization trend in dog food. However, the lack of comprehensive information regarding carbohydrates in dog food makes it difficult to produce nutritionally balanced meals. Therefore, we aimed to evaluate the nutritional value of carbohydrate ingredients commonly used in commercial dog foods. First, using data from Euromonitor, we investigated the trends in the dry dog food industry and analyzed the annual volume of dry dog food sales, as well as the dog population from 2010 to 2021 in Korea. The growth of the market was greatest in 2021, when the total value of sales of premium dry dog food was 254.3 billion KRW (Korean won) more than in 2010. In addition, sales of dry dog food by age category were marked by a significant increase (404.8%) in the market for dry food for senior dogs. Second, we examined the frequency of carbohydrate ingredients used in dry dog food and conducted a proximate analysis of the top 10 most frequently used ingredients. Subsequently, we analyzed the crude protein, crude fat, and nitrogen-free extract in the carbohydrate ingredients based on dry matter (DM) and calculated the ratio of metabolic energy content supplied from each nutrient in the carbohydrate ingredients. The ratio of metabolic energy content in the carbohydrate ingredients indicated that mung beans had the highest crude protein content (31.3%), whereas oats exhibited the highest crude fat content (23.3%). Sweet potatoes had the highest nitrogen-free extract content, measuring at 93.6%. The results of this study are expected to provide a valuable foundation for the growth and development of the domestic dog food industry, while also contributing to a deeper understanding of the specific role of each ingredient as a carbohydrate source.

Neutrality between a Vertically Integrated Cable Provider and an Over-the-Top Video Provider

  • Dai, Wei;Baek, Ji Won;Jordan, Scott
    • Journal of Communications and Networks
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    • v.18 no.6
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    • pp.962-974
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    • 2016
  • We are concerned with whether a vertically integrated broadband and content provider can unreasonably advantage itself over competing content providers, either by selling quality-of-service (QoS) to content providers at unreasonably high prices, or by refusing to provide access to QoS to competing content. We address this question by modeling the competition between one such vertically integrated provider and one over-the-top (OTT) content provider. The broadband provider decides whether to deploy QoS, and if so it also determines the QoS price if sold to either the OTT content provider or directly to users. We analytically determine when the broadband provider will sell QoS and when the OTT content provider or users will purchase QoS. We characterize the optimal QoS and video service prices. The Internet service provider (ISP)'s market share increases with the difference in the value of the two video services and decreases with the difference in the corresponding costs. Numerical results illustrate the effect of QoS price on content price, the variation of prices and profit with QoS price, and the variation of prices and market shares with the benefit of QoS. The ISP may sell QoS to users at a lower price than when QoS is sold to the OTT provider.

The Effect of Internet Neutrality Regulation on Social Welfare Considering Network Congestion and Investment Incentive (혼잡효과와 망투자유인을 고려한 인터넷망 중립성 규제의 경제적 효과분석)

  • Jung, Choong Young;Jung, Song Min
    • Journal of Information Technology Applications and Management
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    • v.20 no.3_spc
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    • pp.201-217
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    • 2013
  • This paper analyzes the effect of network neutrality regulation on social welfare using the two-sided market under the network congestion. This paper deals with zero price rule regulation which means the price regulation on the side of content. The results are as follows : First, under the monopoly platform, internet use price, contents price, and the number of internet user and content provider are all decreasing as the network congestion increases. Second, under the monopoly platform internet use price, contents price, and the number of internet user and content provider are all increasing as the network capacity increases. Third, the price of internet use and contents internet use which maximize social welfare are increasing and the number of internet user and content provider are decreasing as the network congestion increases. Fourth, optimal network capacity for monopoly platform provider is less than socially optimal network capacity. Fifth, if network neutrality regulation is enforced, the price of internet use is higher than monopoly platform provider and the price of contents is lower than monopoly platform provider. Also, the number of internet user is less than monopoly platform provider and the number of content provider is more than that. By the way, when network congestion increases, internet use price, the number of internet user, and the number of content provider are decreasing. Sixth, network neutrality regulation is more effective for internet user side than contents provider when network congestion is considered. This means that network neutrality regulation is not effective for contents market side when network congestion is seriously large.