• Title/Summary/Keyword: Digital Creative Industry

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Comparative analysis of metaverse platform according to function: focusing on industrial applicability (기능에 따른 메타버스 플랫폼 비교분석: 산업적용 가능성을 중심으로)

  • Yu, Seung-Yeob
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.617-625
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    • 2022
  • This study attempted to compare and analyze metaverse platforms according to their functions. The five metaverse platform was selected and comparatively analyzed through in-depth interviews with experts. As a result of the research, first, Roblox allows you to create and customize your own avatar, provides studio functions for free, and allows you to enjoy private games with friends. Second, Zepeto can create an avatar with one selfie and provides a creative studio function. Third, in Fortnite, it is possible to create in-game characters, purchase and wear items provided in the game, and play games with friends in Creative Mode. Fourth, in Gather Town, networking with users in virtual space is possible, and your own avatar customization and desired virtual space template are provided. Finally, Facebook Horizon participates in the virtual world Horizon with its own avatar that you decorate yourself, and it can function as a world builder, and you can set up a billboard in virtual reality or a virtual store. The value of this study provided a theoretical basis that can be applied to the future industry through the characteristics of the metaverse platform.

The Influence of Organizational Members' Perception of Interactional Justice on Creativity: The Mediating Effect of Trust in Leader and Moderating Effect of Procedural Justice (상호작용 공정성 인식이 구성원의 창의성에 미치는 영향: 절차공정성의 조절효과와 상사신뢰의 매개효과)

  • Wang, Yu;Kim, Yongho
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.139-148
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    • 2022
  • The research focuses on the interactional justice of organizational members and supervisors within Chinese organizations. In terms of organizational performance, the focus is on creativity by members, based on the need for innovation today. Furthermore, it verifies the influence of moral leadership on members' innovative behavior and the various effects of trust on members' superiors. This study empirically examined 330 Chinese small practitioners and identified the role of interactional justice in increasing the creative influence of organizational members to date in Chinese small. This study will propose ways to increase the level of creative and reduce the level of procedural justice, and discuss future research directions related to this.

A study on ecosystem model of the magazines for smart devices Focusing on the case of magazine business in foreign countries (스마트 디바이스 잡지 생태계 모델 연구 - 외국 잡지의 비즈니스 사례를 중심으로)

  • Chang, Yong Ho;Kong, Byoung-Hun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.5
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    • pp.2641-2654
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    • 2014
  • In the smart media environment, magazine industry has been experiencing a transition to ecosystem of value network, which includes high complexity and ambiguity. Using case study method, this article conducts research on digital convergence, the model of magazine ecosystem and adaptation strategy of global magazine companies. Research findings have it that the way of contents production of global magazines has been based on collaborative production system within communities, expert communities, creative users, media contents companies and magazine platform. The system shows different patterns and characteristics depending on magazine-driven platform, Platform-driven platform or user-driven platform. Collaboration system has been confirmed in various cases: Huffington Post and Zinio which collaborate with media contents companies, Amazon magazines and Bookish with magazine companies, Huffington Post and Wired with expert communities, and Flipboard with creative users and communities. Foreign magazine contents diverge into (paper, electronic, app and web magazine) as they start the lively trades of their contents on the magazine platform. In the area of contents uses, readers employ smart media technology effectively such as cloud computing, artificial intelligence and module individualization, making it possible for the virtuous cycle to remain in the relationship within communities, expert communities and creative users.

Design & Construction of Korean Type Smart Work Center on the basis of User-Oriented Smart Work System (사용자를 지향한 스마트워크 시스템 기반의 한국형 스마트워크 센터 설계 및 구축)

  • Koo, Gun-Seo
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.1
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    • pp.73-81
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    • 2013
  • This research proposes design and construction of Korean type SWC based on user oriented smart work system. To achieve this proposal, the research suggested improvements of related law, changes to working environment, and strengthening information security for users, stronger Korean ICT based; the study investigated for an efficient and suitable Korean type SWC by analyzing Korean government plans and foreign developed countries' cases. The user-oriented smart work service platform suggested in this study aims to offer a solution to national crisis and establish infrastructure to knowledge-industry and creative-industry by collaborative smart work environment of 'Context Awareness' and 'Tangible User Interface'. As a result, smart work suggests methods to produce creative work by IT workers and efficient work environment for better standing in world competition. In conclusion, Korean SWC system is proved to be superior in satisfaction rate at 75.41%, 20.18% higher than average score shown in 5 categories in 5 countries from USA, Japan, and EU's which was 55.23%.

Exploring How to Apply Curriculum-Type Capstone Design based on Design Thinking in the Digital Healthcare Field (디지털 헬스케어 분야 디자인씽킹 기반 교과형 캡스톤디자인 적용 방안 탐색)

  • Hwang, Yunja;Jung, Hyojung
    • Journal of Practical Engineering Education
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    • v.13 no.2
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    • pp.261-270
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    • 2021
  • The purpose of this study is to develop a capstone design program by applying a design thinking methodology to the digital healthcare field to cultivate creative convergence talents with complex and practical skills and understanding of new technologies required in the era of the 4th industrial revolution. To this end, we analyzed the literature and previous studies in the field of digital healthcare and capstone design and proposed a capstone design model and application plan in the field of digital healthcare. The effectiveness was confirmed through expert review, and the effectiveness was analyzed by pilot application of the capstone design program. This is meaningful in that it can be used as an operation guide that can be used step-by-step when applying the capstone design in the digital healthcare field.

The Mediating Effect of Experiential Value on Customers' Perceived Value of Digital Content: China's Anti-virus Program Market (경험개치대소비자대전자내용적인지개치적중개영향(经验价值对消费者对电子内容的认知价值的中介影响): 중국살독연건시장(中国杀毒软件市场))

  • Jia, Weiwei;Kim, Sae-Bum
    • Journal of Global Scholars of Marketing Science
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    • v.20 no.2
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    • pp.219-230
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    • 2010
  • Digital content makes big changes to our daily lives while bringing opportunities and challenges for companies. Creative firms integrate pictures, texts, videos, audios, and data by digitalization to develop new products or services and create digital experiences to promote their brands. Most articles on digital content contribute to the basic concept or development of marketing it in literature. Actually, compared with traditional value chains for common products or services, the digital content industry seems to have more potential value. Because quite a bit of digital content is free to the consumer, price is not necessarily perceived as an indicator of the quality or value of information (Rowley 2008). It becomes evident that a current theme in digital content is the issue of "value," and research on customers' perceived value of digital content is a necessity. This article argues that experiential value has an advantage in customers' evaluations of digital content. Two different but related contributions to the understanding of "value" of digital content are made here. First, based on the comparison of digital content with products and services, the article proposes two key characteristics that make experiential strategy available for digital content: intangibility and near-zero reproduction cost. On top of that, based on the discussion of the gap between company's idealized value and customer's perceived value, this article emphasizes that digital content prices and pricing of digital content is different from products and services. As a result of intangibility, prices may not reflect customer value. Moreover, the cost of digital content in the development stage may be very high while reproduction costs shrink dramatically. Moreover, because of the value gap mentioned before, the pricing polices vary for different digital contents. For example, flat price policy is generally used for movies and music (Magiera 2001; Netherby 2002), while for continuous demand, digital content such as online games and anti-virus programs involves a more complicated matter of utility and competitive price levels. Digital content companies have to explore various kinds of strategies to overcome this gap. Rethinking marketing solutions such as advertisements, images, and word-of-mouth and their effect on customers' perceived value becomes essential. China's digital content industry is becoming more and more globalized and drawing special attention from different countries and regions that have respective competitive advantages. The 2008-2009 Annual Report on the Development of China's Digital Content Industry (CCIDConsulting 2009) indicates that, with the driven power of domestic demand and governmental policy support, the country's digital content industry maintained a fast growth of some 30 percent in 2008, obviously indicating the initial stage of industry expansion. In China, anti-virus programs and other software programs which need to be updated use a quarter-based pricing policy. Customers can download a trial version for free and use it for six months or a year. If they want to use it longer, continuous payment is needed. They examine the excellence of the digital content during this trial period and decide whether to pay for continued usage. For China’s music and movie industries, as a result of initial development, experiential strategy has not been much applied, even though firms in other countries find the trial experience and explore important strategies(such as customers listening to music for several seconds for free before downloading it). For the above reasons, anti-virus program may be a representative for digital content industry in China and an exploratory study of the advantage of experiential value in customer's perceived value of digital content is done in the anti-virus market of China. In order to enhance the reliability of the survey data, this study focused on people who were experienced users of anti-virus programs. The empirical results revealed that experiential value has a positive effect on customers' perceived value of digital content. In other words, because digital content is intangible and the reproduction costs are nearly zero, customers' evaluations are based heavily on their experience. Moreover, image and word-of-mouth do not have a positive effect on perceived value, only on experiential value. That is to say, a digital content value chain is different from that of a general product or service. Experiential value has a notable advantage and mediates the effect of image and word-of-mouth on perceived value. The results of this study help provide an understanding of why free digital content downloads exist in developing countries. Customers can perceive the value of digital content only by using and experiencing it. This is also why such governments support the development of digital content. Other developing countries whose digital content business is also in the beginning stage can make use of the suggestions here. Moreover, based on the advantage of experiential strategy, companies should make more of an effort to invest in customers' experience. As a result of the characteristics and value gap of digital content, customers perceive more value in the intangible digital content only by experiencing what they really want. Moreover, because of the near-zero reproduction costs, companies can perhaps use experiential strategy to enhance customer understanding of digital content.

Public Sentiment Analysis and Topic Modeling Regarding COVID-19's Three Waves of Total Lockdown: A Case Study on Movement Control Order in Malaysia

  • Alamoodi, A.H.;Baker, Mohammed Rashad;Albahri, O.S.;Zaidan, B.B.;Zaidan, A.A.;Wong, Wing-Kwong;Garfan, Salem;Albahri, A.S.;Alonso, Miguel A.;Jasim, Ali Najm;Baqer, M.J.
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.7
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    • pp.2169-2190
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    • 2022
  • The COVID-19 pandemic has affected many aspects of human life. The pandemic not only caused millions of fatalities and problems but also changed public sentiment and behavior. Owing to the magnitude of this pandemic, governments worldwide adopted full lockdown measures that attracted much discussion on social media platforms. To investigate the effects of these lockdown measures, this study performed sentiment analysis and latent Dirichlet allocation topic modeling on textual data from Twitter published during the three lockdown waves in Malaysia between 2020 and 2021. Three lockdown measures were identified, the related data for the first two weeks of each lockdown were collected and analysed to understand the public sentiment. The changes between these lockdowns were identified, and the latent topics were highlighted. Most of the public sentiment focused on the first lockdown as reflected in the large number of latent topics generated during this period. The overall sentiment for each lockdown was mostly positive, followed by neutral and then negative. Topic modelling results identified staying at home, quarantine and lockdown as the main aspects of discussion for the first lockdown, whilst importance of health measures and government efforts were the main aspects for the second and third lockdowns. Governments may utilise these findings to understand public sentiment and to formulate precautionary measures that can assure the safety of their citizens and tend to their most pressing problems. These results also highlight the importance of positive messaging during difficult times, establishing digital interventions and formulating new policies to improve the reaction of the public to emergency situations.

Study on Web-related Spatial Design Research Trend (웹과 연계된 공간디자인 연구동향에 관한 연구)

  • An, Somi
    • Journal of Digital Convergence
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    • v.12 no.8
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    • pp.481-492
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    • 2014
  • The goal of this research was to build comprehensive and systematic basic materials related to IT industry and spatial design. In this research, the trend in spatial design research and its categories are identified and analyzed. The research results show that spatial design researches related to web have declined for last five years. However, a new possibility appears to be latent. An attempt to build database of diverse design information has led to increase in fusion of spatial design education and IT technology from design perspective. Futhermore, residents of space are becoming more active, starting from spatial design to management. Finally, from th environmental perspective, researches on predicting and managing buildings are also growing. Accordingly, diverse researches and financial support for grafting creative education, design process, environment-friendly IT technology and spatial design are needed.

An Analysis of Exhibition Video Contents in International Trade Show-Focused on the ISE 2013 (국제 무역박람회의 전시영상콘텐츠 분석 -ISE 2013을 중심으로)

  • Yang, Y.E.
    • Journal of Korea Multimedia Society
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    • v.17 no.7
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    • pp.895-905
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    • 2014
  • Recently the trade show is a massive marketing effort of a particular industry and introduces new products to potential customers, as well as the ability to elevate the brand's image and corporate identity. It is increasing its importance as a venue of communication. In these changes, the exhibition is required to have the emotional approach to enhance the dynamic and creative image of companies. Therefore, the product itself as well as the importance of various visual contents of the exhibition is increasing positive effect of the image and marketing on their products. In this sense, this study analyzes video contents of the exhibition that was held in Amsterdam, the Netherlands, Europe's largest display show 'ISE (Integrated Systems Europe)' in 2013, focusing on the domestic company, Samsung, LG Electronics and other four foreign companies. The analysis is based on the Herbert Zettl's applied media aesthetics related to the video contents, through which we can find the way to the development of exhibition video contents making for Trade show.

Proposal for a virtual museum with vertical aspect ratio for the convergence of metaverse and short-form content

  • Il-hyun Cho
    • International journal of advanced smart convergence
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    • v.12 no.3
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    • pp.119-126
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    • 2023
  • This study explores the convergence of metaverse and short-form content, proposing a new approach for viewing short-form content with a vertical aspect ratio on a metaverse platform and within a virtual museum. Short-form content has gained popularity due to the snack culture and is proving to be advantageous in e-commerce. By studying the relationship between vertical ratio screens and gaze, we confirm the effectiveness of vertical ratio short-form content in providing immersive experiences and fostering sharing and communication. The proposed virtual museum offers opportunities for innovative businesses to market through fandom. This research highlights the value of vertical proportion short-form content and its significance in the convergence of metaverse and short-form content. It aims to contribute to industry development, provide new creative directions, enhance personal visual experiences, and expand applicability in related fields.