• Title/Summary/Keyword: Content creation

Search Result 516, Processing Time 0.042 seconds

The Effect of Game Platforms Selection of Mobile Game Firms on Value Capture: Content Qualitative Analysis (모바일 게임개발사의 게임 플랫폼 선택활동이 가치확보에 미치는 영향: 콘텐츠 질적 분석)

  • Bae, Joonheui;Koo, Dong Mo
    • Journal of Korea Game Society
    • /
    • v.16 no.6
    • /
    • pp.173-184
    • /
    • 2016
  • This research explores strategy for game developers to select platforms in the game industry where are traditional two-sided market focusing on mobile game platforms. We conducted content qualitative analysis by collecting data through contents on online and offline and interviewed four CEO of game developers to secure validity and reliability as well. The results of the research are the following: First, platforms selection factors of game developers are game implementation ability and technical stability, marketing competence of platforms, and profitability creation. Second. the initiative of mobile game platforms has handed over from first generation of mobile games to second mobile games according to their value creation and value capture.

Implications fer Assessing Framework of Next Generation Enterprise Portals' Functions: Perspective of Organizational Knowledge Creation (차세대 Enterprise Portal 기능의 평가 프레임워크 개발에 관한 연구: 지식창출 관점)

  • Park, Ji-Hong
    • Journal of the Korean Society for information Management
    • /
    • v.24 no.3
    • /
    • pp.67-82
    • /
    • 2007
  • The purpose of this paper is to imply for the assessing framework of next generation Enterprise Portals'(EPs) function through the lens of organizational knowledge creation. As the emerging "suite" products such as Smart Enterprise Suite (SES) converges EPs with collaboration and content management, EPs are no longer just a gateway to information and content. EPs are emerging as the center of convergence for many complementary technologies. Considering that this trend is common and knowledge creation is one of key goals of EPs, it is important to assess EPs' function through the knowledge creation process. This paper reviews literatures to set initial assessing elements of EPs' function, then adopts Delphi Technique to prove and categorize the elements according to the knowledge creation process. The samples are consisted of 7 professional knowledge management consultants at Entrue Consulting Partners, LG CNS. This paper may be significant in providing a new vision to the evaluation of EPs by combining a theoretical model with a practical situation.

Ergonomic content creation for 3D display

  • Kawai, Takashi
    • 한국정보디스플레이학회:학술대회논문집
    • /
    • 2006.08a
    • /
    • pp.86-91
    • /
    • 2006
  • This paper introduces two systems for editing and evaluating 3D content. The systems, a non-linear editing system and an evaluation system, were developed to improve viewing safety and comfort for 3D content observers and provide better usability for the creators from the viewpoint of ergonomics.

  • PDF

A Study on the Creation List of Game Scenarios (게임시나리오 창작 리스트 연구)

  • Lee, Jae Hong
    • Journal of Korea Game Society
    • /
    • v.17 no.5
    • /
    • pp.61-70
    • /
    • 2017
  • The fusion of virtual and reality and the revolution of gamification are beginning in human culture. As the quaternary industrial revolution enters the era, major developments of convergence main content games are expected as human-made play products. Now that we need a diverse game IP, we need a methodology that makes it easy to approach game scenario creation. The creation of the game scenario has a very large difference due to interactivity with the general video scenario. Therefore, without interactive knowledge, it is difficult to challenge game scenario creation. In this paper, 'Game Scenario Creation List' was created in order to lower the barriers to entering game scenario creation. I hope that this paper will be even a little positive for the development of game contents.

Customized Content Creation and Consumption System for UCC Service (UCC 서비스를 위한 맞춤형 콘텐츠 저작 및 소비 시스템)

  • Kim, Chang-Su;Lee, Sang-Jo;Kim, Kwang-Yong;Hong, Jin-Woo;Jung, Hoe-Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.11 no.8
    • /
    • pp.1434-1441
    • /
    • 2007
  • Recently Digital Content has been to product, process and circulate fast. Also Environment and personality of user who consume digital content have been to diversify. These would be provide customized digital content to satisfy user request following specific character, environment and personality of user. In this paper, We design and implement customized content creation and consumption based on DID of MPEG-21 framework which is processing the standardization in MPEG. It filled in standard document md packaging according to the selection of the user.

A Study of an AI-Based Content Source Data Generation Model using Folk Paintings and Genre Paintings (민화와 풍속화를 이용한 AI 기반의 콘텐츠 원천 데이터 생성 모델의 연구)

  • Yang, Seokhwan;Lee, Young-Suk
    • Journal of Korea Multimedia Society
    • /
    • v.24 no.5
    • /
    • pp.736-743
    • /
    • 2021
  • Due to COVID-19, the non-face-to-face content market is growing rapidly. However, most of the non-face-to-face content such as webtoons and web novels are produced based on the traditional culture of other countries, not Korean traditional culture. The biggest cause of this situation is the lack of reference materials for creating based on Korean traditional culture. Therefore, the need for materials on traditional Korean culture that can be used for content creation is emerging. In this paper, we propose a generation model of source data based on traditional folk paintings through the fusion of traditional Korean folk paintings and AI technology. The proposed model secures basic data based on folk tales, analyzes the style and characteristics of folk tales, and converts historical backgrounds and various stories related to folk tales into data. In addition, using the built data, various new stories are created based on AI technology. The proposed model is highly utilized in that it provides a foundation for new creation based on Korean traditional folk painting and AI technology.

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
    • /
    • v.24 no.2
    • /
    • pp.329-332
    • /
    • 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.

Analysis of Factor's Priority for 4K-UHD content workflow (4K-UHD 콘텐츠 제작 워크플로우 중요도 분석)

  • Chang, Hyung-Jun;Kim, Kwang-Ho
    • Journal of Digital Convergence
    • /
    • v.12 no.8
    • /
    • pp.271-282
    • /
    • 2014
  • The recent flow of broadcasting technology, HDTV and 3DTV are being followed to develop UHDTV. UHDTV has established itself as the new paradigm. In Korea, the 4K-UHDTV experimental terrestrial broadcasting and cable and satellite TV services are being carried out in the present. 4K-UHD content creation workflow to enable a systematic formulation is needed. In this study, Through expert opinion 4K-UHD production workflow to derive the important topics and Hierarchical analysis methods (AHP, Analytic Hierarchy Process) is applied to 4K-UHD content creation is important to consider the items were compared to each other. The upper layer has a content creation workflow planning side, the media file management side and operational aspects of the selection and production equipment were classified. In the lower layer, UHD STAFF roles between production and training, media management, selection and operation of the storage device was evaluated in a relatively important. In addition, real-time 4K-UHD suggested workflow for production.

Design of OpenScenario Structure for Content Creation Service Based on User Defined Story (사용자 정의 스토리 기반 콘텐츠 제작 서비스를 위한 오픈 시나리오 언어 구조 설계)

  • Lee, Hyejoo;Kwon, Ki-Ryong;Lee, Suk-Hwan;Park, Yun-Kyong;Moon, Kyong Deok
    • Journal of Korea Multimedia Society
    • /
    • v.19 no.2
    • /
    • pp.170-179
    • /
    • 2016
  • It is a story-based content creation service that provides any user with some proper contents based on a story written by the user in order to utilize a lot of contents accumulated on Internet. For this service, the story has to be described in computer-readable representation. In this paper, analyzing the structure of scenario, as known as screenplay or scripts, a structure of story representation, which is referred to as OpenScenario, is defined. We intend users to produce their own contents by using massive contents on Internet by the proposed method. The proposed method's OpenScenario consists two main parts, OSD (OpenScenario Descriptors) which is a set of descriptors to describe various objects of shots such as visual, aural and textual objects and OSS (OpenScenario Scripts) which is a set of scripts to add some effects such as image, caption, transition between shots, and background music. As an usecase of proposed method, we describe how to create new content using OpenScenario and discuss some required technologies to apply the proposed method effectively.

Creation of Market Categories through Product Strategy: A Text-Mining Approach

  • IMAI, Marina
    • The Journal of Asian Finance, Economics and Business
    • /
    • v.8 no.2
    • /
    • pp.439-451
    • /
    • 2021
  • The study aims to investigate the process employed by companies to intentionally create market categories through implementation of product strategy. Much of the research on market category formation focuses on the spontaneous emergence of market categories, with a few studies focusing on the intentional creation of market categories. In the course of this study, I therefore sought to understand the logic by which companies intentionally create market categories, by treating the process through which market categories are formed as a sensemaking process, and by treating the behavior of a company intentionally forming a market category as an effort to manage this sensemaking process. In empirical study, we conducted an exploratory case analysis through content analysis of company press releases and consumer reviews. It is possible that market categories can be formed or changed if the way in which they are shared among market participants can be changed. In this study, we identified two sense-giving activities for the creation of market categories by firms as follows: (1) reorganizing market categories that flat-panel TV manufacturers in the North American market have attempted to form into subcategories of smart TVs, and (2) connecting them to surrounding categories through strategic labeling to establish new categories.