• 제목/요약/키워드: Game Strategy

검색결과 515건 처리시간 0.031초

콘텐츠의 융합요소 및 융합경로와 융합유형 분석 (An Analysis of the Convergence Factors, Convergence Passes, and Convergence Types in Content Industries)

  • 임명환;이중만
    • Journal of Information Technology Applications and Management
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    • 제20권3_spc호
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    • pp.295-314
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    • 2013
  • These days a great mix of traditional and digital contents such as movie, broadcasting, advertisement, e-books, music, game, animation, cartoon, character, knowledge information, and art performance are widely available. Many more are yet to come, with improved quality and added features. It is expected that all these contents will be evolved into a new breed of convergence content through the process of consolidation, expansion, integration, and recreation. Across the digital ecosystem, a new formula is being added to the industrial structure : 'Information/Content-Platform/Device-Goods/Service.' In the near future, as a result of technological innovation and convergence, the business sector will lose its boundaries as well, as businesses will be forced to look beyond the product itself and focus more on multi-functionality. Especially, in the era of creative economy, more policies need to be crafted in order to procure a new growth engine for the future with the agenda for convergence between humanities and technology. Therefore, the purpose of this paper is to analyze the concept, factors, elements, types, and cases of convergence, which are the essence of content convergence. This analysis, with its focus on the convergence process, will help identify the effects and limits of content convergence as well as the prospects for convergence contents in the smart ecosystem under the creative economic system.

어린이 성희롱/성폭력 예방교육 프로그램 개발 (Development of the Educational Program for Prevention of Sexual Abuse in Children)

  • 이경혜;이자형;배정이;김일옥
    • 대한간호학회지
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    • 제33권2호
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    • pp.189-199
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    • 2003
  • Purpose: The purposes of this study is to develop an educational program to prevent sexual abuse of children and to improve the physical and mental health of children by providing a rape-free environment and safety education. This program will provide parents and children with information on how to prevent sexual abuse in children. Children learn specific methods to avoid being victimized both at home and outside the home through a learning game and simulation, which is based on problem solving. Method: This program was developed based on a literature reviews, surveys and negotiation process. School- aged-children, parents, and teachers were interviewed to reveal their educational needs based on their experiences related to sexual abuse. Result: This program includes useful subjects such as safety education, early detection of sexual abuse, crisis management, resource persons, and phone numbers of available hospital. Counseling is provided by researcher or by a pediatric psychiatrist if needed. Conclusion: This program could be adequately utilized for prevention of sexual abuse of children. It also will provide an intervention strategy for abused children. This educational program was distributed to all of the elementary school through the Ministry of Education and Human Resources Development.

디지털생태계의 진화와 사업역량 변화에 관한 연구 (Study of the Change of Business Competence as the Evolution of Digital Ecosystem)

  • 이계수;윤현덕
    • 한국멀티미디어학회논문지
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    • 제18권9호
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    • pp.1105-1117
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    • 2015
  • During the last decade, the business infrastructure has become digital with increased interconnections among products, processes, and services. Across many firms spanning different industries and sectors, digital technologies are fundanmentally transforming business stratiges, business processes, firm capabilities, productes and services, and key interfirm relationships in extended business networks. With the emergence of smartphones, the paradigm of the ICT industry is rapidly changing as the line between global and local markets are being blurred. In the changing global environment, although some game companies are accelerating the improvement of their global competitiveness and cases of successes of venture enterprises by developing biosimilar technology are being discovered, majority of ICT companies are focusing on limited marketing activities to get subcontracts or projects from large companies. Thus the aim of this study is to find out how digital ecosystems evolve and how business models and strategies have changed of individual companies according to the evolution of the digital ecosystems.

가상점원 : 고객과의 협상을 위한 에이전트 (Cyber-Salesman : An Agent negotiating with Customers)

  • 조의성;조근식
    • 한국데이타베이스학회:학술대회논문집
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    • 한국데이타베이스학회 1999년도 춘계공동학술대회: 지식경영과 지식공학
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    • pp.217-225
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    • 1999
  • 협상은 상거래에 있어서 매우 중요한 요소 중 하나이다. 현재의 웹 기반 전자상거래 시스템은 이러한 중요한 협상 구조를 상거래에 잘 반영하지 못하는 문제점을 가지고 있다. 이러한 문제점중 기업과 소비자간의 미비한 협상 구조를 보안하기 위해 실세계 상거래에서 존재하는 점원을 전자상거래상의 가상점원으로 모델링하여 회사의 정책과 구매자의 특성을 반영하여 구매자와 전략적으로 자동 협상을 수행할 수 있는 에이전트의 구조를 설계하고 구현하였다. 협상은 매우 복잡한 구조를 가지고 있다. 이러한 협상 구조를 지원하기 위해서는 상호간의 제안을 표현하고, 그 제안에 대한 평가 내용과 결정사항을 전달할 수 있는 언어적인 조가 필요하며, 협상의 대상이 되는 사안들의 특성을 반영할 수 있는 표현 구조도 요구된다. 또한 이러한 협상에서 전략을 세우고 알맞은 제안을 제시하며 상대의 제안에 대하여 전략적으로 반응할 수 있는 의사결정 모델이 요구된다. 본 논문에서는 회사의 정책 모델과 구매자의 모델을 정의하고 이를 이용한 협상 모델을 설계 구현하였다. 협상 구조의 모델링을 위해 KQML(Knowledge Query Manipulation Language)을 기반으로 전자상거래 프로토콜로 설계하고, 논쟁 기반 협상 모델을 기초로 협상언어를 설계하였다. 또한 협상에서의 전략적인 의사결정을 위해 게임이론을 이용하고, 규칙 기반 시스템으로 이를 보충하였다. 마지막으로 가상점원 모델을 바탕으로 조립 컴퓨터 판매를 위한 가상점원을 구현하였고, 이에 대한 실험을 통하여 가상점원의 유용성을 보였다.

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융합시대의 스타콘텐츠 발굴 및 선정에 관한 연구 (A Study on the Decision and Selection of the Star Contents in the Convergence Era)

  • 임명환;박용재;허필선
    • Journal of Information Technology Applications and Management
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    • 제18권2호
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    • pp.1-21
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    • 2011
  • In this era of convergence, which is characterized by the integration and combination of technology and industries, broadcasting and communications, offline and online, and devices and services, the content industry is also experiencing rapid changes including inter-genre exchange, the creation of new industries, and customized demand. Specifically, IT-based digital content industries such as the online game, e-book, mobile contents and web portal industries are no longer restricted to the boundaries of video, music and games but are being expanded into the realms of education, medicine, fashion and sports thanks to CT innovation of 3D, CG, AR/VR, VFX, etc. As such, various countries have come to recognize the convergent content industry as a new growth engine that will pick up where the IT industry left off, and are forming policies for its development accordingly. This research aims to optimize the system of content taxonomy which is currently genre-focused and unable to support technological development and convergence, and to discover and select star contents to be rigorously developed with governmental support. In this paper, 20 star contents in 8 areas were selected, and these are expected to create tremendous cultural and economic value through ongoing technological and industrial development.

Car Navigation 신시장 진출을 위한 제품디자인 개발사례 연구 - 인켈 와이드터치(WideTouch) - (A Development of Product Design for Launching in New Market - inkel Car Navigation (WideTouch) -)

  • 서홍석
    • 감성과학
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    • 제9권spc3호
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    • pp.225-234
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    • 2006
  • 최근 차량용 Navigation은 우리나라에서 급속도로 발전하는 Emerging Market으로 실시간 교통정보와 DMB TV, 영화, 음악, 게임 등 다양한 복합기능을 추가하면서 Car Infotainment(Information & Entertainment) 핵심 기기로 진화해가고 있다. 반면 시장진입에 따른 기술 장벽이 낮고 경쟁이 치열한 상황에서 제품디자인 차별화가 중요한 요소로 부각되고 있다. 이에 본 사례연구에서는 A/V 전문기업 인켈이 $\ulcorner$와이드터치(WideTouch)$\lrcorner$라는 신규 브랜드로 차량용 Navigation 시장에 진출한 사례를 중심으로 선행 수요자 니즈 조사를 통한 Concept 발굴과 신세대 및 중 장년층, 여성 Targe시장 세분화에 의한 디자인 차별화 전략 및 그 성공 요인을 분석하였다.

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온라인 가상공간의 커뮤니케이선 활성화방안 -MMORPG(대규모 다중 사용자 온라인 롤플레잉 게임) 중심으로- (Revitalization Plan for Communication Structure Among Users of Online Virtual Space)

  • 임장훈
    • 한국콘텐츠학회논문지
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    • 제7권10호
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    • pp.115-125
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    • 2007
  • 본고는 유저 활동의 중요성, 유저간의 소통의 중요성, 플레이어 캐릭터의 성장과 변형을 통한 정체성 확립의 중요성을 중심으로 가상공간 커뮤니케이션의 특성을 분석하고, 이를 통해 원만한 사회관계를 활성화하고자 그 방안을 모색하고 유저들이 가상 사회 안에서 보다 책임 있는 행동을 유발하도록 제안하였다. 하루에도 수 천 명이 접속하여 교류하는 가상 공간에서 유저는 솔로스토리를 진행하며 타인과의 인간 관계를 통해 자신의 정체성을 찾게 된다. 무엇보다도 중요한 것은 가상 공간을 사회로 인식하고 타인에 대한 언행에 대해 연대 책임 의식을 갖는 유저들의 자세일 것이다.

온라인 게임에서 청소년들 언어문화의 실태 조사와 개선 방안 (Fact finding surveying adolescents's language and culture in online games and a countermeasure strategy)

  • 김성율;이종연
    • 컴퓨터교육학회논문지
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    • 제16권1호
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    • pp.33-42
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    • 2013
  • 본 연구는 부산시내 547명의 남 여 고등학생을 대상으로 학생들이 선호하는 온라인 게임을 설문을 조사한 결과 5개 정도로 요약되었으며, 온라인 게임에서의 가장 높은 언어적 문제가 심한 욕설 사용으로 파악되었다. 또한 응답자 대부분이 온라인 게임에서 욕설이 심각하다고 생각하였으며, 이에 대한 대책이 마련되어야 한다고 판단되었다. 뿐만 아니라 많은 응답자들이 초등학교와 중학교시기에 욕설이 가장 심하다고 응답했다. 따라서 본 논문에서는 온라인 게임에서 청소년들의 언어문화를 개선하기 위해 시스템적으로 적극적인 대응책 마련의 필요성을 제안하고, 그 교육 시기는 또한 초등학교 혹은 그 이전부터 학교 현장에서 구체적인 온라인 게임사용 예절 교육이 실시되어야 한다는 것을 제안하고자 한다.

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콘텐츠 가치평가 활성화 방안 수립 연구 (A Study on the Vitalization of Value Assessment for Contents)

  • 이동욱;최재영
    • 디지털산업정보학회논문지
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    • 제10권3호
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    • pp.311-325
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    • 2014
  • The content industry is the core of the creative economy. The content industry is a fast-growing and high value-added industry, but becomes a high risk market on the other hand. Content related enterprises are difficult business environment. Thus, the accurate evaluation of content on its value is essential. But, it is hard to assess the value of content because of its intangible characteristics. This study is enabled improving the financing conditions of enterprises through the vitalization of value assessment for contents. Improve financial accessibility is required composition, means of access financial diversification, financial ecosystem to vitalization of value assessment for contents. In addition, the system should be established to support the economic activities of the creative content sector companies. The content industry should develop a new strategy for sustained growth. But, we believe that the accordance and cooperation from related parties, including contents producers, contents developers and governmental departments, are definitely required to boost the game contents industry. We hope that the more efficient methods are vitalizing the contents industry.

와이브로서비스와 기존 정보통신서비스간의 대체/보완관계 실증분석 (Empirical Analysis of Substitution or Complementary Effect Between WiBro and Existing Telecommunication Service)

  • 한상필;박봉원;안재현;김문구
    • 경영과학
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    • 제22권2호
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    • pp.35-49
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    • 2005
  • When new services are introduced, interaction among existing and new services has to be considered. The interaction can be characterized by the substitution or complementary effect among services. This paper analyzes how the interaction among services affects the customers' subscription decision in telecommunication services industry. Based on a face-to-face in-depth survey from a sample of 1,200 respondents, a new wireless internet access service or WiBro is analyzed to identify the substitution/complementary effect in relation to the existing other telecommunication services. Additionally, the important factors explaining both customers' subscription and substitution decisions are identified. The analysis results indicate that males and students are more likely to subscribe WIBro service. Interestingly, family size positively affects the subscription decision. However, heavy users of on-line game are reluctant to subscribe WiBro service. Among the potential WiBro subscribers, the customers who are less satisfied with the existing fixed line broadband internet access service are more likely to stop subscribing the fixed line service, which implies substitution by a new service. We believe that the consideration of the interactions among services is essential to devise a winning strategy for the new services in the highly uncertain telecommunications business environment.