• 제목/요약/키워드: Game Music

검색결과 118건 처리시간 0.026초

Does cost matter: How customer adopts the fee-based online content services?

  • Choi Jeon-Gil;Hong Soon-Goo;Kim In-Jai;Lee Sang-Guen
    • 한국정보시스템학회지:정보시스템연구
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    • 제13권1호
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    • pp.121-134
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    • 2004
  • As Internet usage widely grows, online content services such as newspaper, magazine, music, game and movie are provided with a fee-based subscription. Many content services providers consider charging a usage fee into its service provisions as one of the Internet business models for increasing revenue. There are customer resistances to adopting the fee-based service provision on the Web. Previous research in information systems (IS)has focused on the analysis of adoption of information technology or systems in the individual ororganization level. No principle research has been carried out on the user adoption behavior of online content services provisions. As users actively access content services on the Web, it needs to explore user adoption behavior in different settings. Many IS researcher have employedquantitative approaches, even though they deal with the process of user behavior regarding the information technology or system. In this study, we attempt to discover how customers adopt the fee-based provision of online content services by employing grounded theory, one of the principal qualitative research methods.

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A Case Study on Kakao's Resilience: Based on Five Levers of Resilience Theory

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • 제9권3호
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    • pp.44-58
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    • 2017
  • The purpose of this study is to prove the Korean Internet company, Kakao's resilience capacity. For it, this paper reviews the previous literatures regarding Kakao's business models and discusses 'resilience' theory. Then, it organizes the research questions based on the theoretical background and explains the research methodology. It investigates the case of Kakao's business and organization. The case analysis shows that five levers of resilience are a good indicator for a successful platform business evolution. The five levers are composed of coordination, cooperation, clout, capability, and connection: First lever, coordination that makes the company to restructure its silo governance in order to respond to actual business flow starting from the basic asset like game and music content; second lever, cooperation where the firm provides creative people with playground for startups such as KakaoPage; third lever, clout where the company shares its data by opening its API of AI and chatbot to $3^{rd}$ party developers; fourth lever, capability where the firm establishes AI R&D center, KakaoBrain as the function of multi-domain generalist for developing diverse platforms tackling customer needs; and the last fifth lever, connection where the firm continues to expand its platform business to the peripheries, O2O businesses such as KakaoTaxi, KakaoOrder, KakaoPay, and KakaoBank. In conclusion, this study proposes Internet companies to be a resilient platform utilizing those five levers of resilience in order to form successful platform. This study contributes to the agile innovation of Internet platform with ecological sense.

IT 혁신과 한류열풍 (IT innovation and the Korean Culture Wave(Hanrhyu))

  • 김윤호;송학현;윤병민
    • 한국정보통신학회논문지
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    • 제9권4호
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    • pp.698-702
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    • 2005
  • 시장의 세계화와 실시간화가 급속히 진행되면서 우리나라의 정보기술(IT) 은 세계시장을 겨냥하여 발전하고 있고, 아시아 지역에서는 문화컨텐츠(CT)를 통한 문화의 전파가 자연스럽게 이루어지고 있다. 한류는 90년대말 중국의 동북 3성에서 형성되어 그 열풍이 동남아로 확산되었고, 드라마 $\cdot$ 대중음악 중심에서 최근에는 게임$\cdot$ 음식 $\cdot$ 패션 등 대중문화 전반으로 확산되고 있다. 본 논문에서는 지식기반 경제 사회에서의 IT 혁신과 한류 열풍과 연계한 성과를 분석하였다. 또한 한류열풍과 IT가 접목되어 자원이 빈약하고 시장규모가 영세한 우리나라의 효과적인 세계시장 진출방안을 몇 가지 관점에서 고찰하였다.

도서 정보 및 본문 텍스트 통합 마이닝 기반 사용자 맞춤형 도서 큐레이션 시스템 (Personalized Book Curation System based on Integrated Mining of Book Details and Body Texts)

  • 안희정;김기원;김승훈
    • Journal of Information Technology Applications and Management
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    • 제24권1호
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    • pp.33-43
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    • 2017
  • The content curation service through big data analysis is receiving great attention in various content fields, such as film, game, music, and book. This service recommends personalized contents to the corresponding user based on user's preferences. The existing book curation systems recommended books to users by using bibliographic citation, user profile or user log data. However, these systems are difficult to recommend books related to character names or spatio-temporal information in text contents. Therefore, in this paper, we suggest a personalized book curation system based on integrated mining of a book. The proposed system consists of mining system, recommendation system, and visualization system. The mining system analyzes book text, user information or profile, and SNS data. The recommendation system recommends personalized books for users based on the analysed data in the mining system. This system can recommend related books using based on book keywords even if there is no user information like new customer. The visualization system visualizes book bibliographic information, mining data such as keyword, characters, character relations, and book recommendation results. In addition, this paper also includes the design and implementation of the proposed mining and recommendation module in the system. The proposed system is expected to broaden users' selection of books and encourage balanced consumption of book contents.

실내수영장 음향성능 개선을 위한 리모델링에 관한 연구 (A Study on the Remodeling for Improvement of Acoustic Performance at Indoor Swimming Pool)

  • 김남돈;김대군;김재수
    • 한국건축시공학회지
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    • 제9권3호
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    • pp.87-94
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    • 2009
  • Recently, in accordance with the interesting on well-being as well as the revitalization of living athletics, it is current tendency that people who use the swimming pools are on increasing. However, because the most of indoor swimming pools have ever used the reflection finishing materials likely as the tile due to the property of its hydrophilic space, the inside of indoor swimming pool is vibrating too much, and some problem which the voice and music do not delivering clearly is occurring when swimming lessons or underwater aerobics(synchronized swimming) and swimming game. Based on such viewpoint, locating the object on actually built indoor swimming pool, this Study has ever grasped its physical acoustic property, and finally designed the indoor swimming pool that contains an optimum acoustic condition, by remodelling it through an acoustic simulation. It is considered that such study result could be utilized as the useful materials when constructing the similar indoor swimming pool, hereafter.

동영상의 장면별 비디오 등급을 고려한 색인 (Indexing Considering Video Rating of Scenes in Video)

  • 김영봉
    • 게임&엔터테인먼트 논문지
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    • 제2권2호
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    • pp.51-60
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    • 2006
  • 최근 영화, 드라마, 뮤직비디오 등의 다양한 스트리밍 비디오들이 웹을 통해 널리 퍼져나가고 있다. 기존의 스트리밍 비디오 서비스는 사용자에 따른 동영상 서비스 제한에 대해 소극적이고, 동영상 전체에 일관적인 제한을 가하는 방법을 사용하고 있다. 본 연구에서는 하나의 동영상에 대해 다양한 연령의 사용자들이 접근하는 것을 허용하나 동영상의 특정 장면에 대해서는 접근을 제한하는 방법을 제시하고자 한다. 이를 위해 먼저 히스토그램 기법을 사용하여 하나의 비디오를 여러 개의 장면들로 나눌 것이다. 각 장면에 대해 선정성에 기초한 접근 수준을 제시할 것이다. 마지막으로 각 장면의 접근 수준을 나타내는 비디오 색인 작업이 실행되어 비디오 상영시 접근 제한이 정해진 장면들은 마스크를 사용하여 문제의 장면이 보이지 않도록 가릴 것이다.

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메타버스 비대면 친구사귀기 시스템 디자인 및 구현 (Metaverse Friend Making System Design and Implement)

  • 정혜경;고장혁
    • 반도체디스플레이기술학회지
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    • 제20권3호
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    • pp.97-102
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    • 2021
  • In this study, we developed the service that can efficiently making friends among college students in metaverse world. Metaverse technology has recently emerged as an important topic across the industry.' The development of virtual and augmented reality technologies, which have emerged as a new paradigm to drive the next generation of the Internet, is bringing us closer to the metaverse world. Metaverse is spreading around the gaming, entertainment, music, and content industries[1]. In particular, as non-face-to-face transitions have accelerated since the COVID-19 outbreak, lifestyles and industrial sites are rapidly changing beyond untacting to metaverseization, a three-dimensional virtual space. After discovering the needs of users through surveys and interviews, the research method added functions to the service that matched those needs. Users were pleased that they could make friends who matched their preferences and tastes, play like a game in a virtual world called metaverse, and customize their avatars to their liking. It was also very fresh to customize the goods so that they could be gifted and kept by themselves.

교육용 소프트웨어 개발을 위한 영유아 컴퓨터 활용 능력에 대한 실태조사 분석 (Survey and Analysis on Computer Using Ability of Early Childhood for Developing Educational Software)

  • 정혜명;송주승
    • 한국컴퓨터정보학회논문지
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    • 제15권10호
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    • pp.209-220
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    • 2010
  • 본 연구는 유아들의 컴퓨터 활용에 대한 실태 및 능력을 알아보기 위하여 성별 및 연령별로 나누어 설문조사를 실시하였다. 연구대상은 김포시에 소재한 K 대학의 유아교육과 학생들이 1개월간 실습한 실습 장소에 다니고 있는 유아들을 대상으로 총 378명의 설문지를 본 연구의 분석에 사용하였다. 본 연구결과 분석에 의하면 여아가 남아보다 한글읽기와 쓰기, 숫자 활동, 외국어 혹은 음악 미술활동 등의 교육적 목적으로 더 많이 사용하고 있었는데 여아들의 경우에 음악이나 미술활동을 위해 컴퓨터 활용을 남아들보다 많이 하고 있는 것으로 나타났다. 반면에 만화영화 나게임, 인터넷 검색 등의 흥미, 오락을 위한 컴퓨터 사용은 남아가 여아보다 높게 나타났다. 컴퓨터의 그림 지시를 이해하고 다룰 수 있는 능력과 친구와 이메일 주고받거나 채팅, 그림을 그릴 수 있는 능력, 인터넷 쇼핑, 홈페이지 제작등의 수준 높은 활용능력은 여아가 남아보다 우월한 것으로 나타났다. 반면 컴퓨터 게임능력은 남아가 여아보다 크게월등한 것으로 나타났다. 설문의 분석결과 유아교육용 응용소프트웨어개발은 남아는 흥미위주 및 게임형식의 응용프로그램을 여아는 음악 및 미술적요소를 활용한 응용프로그램을 활용하는 것이 바람직해 보이고 연령별로는 1-2세에서는 컴퓨터를 같이하는 사람의 적극적인 도움이 필요한 응용프로그램을, 3-4세에서는 일부의 도움을 필요로 하는 응용프로그램을 6-7세에서는 스스로 할 수 있는 응용프로그램으로 성별 및 나이에 적합한 응용프로그램이 필요하다.

일개지역 초등학교 고학년들의 컴퓨터 음란물 접촉 실태에 관한 연구 (A Cross Sectional Study on Elementary Students' Access to Computer Online Pornography)

  • 김정남;우해자
    • 지역사회간호학회지
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    • 제12권1호
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    • pp.150-167
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    • 2001
  • This cross sectional study was done to find out the situation of computer online pornography access by 4th to 6th grade elementary school students. The subjects of this study were three elementary schools in Andong, which were selected randomly and 120 students randomly selected from 4th to 6th grade for a total of 360 students. The questionnaire was composed with the help of a community health nursing professor and through the reference review. The collected data were analysed by a PC SPSS 10.0 according to school grade and sex, an 12-test was implemented to learn what percent of students have computers and software which prohibit the viewing of online pornography, access motivation and time, content viewed, attitude after accessing the contents, and opinions about computer online pornography. The results of this study were as follows. 1. A total of 86.1% of students had computers at home. Most students placed computers in their own room, 78.9% of students had computer online communication experience. Higher grade students tended to have more experience of communications on the internet (P<0.001). Most students chatted on the internet once or twice a week and higher grade students tended to communicate online more frequently. (P<0.001). Most students used computers more than one hour a day (P<0.05). They used computers according to the following priorities: game, studying, listening to music, communications, chatting. 2. Regarding the frequency of going computer online more than seven times per week, male students showed a higher frequency than female students (P<0.05). Male students used computers more than one hour a day and female students less than half an hour (P<0.001). Male students mostly used computers to play computer games. On the other hand. female students used the computer to study, listen to music, and chat (P<0.001). 3. Regarding software installation to prevent access of computer online pornography, a total of 19.4% of students responded they installed one. but 80.6% didn't have any, 20.3% of students had accessed pornography, 46.6% of students responded. they first get to know to the computer online pornography through friends. 4. The reasons for accessing computer online pornography were ranked as follows: curiosity, interest, to release stress, and sex drive (P<0.05). Obscene contents were found in computer games, pictures, and video. Among these, pictures were the most common. 5. Regarding students' attitude toward online pornography, most students responded that they took much pleasure in the contents (P<0.05). 6. Regarding the question 'Does online pornography degrade morals and cause a sex crime', most students responded as 'no'. They also responded positively to the suggestion that the contents would be effective in preventing sex crimes and to release stress. 74.7% of students responded that males' access of the contents as proper but females' access as immoral. Regarding social efforts to protect students from this harmful environment. most replied that those efforts were unnecessary (P<0.001).

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모션캡쳐시스템을 활용한 디지털 엔터테인먼트 영상에서 제작과정상 개선 방안에 관한 연구 (A study about the improvement plan in production processes of digital entertainment image using the motion capture system)

  • 이만우;윤덕은;박진석;김순곤
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2006년도 추계 종합학술대회 논문집
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    • pp.824-828
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    • 2006
  • 디지털 엔터테인먼트 영상분야에 모션캡쳐시스템이 도입되어 3D 캐릭터 애니메이션 발전을 더욱 가속화하는 계기가 되었다. 특히 디지털 게임영상에서 격렬한 캐릭터의 움직임을 모션캡쳐시스템이 인간의 근육 움직임을 캡쳐하여 캐릭터의 역동성을 높이거나 사람의 얼굴주름, 표정을 캡쳐해 인간 본연의 감정을 표현하는 수준까지 발전하였다. 이러한 사실적인 영상표현의 확장은 디지털 엔터테인먼트 영역에서 게임 산업을 중심으로 영화, TV, 광고, 뮤직비디오 등 점차 활용빈도가 증가하고 있다. 그러나 국내 모션캡쳐를 활용한 영상 제작과정에서 미국과 일본의 자본과 기술력의 차이, 모션캡쳐 전문 인력의 부족, 국내 모션캡쳐 영상시장의 협소로 인해 경쟁국과 비교하여 제작과정에 많은 어려움을 안고 있는 것이 현실이다. 이에 본 논문에서 통합 모션캡쳐시스템, 모션캡쳐 전문인력, 모션캡쳐 인하우스 프로그램개발 등 제작과정상 드러나는 기술적인 부분을 국내외 영상제작 사례를 통하여 모션캡쳐시스템을 활용한 디지털 엔터테인먼트 영상에서 제작과정상 개선 방안을 제안하고자 한다.

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