• Title/Summary/Keyword: Contents business

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A Study on Education and Development of the Digital Cartoon and Animation (디지털 만화 애니메이션의 발전과 교육 방안)

  • Shon, Young-Woo
    • Journal of Digital Contents Society
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    • v.7 no.4
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    • pp.219-225
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    • 2006
  • The appearance of digital culture contents swiftly has changed the culture in domestic and international areas in recently and the digital cartoon and animation have become the most important expression media in contemporary age. The digital cartoon and animation industry have attracted the attention of the people as the business of the OSMU(One Source Multi User) which has the possibility to expand and to enhance the added value not only for the field of image and character business but also for the area of the advertising and tourist business. Therefore, in this paper, 1 study on education and development of the digital cartoon and animation. Firstly, I study on definition and type of the digital cartoon, and work flow of the cartoon contents production. Secondly, the purpose of this study is to analyze and research the domestic business trend of the digital cartoon and animation. Finally, 1 propose the plan of policy and education of the digital cartoon and animation.

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Practical Use of Educational Content on Materials in the Fashion Industry (의류소재 교과내용의 패션산업 실무 활용에 관한 연구)

  • Ju, Jeong-Ah
    • Journal of the Korean Society of Clothing and Textiles
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    • v.36 no.4
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    • pp.432-442
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    • 2012
  • This study investigated the practical use of educational subjects and contents of materials in the fashion industry field and analyzed all data from respondents depending on business area and years of work in order to develop appropriate educational methods and courses. The survey was conducted with 151 questionnaires; 148 responses were used in the data analysis. The statistical analysis methods were frequency analysis, factor analysis, and ANOVA. The factors of educational subjects for Clothing and Textiles were classified into three categories of product planning, manufacturing and basic information, and manufacturing-related subjects (including materials); subsequently, these showed a high practical use in the fashion business. There were significant differences in the practical use of educational subjects that depended on business areas and years of work for respondents. In the case of education of materials, the contents of fibers, knit fabrics and textile planning were used the most in various business areas; in addition, there were also significant differences in the practical use of knits, textile care, textile planning and trade, and textile retailing depending on business area.

Analysis on Mobile Content Services of the Domestic Media Companies (국내 미디어 기업의 모바일 콘텐츠 서비스 사례 분석)

  • Park, Joo-Yeun;Chon, Bum-Soo
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.160-169
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    • 2010
  • The mobile internet service market is growing very rapidly in Korea. This study outlines the current state of mobile internet services and analyzes the mobile contents types of media companies, especially newspapers, broadcasters and internet portal firms. As a result of this study, media companies provide generally different types of news and information for free and they are eager to develop the new mobile business models to maintain their power in new media. But mobile content distribution is still in the early stages due to the lack of clear business models. To satisfy the consumer's needs and to maintain the competitive advantages, the media companies should develop new business models and cooperate with other market participants to reduce the barriers in the mobile internet service market.

The Effect of Influencer and Contents Characteristics on Purchase Intention: Focusing on Mongolian Consumers (인플루언서 및 콘텐츠 특성이 소비자 구매의도에 미치는 영향: 몽골 소비자를 중심으로)

  • Enkhbat Nomin;Sang-Moon Park;Myoung-Soo Kim
    • Asia-Pacific Journal of Business
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    • v.14 no.4
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    • pp.115-128
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    • 2023
  • Purpose - Due to the spread of COVID-19, non-face-to-face transactions are widely growing. In particular, the development of streaming and network technology has rapidly grown the one-person broadcasting market, an influencer market using YouTube and Instagram. However, prior research on the influencer in Mogolian market is very scarce. Therefore, this study aims to identify the factors influencing consumer purchasing behavior in Mongolian market. Design/methodology/approach - We tested a research model of our study through the analysis using survey data of experienced users in Mongolian influencer market. In this study, reliability test and factor analysis, multiple regression were conducted using SPSS. Findings - We found that the characteristics of an influencer and contents in Mogolian market are positively related with brand reliability and contents authenticity, respectively. In addition, the brand reliability and contents authenticity are positively associated with the customer's purchase intention. Research implications or Originality - Since it is the first study of the influencer market in Mongolia, it is expected that it will serve as a guide study for the follow-up studies in the future and serve as a reference for the strategic direction of related companies.

A Study on according Convergence to an Infrastructure and Environment Variation of Digital Contents Service (디지털콘텐츠서비스의 산업구조와 환경변화에 따른 융합에 관한 연구)

  • Joo, Heon-Sik
    • 한국IT서비스학회:학술대회논문집
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    • 2009.05a
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    • pp.588-592
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    • 2009
  • The latest advances in great revolution for digital media and contents industries with Ubiquitous era. Because of spread and supply of various multimedia devices with combination digital with network, we need various type of digital contents. The Digital contents consists of Middleware industries, network business, contents service presenters and users. For supporting digital media. contents and media devices have been converging Digital contents convergence has been proceeding rapidly in media, broadcast and communication field. And also, whole Environment for these industries has been changing, too. Wee need another digital contents convergence for new type of products and services because of convergence of IT and broadcast. In addition, new business trends is very important about these new industrial change and developments with digital contents convergence.

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A Study on Information Breakdown through the Analysis of Industrial Engineering EPC Business Process (산업설비 EPC 업무 분석을 통한 정보 분류 내역에 관한 연구)

  • Cho, Hang-Min;Song, Young-Woong;Choi, Yoon-Ki
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • 2006.11a
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    • pp.167-172
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    • 2006
  • It follows recently in an order augmentation of overseas construction market plant field and the project of oil gas field is increasing. Consequently, the hazard which secures the competitive power of the overseas plant enterprise of the domestic building industry enterprises the technical competitiveness security which stands, productivity improvement and strategy management propulsion back positive disposal plan establishment are demanded. Even from in that oil gas field of overseas plant enterprise for an industrial competitive power improvement the application of EPC circulation information which relates with a project accomplishment is more demanded, the EPC phased star efficiently it manages the circulation information contents which occurs from the business which is various it is not presented it cannot there is a contents classification system for. If with him about lower the draft the problem point of information omission back of occurrence and business subject for of the fringe land and duplication business occurs, about lower the productivity decrease actual condition is appearing with such problem point. The research which it sees consequently in order to improve the use characteristic of the augmentation of practical application of the contents management system of oil gas field and building industry information civil official establishhes the contents management system the BPM for (Business Process Management) to present the contents classification system of base, it does to sleep. The part of Business Process materiality the knowledge which is demanded, contents information and system anger it analyzes system anger of industrial equipment circulation information it takes a triangular position and to sleep it does.

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A study of new business creation on digital contents industries (디지털콘텐츠 산업분석을 통한 기술사엄화 기회창출 연구)

  • Park, Dong-Un;Kim, Eun-Sun;Park, Young-Seo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.759-762
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    • 2006
  • Historically, internet is the fastest growing media together with the ICT development and the key of the development is contents. Digital contents indicate information which covers voice, DB, game, publications and music etc. and the areas have been creating new technology business opportunities. The value chain of digital contents consists of production, collection, processing, services, connection and navigation and is expected to be reorganized around business players of production and distribution areas. This paper presents on those changes occurring in business environment and examples of business models, and further provides industries and academias with technology commercialization strategies.

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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.

A Study on Contents Preference Prediction Method using Tags based on Content-based Filtering (Tag를 이용한 CBF방식의 컨텐츠 선호도 예측 방법)

  • Um, Tae-Kwang;Choi, Sung-Hwan;Lee, Jae-Hwang
    • Proceedings of the IEEK Conference
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    • 2008.06a
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    • pp.613-614
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    • 2008
  • A content recommendation according to users preferences comes up in the Internet application due to contents overwhelming. This paper newly proposes a method to predict contents preference using tags in conjunction with Content-Based Filtering. By implementing this method, this paper cleans up the contents sparsity problem in Content-Based Filtering, and shows the outstanding improvements.

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A Study Model of Content Convergence Education for Social Problem Solving through the Analysis of Fishbone (피쉬본분석을 통한 사회문제 해결형 콘텐츠 융합 교육 연구모델 도출)

  • Lee, Jung Mann;Park, Sung Won
    • Journal of Information Technology Applications and Management
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    • v.27 no.4
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    • pp.49-62
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    • 2020
  • In this study, the research model of VR·AR contents convergence education for solving social problems was presented after benchmarking the domestic and foreign realistic educational contents industry and policy trends and Fishbone diagram analysis. The goal was to create VR·AR content convergence talent for co-prosperity in the era of the fourth industrial revolution, and the target of education was students, researchers, and business personnel who are interested in VR AR technology education and contents business such as game animation, etc. The education model is based on understanding about storytelling of the socially disadvantaged, such as children and the elderly, and is technology education for content production including the application of virtual and augmented reality SW, and is a convergence education for content planning and business model strategy development.