• Title/Summary/Keyword: Content business

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New IT Service Business Model for Silver Users (IT서비스 기반의 실버IT 비즈니스 모델 연구)

  • Kim, Tai-Gyu;Lee, Joo-Hwan
    • Journal of Information Technology Services
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    • v.8 no.4
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    • pp.187-199
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    • 2009
  • Content services for silver users on the ubiquitous technologies are getting attention as a new business model, monitoring users in real-time on the real-world and/or cyber-world. A lot of business and service model have been developed to apply silver or elder user. This study explained a state-of-the-art silver IT service to innovative services for users, ranging from home and finance to support for healthcare and living. Due to the variation of subtle terminologies, this study was conducted to restructure an adaptive terminology including some definitions. Current silver IT service model has been evaluated from the technical, functional, and business analyst, and its suitability has also been expressed in a proposed model and service. The purpose of this study was to propose a systematic approach of new IT service business model for silver users. A proposed model was described to explain the feasibility of the silver IT industry.

Advancement in Mobile Service and Successful Model for Mobile Contents (모바일 서비스의 진화와 성공적인 모바일 콘텐츠 모델)

  • Suh, Byung-Moon
    • Journal of Korea Society of Industrial Information Systems
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    • v.13 no.4
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    • pp.24-34
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    • 2008
  • The study aims to anticipate evolution direction of mobile content business in the future, and derive successful strategies at the same time with multiple and composite analysis of evolution process and environmental change of mobile business. In conclusion, Firstly, it should strengthen customer approach performance, secondly, approaches with sensitively, and needs opened business model. Fourthly, it needs planning and production of contents which reflects the need of customers, and fifthly, it requires development of mobile platform leading contents group and multiplication of CP business model. In the aspect of industrial policy, sustainable and future-oriented policy should be arranged rather than short-term and simple police, for the continual development of mobile content industry. To establish healthy and active mobile contents industry, the government and regulatory institutes are more preferable to devote to the role of circumstance builder rather than the leader of mobile content market. In other words, they are recommended to focus on establishing basic regulation and order for smooth operation of the market and its management.

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Mobile Business Model and its Introducing Strategy for Fashion Contents Distribution (패션 콘텐츠의 모바일 유통개선을 위한 비즈니스 모형과 도입전략)

  • Seo, Dong-Bok;Lee, Jae-Won
    • The Journal of the Korea Contents Association
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    • v.13 no.10
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    • pp.461-469
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    • 2013
  • This research aimed to design and develop a mobile-website mixed business model and smartphone based mobile application for the purpose of mobile fashion content distribution. We have implemented a mobile interface and trading system supporting self production of content, use, share, and user's self-up. And we proposed its market access strategy for the expansion of fashion contents transactions. To do this, the existing status of research and benchmarking for mobile app of fashion contents related were studied. As a result of the study, Android, iOS-based mobile applications were developed, but there are some business problems such as low awareness, low entry barriers, and the poor fashion content compared to the size of industry. Because this system provide the fashion contents of affiliated companies to users, it needs to expand cooperation and to promote the partnership with fashion blog, cafes, and fashion magazines.

Digital Technology and Fashion Features in the Contents of Korean Virtual Idol Groups (한국 가상 아이돌 그룹의 콘텐츠에 나타난 디지털 기술 및 패션의 특징)

  • JIAYI XUE;Seunghee Suh
    • Journal of Fashion Business
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    • v.27 no.1
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    • pp.110-125
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    • 2023
  • Virtual idol groups are a product of changes in cultural content and development of digital technology. The purpose of this study is to derive the characteristics of technical expression and fashion of virtual idol groups of Korean entertainment companies, and the significance of this study is to provide basic data for creating a new content business model for virtual idol groups. The research method of this study consisted of literature research and case analysis. Korean virtual idol groups 'K/DA', 'Aespa', and 'Eternity', which show the evolved business model of the entertainment industry through rapid advances in digital technology, were selected as the subject of case analysis for this study, and newspaper articles were searched by keywords and analyzed. As a result of the study, the technical expressions shown in Korean virtual idol groups were 'implementation of realistic content through interaction technology', 'delicate motion expression through motion capture technology', and 'convergence of information between the real world and virtual world through AR technology', 'provision of experience similar to reality by VR technology' and 'formation of cultural contents by Deep Real technology' were deriven. In addition, the characteristics of the Korean virtual guide idol group's fashion are 'marketing strategy through collaboration with fashion items', 'giving recognition as a digital fashion icon of real existence', 'creating a sensuous image as a fashion brand ambassador' and 'fashion style expression of the Z generation's sensibility'.

u-DRM for Digital Content

  • 강호길
    • Proceedings of the CALSEC Conference
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    • 2003.09a
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    • pp.1-7
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    • 2003
  • Ubiquitous Computing ■5C (ㆍComputing ㆍConnectivity ㆍCommunication ㆍContent ㆍCalm ■5Any (ㆍAnytime ㆍAnywhere ㆍAnynetwork ㆍAnydevice ㆍAnyservice)(omitted)

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A Study on the Effect of Contents Characteristics and Operating Service Quality in Continued Usage Intention and Word of Mouth : Focus on Online Sports Game (온라인 게임의 콘텐츠 특성과 운영 서비스품질이 유저의 지속이용의도 및 구전의도에 미치는 영향에 관한 연구: 온라인 스포츠 게임을 중심으로)

  • Fang, Chun-Feng;Lee, Don-Gon;Han, Kyeong-Seok
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.101-114
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    • 2015
  • A recent online game is growing with the combined action of content as well as operating services. However, in previous studies, with a lot of focus on content characteristics of game than the game operating service quality studies have been carried out. This study targeted research online sports games, operating service quality and content characteristics of the game are analyzed effects of word-of-mouth and continued usage intention by applying Expectation Confirmation Model. as a result, it has found that as a result, it has found that sense of reality turned out to be a major variable affecting the content of the game even expectation confirmation. Directly and indirectly, it was confirmed that the role of empathy affect to expectation confirmation and satisfaction.

Quantitative and Qualitative Considerations to Apply Methods for Identifying Content Relevance between Knowledge Into Managing Knowledge Service (지식 간 내용적 연관성 파악 기법의 지식 서비스 관리 접목을 위한 정량적/정성적 고려사항 검토)

  • Yoo, Keedong
    • The Journal of Society for e-Business Studies
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    • v.26 no.3
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    • pp.119-132
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    • 2021
  • Identification of associated knowledge based on content relevance is a fundamental functionality in managing service and security of core knowledge. This study compares the performance of methods to identify associated knowledge based on content relevance, i.e., the associated document network composition performance of keyword-based and word-embedding approach, to examine which method exhibits superior performance in terms of quantitative and qualitative perspectives. As a result, the keyword-based approach showed superior performance in core document identification and semantic information representation, while the word embedding approach showed superior performance in F1-Score and Accuracy, association intensity representation, and large-volume document processing. This study can be utilized for more realistic associated knowledge service management, reflecting the needs of companies and users.

An Analysis of Trend and Design Characteristics on the Korea Men's Business Casual (한국 남성 비즈니스 캐주얼의 경향 및 디자인 특성)

  • Kim, Cho-Long;Yum, Hae-Jung
    • Journal of the Korean Society of Costume
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    • v.60 no.10
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    • pp.16-27
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    • 2010
  • Business Casual has been launched because of 'Friday Wear' in the 1990s and in Korea, the business casual has been settled under the influence of the five-day work week. The idea of business casual is that 'Business' and 'Casual wear' are combined. It is the attire that people should wear the jacket for formality and people can wear both on or off duty. As a result of the analysis, based on this, of the characteristics of men's business casual appeared in Seoul collections from 2009 till now, they can be classified in 'Classic & Traditional business casual', 'Modern business casual', 'Natural business casual', 'Feminine business casual' and 'Sporty business casual'. As a result of the analysis of the design characteristics of the Korean men's business casual and the trend, based on the content of the analysis of Seoul Collection, 'Classical Classic & the Traditional', 'Modern of the Contemporary design', 'Natural of the Natural design' and 'the Sporty business casual of the Separate Coordination' including jeans, have presented themselves. Also, as a result of the analysis of Korean business men's business casual according to the classification of the design characteristics in Chapter III, 'Classic & Traditional business casual' account for the majority and then 'Sporty', 'Modern' and 'Natural business casual' account for the rest in order. 'Feminine business casual' hasn't presented itself. As a result of the comparative analysis of the design characteristics in Chapter III & IV, Korean business men's business casual has been concentrated on 'Classical & Traditional' and the design characteristics have not appeared in variety. There has been no such audacious attempt, and items, the characteristics of coordination, colors and materials are not in variety compared to the collection. Meanwhile, as a result of the subsistent characteristics of Koran business men's business casual, the characteristics of business men's business casual can be said to represent themselves in "Separate Coordination with the previous items of formal suits".

U-Commerce in Service Space : Business Model Analysis and Case Study (서비스 공간에서의 유비쿼터스 상거래 비즈니스 모델 분석 및 사례연구)

  • Lee, Hyun-Seok;Lee, Kyoung-Jun
    • Journal of Intelligence and Information Systems
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    • v.14 no.2
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    • pp.45-61
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    • 2008
  • Previous U-Commerce researches have dealt with the business support systems for traditional commerce space such as real world shopping malls. This paper investigates U-Commerce business models in service space. The McDonald's Touch-Order case is analyzed from business model perspective and the Media-Embedded Place business model is introduced as a U-Commerce business model for value creation in service space. The media-embedded place business model attaches auto-identification tags to tables or billboards, triggers commercial transaction through the tags, and shares the revenues and the incentives among the place owners and commerce/content providers. This paper analyzes its scenario and applications and illustrates the profitability analysis using so-called 'tag evaluation model'.

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Interoperable DRM Framework for Multiple Devices Environment

  • Hwang, Seong-Oun;Yoon, Ki-Song
    • ETRI Journal
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    • v.30 no.4
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    • pp.565-575
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    • 2008
  • As networks increase and cross-convergence occurs between various types of devices and communications, there is an increasing demand for interoperable service in the business environment and from end users. In this paper, we investigate interoperability issues in the digital rights management (DRM) and present a practical framework to support interoperability in environments with multiple devices. The proposed architecture enables end users to consume digital content on all their devices without awareness of the underlying DRM schemes or technologies. It also enables DRM service providers to achieve interoperability without costly modification of their DRM schemes.

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