• Title/Summary/Keyword: Digital Production

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Vertical Integration and Production System Analysis of Korean Popular Music Industry in Creative Economy Era 2000-2013 (창조경제시대의 한국대중음악산업 수직계열화와 생산시스템 분석 2000-2013)

  • Kim, Ki-Deog;Choe, Sok-Ho
    • The Journal of the Korea Contents Association
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    • v.14 no.6
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    • pp.44-53
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    • 2014
  • This study seeks to analyze vertical integration structure of Korean popular music market focused on corporation concentration and production system by applying production of culture perspective of Peterson, Subject of analysis is Melon weekly music chart(2000-2013), which is No.1 digital music distributor. The result showed vertical integration structure of Korean popular music industry was different from America. Vertical integration of American major was based on open system to be responsible for promotion and distribution by M&A of independent label but entrusted them-with total production to cope-with uncertainty of music market. On the other hand, Korean system was in charge of pure distribution only as digital service provider and it showed modified vertical structure because traditional value chain was destroyed by changing digital music environment. Especially found seriousness of oligopoly by distribution company of conglomerate affiliation. and this is harm against building healthy industry ecosystem in creative economy era and it needs improvement through study of advanced case, open system.

A Production Traceability Information Gathering System based on Handwritten Data Digitalization Technology in Agro-livestock Products (수기정보 전자화 기술 기반의 농축산물 생산이력정보 수집 시스템)

  • Son, Bong-Ki
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.10
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    • pp.4632-4641
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    • 2011
  • The detailed production traceability information is a fundamental element in successful introduction and revitalization of traceability system. In this paper, we propose a production traceability information gathering system which is based on handwritten data digitalization technology in agro-livestock products. By the proposed system, we can effectively gather the detailed production traceability information with digital pen and the management ledger of paper document type by only writing the ledger. The server of the system generates the same digital image as the ledger and converts the handwritten data into digital text to insert the data into the database. Because the system is superior to data gathering system based on PC, PDA and touch screen in mobility, usability, data input speed, suitability in agro-livestock environment, it is possible to effectively gather traceability information of high quality by users even if they have low information ability and insufficient time to input data. We expect that the handwritten data digitalization technology is used to gather document based information in stage of manufacturing, distribution and marketing. In addition, this technology is applied to implementing advanced traceability system with RFID/USN based systems.

A Study on the Characteristics of Game Narrative considering Game Production Stages (게임 제작과정을 고려한 게임서사의 특징 연구)

  • Song, Hyun-Joo;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.3-11
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    • 2007
  • In many game narrations, completed games have been used to analyze the users' response. But in this case, one tends to exclude the narrations that producers intended at the production stage, and games tend to have a narrative structure in a text form before they turn into the digital form of a completed game. For these reasons, we broadened the existing definition of game narration to include from production to completion. We then divided the production into many stages and analyzed how narrative structure changes at each stage. We divided narration into three stages? initial stage, storytelling stage, and form change stage. Game narrations maintain the form similar to the one in exiting narrations at the initial and storytelling stages, but turn into functional document at the form change stage. And at this stage, digital results take the place of narrative expressions.

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Research on the Framework for the Adoption of Digital Manufacturing Methodology with Information Strategy Planning Concept (ISP(정보 전략 계획) 개념을 이용한 디지털 생산 적용 프레임워크 연구)

  • Woo, Jong-Hun;Song, Young-Joo;Lee, Tae-Kyung;Shin, Jong-Gye
    • Korean Journal of Computational Design and Engineering
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    • v.15 no.2
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    • pp.94-105
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    • 2010
  • Todays, there is fast transition about the new manufacturing IT methodologies from the conceptual phase into the practical application phase for the strengthening of enterprise competitiveness in manufacturing industry. One of those new methodologies is PLM (Product Life-cycle Management). PLM methodology consists of 3D CAD for the product design, PDM (Product Data Management) for the data management based on the collaboration platform and lastly DM (Digital Manufacturing). DM has evoluted from the stand-alone computer simulation of early 1980s, and now it covers the overall production development and production. Unfortunately, there exist serious critical problems about the actual application of DM for the real work. This is owing to the transition of the point of view from stand-alone type application (such as flow simulation or robot simulation) to that of business process about product development and production management. In this paper, we propose an application framework for the successful project with the digital manufacturing methodology with the concept of Information Strategy Planning, which enables the systematic diagnosis and the quantitative evaluation. Also, we introduce the actual practice of the proposing framework with the ISP project for 'Analysis & Simulation Technique of manufacturing process project' that is being conducted by Chungnam Techno Park.

Knowledge, Media and Information in the Age of Digital Reproduction (디지털 복제 시대의 지식, 미디어, 정보 - 지식의 기술.사회적 조건 변화를 중심으로)

  • Paik, Wook-Inn
    • Korean journal of communication and information
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    • v.49
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    • pp.5-19
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    • 2010
  • The purpose of this paper is to disclose the characteristics of knowledge in the age of digital reproduction. To achieve this I extended Benjamin's concept of technological reproduction to three different stages as mechanical reproduction, electric reproduction and digital reproduction. Each stage has different degree of reproducibility and de-materialization. I also combined McLuhan's concept of the electricity at the point of de-materialization with reproducibility. The degree of materiality and reproducibility is the key concept which could scale the technical condition of knowledge production. The social condition of knowledge reproduction is controlled by economic and political factors. In this connection between technological and social condition the current knowledge production and intellectual property could be explained properly. This study could open the theoretical door to deepen such an understanding.

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A study of drawn-on-film animation technique by digital production method (디지털 제작방식의 필름 채색 (Drawn-on-film) 애니메이션 기법 연구)

  • Lee, Kwang-Hoon
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.399-406
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    • 2016
  • Drawn-on-film animation technique is one that neither is actively used nor receives attention in any video content area. This paper means to strengthen animation genre's future direction and aesthetic aspect by seeking to newly discover previous experimental techniques through this paper. Taking into account the details of paper, it was intended to systematize and introduce results and experiential information obtained by researcher from applying drawn-on-film animation techniques in actual educational arena and utilizing these in learning and newly created techniques and the like through this. Production processes were comparatively demonstrated after suggesting an alternative digital production system in this process. And ultimately, a study and proposal was made so as to be helpful in developing the techniques of animation genre.

Research on Technology Production in Chinese Virtual Character Industry

  • Pan, Yang;Kim, KiHong;Yan, JiHui
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.64-79
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    • 2022
  • The concept of Virtual Character has been developed for a long time with people's demand for cultural and entertainment products such as games, animations, and movies. In recent years, with the rapid development of concepts and industries such as social media, self-media, web3.0, artificial intelligence, virtual reality, and Metaverse, Virtual Character has also expanded new derivative concepts such as Virtual Idol, Virtual YouTuber, and Virtual Digital Human. With the development of technology, people's life is gradually moving towards digitalization and virtualization. At the same time, under the global environment of the new crown epidemic, human social activities are rapidly developing in the direction of network society and online society. From the perspective of digital media content, this paper studies the production technology of Virtual Character related products in the Chinese market, and analyzes the future development direction and possibility of the Virtual Character industry in combination with new media development directions and technical production methods. Consider and provide reference for the development of combined applications of digital media content industry, Virtual Character and Metaverse industry.

A Comparative Study of Textile Printing and Traditional Screen Printing (디지털 텍스타일 프린팅과 재래식 스크린 날염의 비교연구)

  • 정용순
    • Archives of design research
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    • v.17 no.2
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    • pp.363-372
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    • 2004
  • In the new millenium of information and digital age, the vogue cycle has been gelling shorter and shorter and the individualistic and high quality preference of contemporary consumers drive the small quantity production by order. The traditional screen printing system can not hold the competitive edge anymore. In order to actively meet the demand of the fast evolving market, compete with other nations, and produce high value-added products, we need the new production system to meet the individual needs promptly. Mass production using the traditional screen printing system has the economic advantage of the production speed and cost. The digital textile printing system digitalizes the total process from the design to the printing and omits the separation and engraving. It is more suitable to produce the multiple item-small quantity and add more values to its products. It has also the advantage of less pollution problem.

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A Study on Production and Digitalization of Thematic Maps (주제도 수치지도 제작방법에 관한 연구)

  • 김영표;조윤숙
    • Spatial Information Research
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    • v.6 no.1
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    • pp.103-120
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    • 1998
  • "The Plan for the Development of the National Geographic Information System" designates the following six major thematic maps as the main subject of digital mapping project: topographic-cadastral maps; administrative boundary maps; land use maps; road network maps; national land zoning maps; and urban planning maps. Carrying out the digital mapping project requires standards and guidelines for digitizing process. However, there is neither standards nor guidelines with regard to thematic map production. This study describes the steps involved in producing thematic maps and provides the best procedural alternative for the production of thematic maps. Based on procedural alternative suggested by this study, actual digital maps have been experimentally produced for the selected area, Anyang-Si Dongan-Gu. The results of this experimental work have been utilized to government for not only making the guidelines but also initiating plans for the development of thematic map production.roduction.

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A study of utilizing key components in game trailer production - Focusing on production case of trailer "Thanatos" - (핵심 구성 요소를 활용한 게임 트레일러 제작에 대한연구 - 게임 트레일러 '타나토스' 제작 사례를 중심으로 -)

  • Jiang, HaiTao;Yun, TaeSoo;Lee, ByungChun;Lee, JeongGi
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.3
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    • pp.19-31
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    • 2016
  • Game Trailer plays the role of main marketing for promotion of game. Recently, the characteristic can be summarized as storytelling, graphics method, production technology, and game mechanics of 3D Game Trailer. Online game was produced as cinematic trailer in the beginning, but recently, in-game trailer has been produced as machinima production method for users. This method reveals functions, various contents, and graphics related to the game through trailer, and it is useful in giving information and curiosity related to the game. Machinima composes background and characters in a short period of time online due to recent 3D CG methods, and only dubbing needs to be proceeded. This saves production fee and production period, and it also has the advantage of having multi-story. Game trailer Thanatos is a video developed through machinima production method. This paper proposes production process and the importance of the key components of the whole project through the above four aspects to be used in the actual production stage by intuitively apply and analysis.