• 제목/요약/키워드: Digital Movie Distribution

검색결과 12건 처리시간 0.024초

SHD Digital Cinema Distribution over a Fast Long-Distance Network

  • Takahiro Yamaguchi;Daisuke Shirai;Mitsuru Nomura;Kazuhiro Shirakawa;Tatsuya Fujii;Tetsuro Fujii;Kim, io-Oguchi
    • 방송공학회논문지
    • /
    • 제9권2호
    • /
    • pp.119-130
    • /
    • 2004
  • We have developed a prototype super-high-definition (SHD) digital cinema distribution system that can store, transmit, and display eight-million-pixel motion pictures that have the image quality of a 35-mm film movie. The system contains a movie server, a real-time decoder, and an SHB projector. Using a Gigabit Ethernet link and TCP/IP, the server transmits JPEG2000 compressed motion picture data streams to the decoder at transmission speeds as high as 300 Mbps. The received data streams are decompressed by the decoder, and then projected onto a screen via the projector. By using an enlarged TCP window, multiple TCP streams, and a shaping function to control the data transmission quantity, we achieved real-time streaming of SHD movie data at about 300 Mbps between Chicago and Los Angeles, a distance of more than 3000 km. We also improved the decoder performance to show movies with Image qualities of 450 Mbps or higher. Since UDP is more suitable than TCP for fast long-distance streaming, we have developed an SHD digital cinema UDP relay system, in which UDP is used for transmission over a fast long-distance network. By using four pairs of server-side-proxy and decoder-side-proxy, 450-Mbps movie data streams could be transmitted.

Visualization of movie recommendation system using the sentimental vocabulary distribution map

  • Ha, Hyoji;Han, Hyunwoo;Mun, Seongmin;Bae, Sungyun;Lee, Jihye;Lee, Kyungwon
    • 한국컴퓨터정보학회논문지
    • /
    • 제21권5호
    • /
    • pp.19-29
    • /
    • 2016
  • This paper suggests a method to refine a massive collective intelligence data, and visualize with multilevel sentiment network, in order to understand information in an intuitive and semantic way. For this study, we first calculated a frequency of sentiment words from each movie review. Second, we designed a Heatmap visualization to effectively discover the main emotions on each online movie review. Third, we formed a Sentiment-Movie Network combining the MDS Map and Social Network in order to fix the movie network topology, while creating a network graph to enable the clustering of similar nodes. Finally, we evaluated our progress to verify if it is actually helpful to improve user cognition for multilevel analysis experience compared to the existing network system, thus concluded that our method provides improved user experience in terms of cognition, being appropriate as an alternative method for semantic understanding.

DMB전용콘텐츠의 창구화에 관한 연구 (A Study on the windowing structure DMB contents)

  • 윤홍근
    • 디지털산업정보학회논문지
    • /
    • 제4권1호
    • /
    • pp.89-104
    • /
    • 2008
  • The aim of this study is to analyze the distribution structure of exclusive digital muti-media broadcasting's contents. This study takes into distribution wether exclusive contents create an additional window being serviced to other media. And it investigates how the contents work in window through analysis of programming table and interview with programming editors of each DMB service company. The window effect is a same notion to the one source multi use. In the film industry, window means a movie distribution that a film can be on one after the other starting the cinema, DVD, local cable channel, and terrestrial television. The key point of this paper is how to new media, DMB, creates its additional window and changes the existing window structure.

디지털 콘텐츠 사용자의 만족에 영향을 주는 서비스 품질 요인 및 유통 채널 탐색에 관한 연구 (An Exploration of Factor's of Service Quality influencing at User's Satisfaction and Distribution Channel of the Digital Contents)

  • 서정한;배순한;김영국;최재영
    • 디지털산업정보학회논문지
    • /
    • 제7권4호
    • /
    • pp.183-198
    • /
    • 2011
  • With the recent development of IT technology, the existing contents have been digitalized through various distribution channels. Accordingly, a lot of studies have been done in order to figure out the distribution and features of digital contents, In these studies, however, categorical characteristics of digital contents were not considered ; most of the previous researchers saw digital contents as only a single item or focused on some contents within particular part such as movie, music, etc. So, this study divides digital contents into movies, music and texts. I was going to study which factors affect Customer Satisfaction in relation with the kind of contents. With SERVQUAL as independent variables, which affect the Customer satisfaction, I used five factors :Design Quality, Information Quality, Security Quality, Communication Quality and Transaction Quality. As for the detailed items, I corrected them with Open-End Question and Pre Survey Research, which are more fit into the features of digital contents. This research conducted Principle Component Analysis, Reliability Test, Correlation Analysis and Regression Analysis. I verified that each factor of Service Qualities has a positive effect on Customer Satisfaction. Moreover, the factors of the effect are different according to the kind of digital contents. This paper was added Exploratory Study to find the best distribute channel. For the study, I search the possible distribute channel in each digital contents and their characteristic.

MZ세대의 콘텐츠 콜라보레이션을 활용한 패션브랜드의 가치창출 사례연구 (A case study on value creation of fashion brands using content collaboration targeting MZ generation)

  • 신혜경
    • 복식문화연구
    • /
    • 제28권6호
    • /
    • pp.830-844
    • /
    • 2020
  • The fourth Industrial Revolution, known as digital transformation, has made MZ generation to be the focus of the new consumer market, brought about the use of technological platforms a new consumption method. Currently, as various types of content collaboration are emerging that specifically targeting at the MZ generation. Content collaboration are considered an integration of content to create new values through co-existence and co-prosperity. This study identified the characteristics of collaboration of fashion brands from 2018 using literature and online news articles, and identified and classified through case studies of it determined movie content, game and virtual characters. By this research, it shown that collaboration with movie contents have increased the collaborative synergy by using the story in global media content. Collaboration with mobile games was generally used by young casual and sportswear brands. These brands which utilized characters from mobile games popular with to attract more teen consumers and strengthen brand awareness by adding values of high-technology and scarcity to the familiar images. In addition, collaboration with virtual characters has expanded value of the collaborative approach on expanding the range of advanced digital technology, from a promotional strategy during the distribution process through to the use of virtual models. As such, collaboration using the various types of content has developed beyond simple integration of identities among various areas, integrated products or brands that as a new value.

디지털콘텐츠 산업의 융합화와 수출 가능성 (A study on Convergence of the Digital Contents Industry and Possibility of Exportation)

  • 전병준;최동길
    • 통상정보연구
    • /
    • 제12권3호
    • /
    • pp.55-78
    • /
    • 2010
  • This study analyses recent development of digital contents industry. The purpose of this study is to show how the convergence phenomenon is occurring in the digital contents industry. Furthermore, this study examines the influence of digital convergence on the digital contents industry. The characteristics of the digital contents industry falls roughly into three features. To begin with, technical aspect of the industrial feature is that digitalized contents can be used in various digital devices, namely OSMU(One Source Multi Use). The second feature is related to protection of copyright against illegal file sharing and downloading. One final point is that platform for distribution channels has been universal by digital convergence. To sum up, the notable feature of digital contents industry is high value-added. Also, digital contents industry is composed of users, digital device, network, and universal contents. Users are the key component of digital contents industry, who is distinguished from consumers. Digital devices such as mobile phone, PDA can play all kinds of digital contents and make users communicate in two-ways. Portable devices also allow the users to consume digital contents at any place. Digital contents can be distributed by both wire and wireless networks. And most of transactions can be made through networks. There are three key issues about digital convergence. Entry barriers for market become lowered; the age of contents users is changed from old generation to young generation. And the form of contents devices is changing rapidly. Traditional contents field such as movie, music, broadcasting, publishing, animations are combined into one digital contents territory. As a result, this paper suggests that digital convergence phenomenon will be accelerating for the future. According to the result of this study, the advent of digital convergence and e-Commerce will have significant influence on trade of digital contents.

  • PDF

What drives Indonesians Subscribe and Push the Distribution of Disney+ Hotstar?

  • ZAHARA, Nadia;WULANDARI, Naomi Crisant;KAIRUPAN, Joshua Hezekiah;HIDAYAT, Z.
    • 유통과학연구
    • /
    • 제20권6호
    • /
    • pp.21-32
    • /
    • 2022
  • Purpose: This study aims to test the influence of brand relationship, price, content, brand awareness, and electronic Word-Of-Mouth (eWOM) on willingness to pay for the subscription fee of Disney+ Hotstar. As the latest streaming service provider in Indonesia, Disney + Hotstar under Disney Media and Entertainment Distribution has actively conducted strategies to strengthen the brand and attract consumers. Research design, data and methodology: Structural Equation Modelling with WarpPLS approach was used to assess the proposed model gathering data from 316 people who have ever known about Disney+ Hotstar through an online survey using measurement items from previous literature. Results: Most responses were obtained from millennial generations. Findings demonstrated that brand relationships, price, content, and brand awareness positively influenced willingness to pay for the subscription fee whereas eWOM showed a negative and insignificant influence on the willingness to pay for the subscription fee. Conclusions: The most significant factor towards willingness to pay a for subscription fee is price, followed by brand awareness, brand relationship, and content. The result of this study may be used as a guide for professionals in the streaming service industry to better implement their strategies in influencing people to have the willingness to subscribe.

콘텐츠 보호를 위한 DRM이 적용된 P2P 모델 (DRM Enabled P2P Model for Contents Protection)

  • 성재연;정연정;윤기송
    • 정보처리학회논문지C
    • /
    • 제13C권4호
    • /
    • pp.389-396
    • /
    • 2006
  • P2P(Peer to Peer)는 오늘날 가장 주목 받는 파일 공유 시스템으로 현재 네트워크 트래픽의 50% 가량을 점유하고 있을 정도로 많은 콘텐츠의 유통경로가 되고 있다. 이처럼 P2P는 가장 큰 콘텐츠 유통 경로로 활용되기도 하지만 콘텐츠의 가장 큰 불법 유통 경로로 활용되기도 하며 최근에 들어 음악산업뿐만 아니라 영상산업 전반으로 불법 유통을 야기시키고 있으나 현재 이를 방지하면서 P2P의 장점을 최대한 살릴 수 있는 DRM(Digital Right Management)이 적용된 P2P 모델이 제시되지 못하고 있다. 이에 본 논문에서는 기존 DRM 기능들을 변형하여 기존에 P2P 모델에 적합한 형태로 적용함으로써 기존의 P2P 모델구조를 변형시키지 않고 P2P의 높은 확장성(Scalability)과 분산 처리 성능을 지원할 수 있는 콘텐츠 보호를 위한 DRM이 적용된 P2P 모델을 제안한다.

디지털-재현, 오래된 존재론적 질문의 재등장 (An Ontological Question)

  • 김성태
    • 트랜스-
    • /
    • 제5권
    • /
    • pp.1-27
    • /
    • 2018
  • 영화를 분석한다는 것은 무엇인가? 그리고, 영화연구에서 그의 역할은 무엇인가? 질문은 보다 체계적이고 학술적인 답을 요구했고, 바야흐로 영화학(Filmologie)이 분명한 자기 자리를 만들어가고 있었다. 정신분석학, 미학, 당연히 기호학, 텍스트이론들을 관통하며 '영화' 개념의 정체성이 구축되어갔다. 자신의 철학적 에세이들에서 지속적으로 '영화'에 관한 글을 써오던 들뢰즈(Gilles Deleuze)가 1983년, 드디어 『영화 1, 운동-이미지』를 출간하면서, 논의가 깊어가던 '이미지와 본질과의 관계'는 일차적으로 정리되었다. '영화' 는 생각보다 빠르게 세기의 화두로 자리 잡았고, 사고방식을 선도하는 '장치'로 자리 잡았다. 장-루이 보드리(Jean-Louis Baudry)가 이 '영화'에 '장치(le dispositif)'라는 명칭을 붙인 것은 그렇기에 영화학 내부의 부분적인 작업이 아니다. 주목해야 하는 것은 '영화'에 대한 언급이 어느 틈에 철학과 인문학의 가장 뜨거운 주제인 '재현' 담론의 핵심적인 자리를 차지하게 되었다는 점이다. 디지털의 시대에 이르러 다시 한 번 영화는 스스로에 대한 정의 문제를 질문 받는다. 돌이켜보면 '영화사'의 핵심적인 담론의 주제들은 언제나 단순하고 피상적인 기술적 변화에서 불거졌다. CG(컴퓨터그래픽)으로부터 시작된 21세기 '영화'에 대한 질문은 '재현' 문제에 대한 철학적 논의에서 그치지 않고, 영화의 본질에 대한 논의의 초점을 '생산'에서 '배포' 쪽으로 이동시킨다는 중대한 변화를 가져왔다.

  • PDF

A Case Study on Manufacturing Processes for Virtual Garment Sample

  • Choi, Young Lim
    • 한국의류산업학회지
    • /
    • 제19권5호
    • /
    • pp.595-601
    • /
    • 2017
  • Advances in 3D garment simulation technology contribute greatly to consumers becoming more immersed in movies and games by realistically expressing the garments the characters in the movie or game are wearing. The fashion industry has reached a point where it needs to maximize efficiency in production and distribution to go beyond time and space in order to compete on the global market. The processes of design and product development in the fashion industry require countless hours of work and consume vast resources in terms of materials and energy to repeat sample production and assessment. Therefore, the design and product development tools and techniques must aim to reduce the sample making process. Therefore, this study aims to study a case for comparing the real garment sample making process to the virtual garment sample making process. In this study, we have analysed the differences between the real and virtual garment making processes by choosing designated patterns. As we can see from the study results, the real and virtual garments generally are made through similar processes in manufacturing, while the time consumed for each shows great variation. In real garment making, scissoring and sewing require the greatest number of work hours, whereas in virtual garment making, most of the time was spent in the simulation process.