• 제목/요약/키워드: Digital Industry

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멀티 플랫폼 시대 지상파 방송 콘텐츠 유통 전략 방안 (Terrestrial Broadcasting Content Distribution Strategy in the Multi Platform Environment)

  • 정동훈
    • 디지털산업정보학회논문지
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    • 제8권2호
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    • pp.117-130
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    • 2012
  • Due to the development of network and device, it is called mobile age that boosts various distribution routes of multi-media content and it constructs a new digital content consumption trend. N-screen is one of the new-introduced examples in the digital age and broadcasting industry believes it as a crisis and challenge as well. It becomes a ubiquitous multi-media environment that people watch multi-media content everywhere and any time they want to and competition happens beyond the boundaries such as network industry, terminal industry, pay TV market, traditional terrestrial TV, etc. And then how should the broadcasting service prepare for the N-screen business? The present research proposes a few terrestial broadcasting content strategies in the multi platform environment. First, instead of N-screen, it proposes multi platform, especially One Source Multi Platform(OSMP). Second, so-called 'Integrated Terrestrial Broadcasting OSMP Alliance(IBPA)' must be founded. Third, IBPA should support multi-tasking UX for viewers to have rich experience. Last, it becomes more important and necessary to support local terrestrial broadcasting service for public service in the multi platform age.

방송콘텐츠의 OSMU사례고찰을 통한 애니메이션산업의 육성방안 연구 (A Study of the Development of Domestic Animation Industry through the Analysis of the OSMU cases in TV Contents)

  • 방기천;오성석;조현일
    • 디지털콘텐츠학회 논문지
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    • 제7권3호
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    • pp.211-217
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    • 2006
  • 디지털콘텐츠는 가장 주목받는 21세기형 산업중 하나이다. 그중 애니메이션은 문화부가적 상품으로 지적재산권을 활용한 OSMU의 확장성이 강한 산업이다. 그러나 국내 애니메이션 산업이 높은 가치를 지닌 부가가치산업임에도 불구하고 몇몇 성공사례를 제외하고는 세계시장을 공략하기엔 아직도 부족함이 많은 실정이다. 국내외 방송사들의 제작비지원감소정책으로 OSMU(One Source Multi-Use), 즉 파생문화 상품의 수익을 얻지 않고서는 애니메이션산업의 혹자 전환은 불가능하다고 판단된다. 따라서 본 연구를 통해 국내 애니메이션 산업의 발전 방안을 방송콘텐츠를 중심으로 OSMU 실태 조사연구를 통해 고찰한다.

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디지털시대의 의료산업 활성화 정책 방안 연구 : 병원경영지원회사(MSO)와 영리법인을 중심으로 (A Study on the activity policy for the Medical Industry in the Digital Era : Focusing on the Management Service Organization and Profit-making corporation)

  • 김보수
    • 디지털융복합연구
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    • 제9권4호
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    • pp.41-50
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    • 2011
  • 본 연구는 병원경영지원회사와 영리의료법인의 도입 정책을 살펴봄으로써 디지털시대의 활성화 정책 방안을 분석, 검토하는데 목적이 있다. 의료산업의 빠른 변화는 날로 치열해져 가고 있다. 그런 흐름 속에서 우리나라 또한 의료산업의 양적 질적 성장을 위해 노력해왔으나, 병원경영지원회사의 활성화(MSO) 및 영리의료법인의 도입 같은 의료산업의 본격적 활성화를 위한 정책적 노력에서는 뒤쳐져 있는 상황이다. 의료산업의 시장경제 논리도입에 대한 부정적 시각도 많은 것이 사실이지만, 그러한 부정적 시각까지 아우를 수 있는 의료산업 활성화 정책 방안 마련이 필요하다.

Impacts of the Digital Economy on Manufacturing in Emerging Asia

  • Kim, Jaewon;Abe, Masato;Valente, Fiona
    • Asian Journal of Innovation and Policy
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    • 제8권1호
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    • pp.1-30
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    • 2019
  • The advent of digitalisation has transformed economies into more integrated, but increasingly complex systems. This new trend has brought dynamic changes in the manufacturing sector through advanced ICT infrastructure, smart factories, digitally-controlled logistics, and skilled ICT-labour. The impacts of the digital economy on manufacturing could be best illustrated through "Industry 4.0." With this wave of technological advancement, countries aim to establish an industrial ecosystem where every manufacturing process and function is connected and interacts through digital networks. Industry 4.0 presents opportunities for Emerging Asia, as the region has emerged as a fast-growing manufacturing hub and particularly a production base for ICT goods. However, growing production capacity, increased exports, and increases in FDI in the field of ICT goods manufacturing have so far contributed little to the development and diffusion of ICT. A huge gap exists in the ICT uptake amongst countries and between small and large firms. This paper highlights the level of Industry 4.0 readiness of Emerging Asia and key factors that determine its enhancement.

컨버전스 환경하의 온라인 게임 환경 변화 시나리오 도출 및 산업 내 이슈 (IPTV 서비스 도입에 따른 변화를 중심으로) (Future Scenario and Issues in Online Game Industry under the Digital Convergence)

  • 한창희;김민관;김정민
    • 한국게임학회 논문지
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    • 제9권2호
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    • pp.69-80
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    • 2009
  • 본 연구는 컨버전스 환경변화가 게임 산업에 미치는 영향에 대해 게임의 내용적인 변화와 플랫폼의 변화에 대한 고찰을 시작으로 게임 사용자, 게임 기업, 게임의 유통구조, 게임 산업 전반으로 관점을 확대해 가면서 향후 변화의 방향과 이슈에 대해 분석해 보았다. 보다 체계적인 변화 예측을 위해 시나리오 기법을 통해 IPTV환경 변화가 게임 산업에 미치는 영향 및 예상 변화에 대한 예측 시나리오를 도출하였다. 예측된 시나리오를 통해 게임의 내용적인 변화와 플랫폼의 변화에 대한 양상과 관련된 이슈들을 다각도에서 가시화할 수 있었다. 본 연구를 통해 예측된 게임산업 변화에 대한 현황 진단과 이슈 분석을 바탕으로 컨버전스 환경변화에 따른 게임 기업차원의 전략적 대응방안 모색은 물론 정부 차원에서 인지하고 대비해야할 사항들에 대해서 파악해 볼 수 있는 기회와 관점을 제공하고자 하였다.

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현대패션의 관점에서 본 디지털 페이스디자인 (Digital Face Design with Reference to Contemporary Fashion)

  • 이세리
    • 디지털융복합연구
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    • 제18권9호
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    • pp.363-371
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    • 2020
  • 패션산업의 디지털 혁신을 배경으로 한 본 연구는 소셜 미디어를 통해 이미 전 세계 많은 사용자들을 확보하며 패션산업에까지 영향을 미친 디지털 기반의 페이스디자인에 대하여 연구하였다. 이에 증강현실 기반의 디지털 페이스디자인의 대표적 사례들을 유형화하고 이를 관통하는 지향 가치를 도출함으로써 향후 패션산업의 전개 방향에 대한 미래 비전을 제시하고자 하는 목적을 갖는다. 인스타그램과 페이스북을 통해 대중에게 디지털 필터 기반의 페이스디자인을 제공하는 3D 디자이너 작품들을 연구대상으로 분석하였다. 사례 탐색을 통해 현대패션의 관점에서 디지털 페이스디자인의 지향 가치를 관찰한 결과 실험적 조형 지향, 유희적 경험 지향, 미래적 기술 지향 등의 세 가지 경향이 도출되었다. 본 연구는 디지털 기반의 페이스디자인으로 범위를 한정한 것이나, 이를 통해 나타난 결론들은 패션의 전 분야에 적용될 수 있는 사항들이다. 이에 앞으로 페이스디자인의 범위를 넘어선 디지털 증강현실 기반의 패션디자인과 패션커뮤니케이션 관련의 새로운 현상에 대한 연구를 기대할 수 있다.

온라인 음악서비스 산업에서 전환비용의 선행요인 및 전환비용이 고객충성도에 미치는 영향 (The Antecedents of Switching Cost and its Effect on Customer Loyalty in Digital Music Service Industry)

  • 강성민;엄기헌
    • Asia pacific journal of information systems
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    • 제20권2호
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    • pp.157-180
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    • 2010
  • Rapid development of information technology has generated a new industry and market. In particular, network technology such as the Internet and other computer networks made transaction activities switched from traditional offline commerce to e-commerce. Among them, digital content is bit-based object which is created and distributed through electronic environment. In particular, many entertainment contents such as the music, the movies, and the computer game softwares are main products. Although digital content commerce has high potential demand, it lacks the consideration about the factor related to maintaining existing customer such as customer loyalty and switching costs. There has been a number of research on customer loyalty and other factors affecting it in the traditional electronic commerce environment, but there is a lack of research which examines the characteristics of digital content. The study about the effect of switching costs on customer loyalty in digital content commerce is necessary because the customers of digital content commerce market are from those of other e-commerce market or traditional offline commerce market. In addition, customer loyalty and switching costs are important factors because they may build up greater customer retention. For that reason, this study focused on examining the relationships among switching costs, antecedents for switching costs, and customer loyalty in online digital music service industry. The study has three major purposes: (1) to find antecedents of switching costs on digital content commerce and examine effect of antecedents for switching costs; (2) to identify effect of switching costs on customer loyalty in digital content commerce and examine moderating effects of alternative attractiveness; (3) to identify the differences of antecedents for switching costs by contents transmission type(streaming service and downloading service). And, the online digital music service industry is selected in this study since there are many users and transactions incurring. To accomplish these purposes, a survey questionnaire was developed and distributed to 256 informants. Survey instrument was developed based on previous research and pre-established survey items. Total of 206 surveys are collected and used in the data analysis. Among the respondents, 56.8% is male and 43.2% is female. Also, 86 responses were streaming service user group and 120 responses were download service user group. These data was analyzed using regression analysis. Major findings of empirical analysis can be summarized as follows. First, switching costs have positive effect on customer loyalty in digital content commerce environment. Second, the influence of switching costs on customer loyalty increases under conditions of high alternative attractiveness. Third, DRM convenience and breadth of use have positive effect on switching costs. The findings imply that the digital content provider should pay more attention to switching costs in addition to customer satisfaction in order to attract customers. Also, increasing the convenience of DRM use by securing the convenience of user interface and expanding the support device and increasing the service use scope by providing diverse value-added service helps to create a switching barrier. The result of the study can become a practical use in marketing strategy for maintaining existing customer. In particular, switching barrier is very important under conditions of high competition in the online music service market. This study can be used as a basis for further studies about customer retention in digital content commerce.

취약계층의 정보생산성 강화방안 (The Ways of Enhancing ICT Productivity of the Under-served Groups)

  • 남길우
    • 디지털산업정보학회논문지
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    • 제4권4호
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    • pp.71-84
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    • 2008
  • This research aims at building the conceptual model and proposing concrete ways for raising the ICT productivity of the under-served groups. This research consists of four areas: 1) review and discussion of studies on digital divide issues, 2) theoretical reasoning of the relationship between informatization and productivity, 3) analysis of the present status of information gap between the under-served groups and the general public in Korea, finally 4) proposing the directions of policy making and various concrete ways for reducing information gap and raising the ICT productivity of the under-served groups through facilitating digital inclusion. The model of enhancing the ICT productivity of the under-served groups was theoretically reasoned to include three dimensions which are named as Economy, Efficiency and Effectiveness. The results of this research can be utilized for making policies of not only enlarging the digital opportunity of people in the under-served groups but also raising their income level and quality of life.

TI ADC를 위한 시간 왜곡 교정 블록의 하드웨어 구현 (Hardware Implementation of Time Skew Calibration Block for Time Interleaved ADC)

  • 칸 사데크 레자;최광석
    • 디지털산업정보학회논문지
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    • 제13권3호
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    • pp.35-42
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    • 2017
  • This paper presents hardware implementation of background timing-skew calibration technique for time-interleaved analog-to-digital converters (TI ADCs). The timing skew between any two adjacent analog-digital (A/D) channels is detected by using pure digital Finite Impulse Response (FIR) delay filter. This paper includes hardware architecture of the system, main units and small sub-blocks along with control logic circuits. Moreover, timing diagrams of logic simulations using ModelSim are provided and discussed for further understanding about simulations. Simulation process in MATLAB and Verilog is also included and provided with basic settings need to be done. For hardware implementation it not practical to work with all samples. Hence, the simulation is conducted on 512 TI ADC output samples which are stored in the buffer simultaneously and the correction arithmetic is done on those samples according to the time skew algorithm. Through the simulated results, we verified the implemented hardware is working well.

프라이버시를 제공하는 저작권 보호 프로토콜 (Copyright Protection Protocol providing Privacy)

  • 유혜정
    • 디지털산업정보학회논문지
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    • 제4권2호
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    • pp.57-66
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    • 2008
  • There have been proposed various copyright protection protocols in network-based digital multimedia distribution framework. However, most of conventional copyright protection protocols are focused on the stability of copyright information embedding/extracting and the access control to data suitable for user's authority but overlooked the privacy of copyright owner and user in authentication process of copyright and access information. In this paper, we propose a solution that builds a privacy-preserving proof of copyright ownership of digital contents in conjunction with keyword search scheme. The appeal of our proposal is three-fold: (1) content providers maintain stable copyright ownership in the distribution of digital contents; (2) the proof process of digital contents ownership is very secure in the view of preserving privacy; (3) the proposed protocol is the copyright protection protocol added by indexing process but is balanced privacy and efficiency concerns for its practical use.