• 제목/요약/키워드: Contents industry

검색결과 3,942건 처리시간 0.034초

지역전략산업 변화 및 효과분석;충청북도를 중심으로 (Effective Anlysis of Regional Industry Development Project;Focus on Chungbuk Province)

  • 배정환;이석표
    • 한국콘텐츠학회논문지
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    • 제8권8호
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    • pp.188-195
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    • 2008
  • 본 연구는 지역전략산업진흥사업의 효과를 통하여 향후 분권적 상향적 지역산업정책이 다양한 형태로 발전하여 지역의 자생적 능력을 향상시키고 지역의 혁신능력을 배양하여 지역산업을 진흥시키고 지역경제를 활성화 한다는 측면에서 접근하였다. 지역산업의 진흥은 현 정부의 광역경제권 구축정책의 기본전제로 광역을 이루는 한 축의 발전이 타 지역에 비하여 낙후된다면 광역이라는 경제권구상에 있어 실패 또는 갈등요인으로 작용할 수 있을 것이다. 분석결과, 충북지역의 전략산업은 타 지역과 비교하여 상대적으로 빠른 발전을 하였고 지역의 전략산업발전 정책이 효과를 극대화하기 위해서는 R&D체계의 효과적인 개선이 필요함을 도출하였다.

웹툰의 아카이빙 방안 연구 (A Study on the Archiving of Webtoon)

  • 한혜경
    • 디지털산업정보학회논문지
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    • 제11권2호
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    • pp.91-100
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    • 2015
  • The environment of using digital devices has been developed day by day, as mobile communication network has been fast and smart phone and tablet PC have been spread. When the environment changing, the contents consumers prefer have been changing too. The Webtoon became the representative contents of 'Snack culture'. The webtoon has led the growth of cartoon market for years recently instead of the slow comics growth. And it places its elf as contents on a firm basis, as it has been adapted to another genre such as Pay, Flm, TV Drama. Now it's expected to be an extgeneration contents that will lead Han-ryu(Korean wave). Though the webtoon has important and strong presence, there is no digital archive for collecting and preserving the webtoon, Korean Cartoon Contents Agency started making 'webtoon archive', but the groundwork and the study on the webtoon that represents digital culture contents are not enough a lot. In this study, the cases on digital archiving of culture contents in Korea are researched, and the direction on webtoon archiving that has just started is also discussed. The Archiving of webtoon that can't be seperated from digital contents is connected with archiving of digital culture contents in direction where they should be headed to.

문화콘텐츠 가치평가의 평가모형에 관한 연구 (A Study of Evaluation Model for Culture Contents' Value Evaluation)

  • 권지혁;백승국;손기동
    • 디지털산업정보학회논문지
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    • 제9권3호
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    • pp.129-144
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    • 2013
  • Recognizing a limits on quantitative evaluation of cultural contents' and for its betterment, study aims developing a qualitative evaluation model. For this study, Reception Theory, Semiotics and Psychology were derived for epistemological dimension to contemplate culture contents' essential attribute. To be concrete, cultural contents was examined as experiential products, emotional products, rememberable products and texts. Also, codes of fun, emotion and culture were discussed as intrinsic attributes for cultural contents and how those attributes were expressed or composed in cultural contents was discussed as well. Evaluation items were extracted based on final discussion at the epistemic level, set up the final evaluation model by taking experts' advices on each items. With all those outcomes, qualitative evaluation model for cultural contents was developed. For the importance of each index in the model, priority was granted by weighting on each index. Lastly, evaluation scale was developed for each index. The culture contents' evaluation model developed in study is meaningful not only in drawing qualitative evaluation items of video(image) contents and developing the index and model for the first time, but also its possibility of wide use for other genres.

마인드맵 온라인 교육 콘텐츠가 대학생의 고등사고능력 및 자기주도적 학습태도에 미치는 영향 (The effect of mindmap online educational contents on college students' higher thinking ability and self-directed learning attitude)

  • 차승봉;박혜진
    • 디지털산업정보학회논문지
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    • 제18권4호
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    • pp.55-65
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    • 2022
  • The purpose of this study is to develop online educational contents and verify its effectiveness in order to strengthen the learning capabilities of college students. The theme of mind map online education contents is a mind map series for effective learning arrangement, and has been developed into a total of six contents. Each contents consisted of 20-30 minutes, and the details consisted of the concept, principle, learning case, how to write a mind map, and how to use a digital mind map. The results of the study are as follows. First, it was confirmed that the higher thinking ability of college students who took the mind map online education contents was improved. Second, it was confirmed that the self-directed learning attitude of college students improved after taking the mind map online education contents. Third, the reason why students' higher thinking ability and self-directed learning attitudes improved in this study is that they were developed in consideration of the composition of contents and appropriate video time. Therefore, in order to increase the effectiveness of online educational contents, it is necessary to examine specific cases using concepts from conceptual approaches to specific topics, and to faithfully reflect the procedure in which each learner can actually use the concept.

한국영화산업의 발전방향 분석 (Analysis of Future Growth in Korea Movie Industry)

  • 최은영
    • 한국콘텐츠학회논문지
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    • 제8권11호
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    • pp.134-143
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    • 2008
  • 전 세계적으로 고부가가치 산업으로 주목받고 있는 영상콘텐츠 산업은 문화 콘텐츠 산업을 대표하는 산업으로 그 중요성이 점점 더 강해지고 있다. 그중 영화 산업은 관련되어진 산업분야가 광범위 하고, 문화 경제적 파급효과가 커서 국가 브랜드 및 경쟁력 강화에 미치는 영향력이 크다. 전 세계적으로 영화산업은 국가 전략 문화 콘텐츠산업의 한 분야로서 각 나라마다 자국의 영화산업 보호를 위한 제도를 두고 있다. 국내 영화시장은 천만 관객을 넘어서는 큰 시장으로 발전을 하였으나, 한국 영화제작은 고비용 저 효율의 문제에서 벗어나지 못하고 있는 것이 현실이다. 현재 국내 미디어시장은 새로운 미디어의 변화와 이로 인한 미디어 산업전반에 걸친 패러다임의 변화가 요구되고 있으나, 영화제작과 유통은 과거의 틀에 서 벗어나지 못하고 있다. 본 연구에서는 영화산업 발전을 위하여 현재 한국 영화산업의 현황과 문제점을 살펴보고 미디어산업의 변화에 따른 영화산업의 나아가야 할 방향을 제시하고 자 한다.

닥섬유 함량에 따른 기계한지의 보존성 및 인쇄성 (Preservation and Printability Property of Machine-made Hanji by Different Contents of Paper Mulberry)

  • 권오훈;김현철
    • 펄프종이기술
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    • 제45권3호
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    • pp.1-8
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    • 2013
  • Hanji has been used mainly for preservation paper because of superior mechanical properties. However, it was not used in printing for inkjet and laser printer-printed letters. In this study, machine-made Hanji was prepared with five different contents of paper mulberry 20, 40, 60, 80 and 100% and managed by same pressure calendering. By increasing of paper mulberry contents, tearing index and folding endurance of machine-made Hanji increased because of increased fiber-to-fiber bonding. Printability property of machine-made Hanji improved by decreasing of paper mulberry contents. After 20 hours accelerated aging, the initial folding endurance of machine-made Hanji was reduced by approximately one-fourth degree. Between 40 and 100% contents of paper mulberry was showed similar levels about preservation property. The machine-made Hanji of paper mulberry 60% content was suitable for permanence and printability properties using preservation paper and printer-printed letters.

융합시대의 스타콘텐츠 발굴 및 선정에 관한 연구 (A Study on the Decision and Selection of the Star Contents in the Convergence Era)

  • 임명환;박용재;허필선
    • Journal of Information Technology Applications and Management
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    • 제18권2호
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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.

문화콘텐츠개발을 위한 한국 전통신발의 2D데이터베이스 구축(1) (Construction of Two-Dimensional Database of Korean Traditional Shoes for the Development of Cultural Contents(1))

  • 박혜령
    • 한국의류산업학회지
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    • 제12권6호
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    • pp.796-811
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    • 2010
  • Research materials of Korean traditional shoes have so far been mainly literary explanations or plane pictures expressed on the basis of the explanations and photographs of incomplete forms of relics excavated and it makes us have difficulty in observing them visually and producing products with them by design application. This project is to establish database of literal data of Korean traditional shoes and visual data using 3D in order to make the foundation of developing culture industry contents using Korean traditional shoes. According to the initial research plan. first. it analyzed and arranged the Korean traditional shoes into period. sex and function as the research goals of the first year. categorized the form. composition. materials. patterns. and colors of traditional shoes and then database of the materials was performed with text. Second. visual image materials including forms. composition. materials. patterns. and colors of traditional shoes were established as database with scanner. digital camera and computer 2D. Results of such a database will be able to be used as important materials which can be the foundation of culture industry contents development of traditional shoes and be the materials for developing digital culture contents of traditional shoes and teaching Korean traditional culture.

문화콘텐츠 관련 융복합 기업들의 주가동향 및 향후 투자가치 분석 (Analysis of a Stock Price Trend and Future Investment Value of Cultural Content-related Convergence Business)

  • 최정일;이옥동
    • 디지털융복합연구
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    • 제13권11호
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    • pp.45-55
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    • 2015
  • 본 연구에서는 종합주가지수와 코스닥지수, 문화콘텐츠 산업과 관련이 높은 오락 문화, 디지털콘텐츠 지수를 이용하였다. 지난 2004년 3월에서 2015년 7월까지 총 597주 동안 각각의 주가지수 및 수익률 동향을 파악하였다. 각 주가지수의 수익률, 변동성, 상관관계, 동조화현상 등을 비교 분석하여 콘텐츠관련 주식들이 투자가치가 있는지 살펴보았다. 향후 문화콘텐츠 산업의 높은 성장 가능성을 보았을 때 관련 주식들의 투자 가능성에 기대를 걸어보았다. 분석 결과 지난 2008년도 글로벌 금융위기 이후 문화콘텐츠 관련 주식들이 더 높은 상승률을 보여주었다. 최근 문화콘텐츠 산업에 대한 관심이 높아지면서 점점 투자가치 메리트가 증가하고 있음을 볼 수 있었다. 향후 문화콘텐츠 산업이 계속 발전할 것으로 예상되어 이들 기업에 대한 투자자들의 많은 관심이 이어지면서 문화콘텐츠관련 기업들의 투자가치 상승에 많은 기대를 걸어본다.

문화콘텐츠산업의 생존요인에 관한 분석 (Analysis for Survival Factors in the Cultural Contents Industry)

  • 김태훈
    • 한국콘텐츠학회논문지
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    • 제12권2호
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    • pp.255-264
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    • 2012
  • 본 연구는 문화콘텐츠산업 소속기업들의 생존율이 어떠한 지를 파악하기 위해 생존분석을 이용하였다. 즉, 전체 기업의 생존율과 위험률을 추정하였고, 관심 있는 특성별로 생존기간 차이분석을 수행하였다. 이러한 분석들을 통해 다음과 같은 결과가 도출되었다: 첫째, 연구기간에 설정된 문화콘텐츠산업의 중소기업들 평균 생존율은 74개월이고, 중위수 생존율은 72개월로 추정되었다. 둘째, 세부업종별로 유의한 차이가 있었다. 즉, 방송산업, 엔터테인먼트산업, 인쇄출판업의 생존기간이 광고 및 정보제공업과 기타 제조제품업의 생존기간보다 큰 것으로 나타났다. 셋째, 본사 소재지별로 차이가 있으며, 영남권의 생존기간이 가장 큰 것으로 분석되었다. 넷째, 종업원 규모별로 유의하였으나, 생존기간의 패턴이 U-형태로 생존기간이 감소하다가 증가하는 형태로 나타났다. 마지막으로, 재무등급과 동업종 종사업력 둘 다 커질수록 생존기간이 증가하였다. 이외의 특성들은 유의하지 않았다. 본 연구의 기여는 아직까지 적용되지 않았던 문화콘텐츠산업에 생존분석 방법을 적용한 것이고 이것을 기반으로 문화콘텐츠산업의 다양한 분야에 생존분석을 적용할 수 있는 방법을 소개하였다는 점이다.