• Title/Summary/Keyword: Mobile Content Industry Technology

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A Study on Validity of New Mobile Policies in Korea

  • Yang, Je-Min;Park, Jae-Chon
    • International Journal of Contents
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    • v.6 no.3
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    • pp.59-64
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    • 2010
  • The world mobile service is growing sharply and became bigger market than wired. So it is very needed to find the political way to promote mobile industry. The United States government recently decided to introduce new mobile policies for promoting mobile industry. Until now the telecommunications policies of the United States have affected policy developments for many countries including Korea. In this context, we studied the validity of introducing new mobile policies of the United States in Korea. We found that new mobile policies can cause the change of mobile market environment; mobile market power will be dispersed from network to content, application and devise, and new mobile market environment where consumers freely select and use network as well as content, application and devise will be made. Also we found empirically that if new policies are introduced in Korea, mobile industry will be promoted as Korean consumers use mobile services and goods quite actively in new mobile market. We think our results provide reasonable evidence to introduce new mobile policies in Korea.

Availability of Mobile Art in Smartphone Environment of Augmented Reality Content Industrial Technology (증강현실 콘텐츠 산업기술의 스마트폰 환경 모바일 아트 활용 가능성)

  • Kim, Hee-Young;Shin, Chang-Ok
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.48-57
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    • 2013
  • Smartphones provide users with environment for communication and sharing information and at the same time play an important role of mobile technology and mobile art development. Smartphone technology-related researches are being accelerated especially with the advent of mobile Augmented Reality(AR) age, but the studies on user participation that is essential for AR content industry were insufficient. In that regard, the assistance from mobile art area that has already developed these characteristics is essential. Thus, this article is to classify mobile art that has not been studied a lot domestically into feature phone usage and smartphone usage and to analyze each example case with the three most used methods. The usage of feature phones which use the sound and images of mobile devices can be divided into three: installation and performing methods, single channel video art method and five senses communication method. On the other hand, the usage of smartphones that use sensors, cameras, GPS and AR can be divided into location-based AR, marker-based AR and markerless AR. Also, as a result of examining mobile AR content utilization technology by industries, combined methods are utilized; tourism and game-related industries use location-based AR, education and medicine-related industries use marker-based AR, and shopping-related industries use markerless AR. The development of AR content industry is expected to be accelerated with mobile art that makes use of combined technology method and constant communication method through active participation of users. The future development direction of mobile AR industry is predicted to have minimized HMD, integration of hologram technology and artificial intelligence and make the most of big data and social network so that we could overcome the technological limitation of AR.

Evaluating the Efficiency of Mobile Content Companies Using Data Envelopment Analysis and Principal Component Analysis

  • Cho, Eun-Jin;Park, Myeong-Cheol
    • ETRI Journal
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    • v.33 no.3
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    • pp.443-453
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    • 2011
  • This paper evaluates the efficiency of mobile content firms through a hybrid approach combining data envelopment analysis (DEA) to analyze the relative efficiency and performance of firms and principal component analysis (PCA) to analyze data structures. We performed a DEA using the total amount of assets, operating costs, employees, and years in business as inputs, and revenue as output. We calculated fifteen combinations of DEA efficiency in the mobile content firms. We performed a PCA on the results of the fifteen DEA models, dividing the mobile content firms into those having either 'asset-oriented' or 'manpower and experience-oriented' efficiency. Discriminant analysis was used to validate the relationship between the efficiency models and mobile content types. This paper contributes toward the construction of a framework that combines the DEA and PCA approaches in mobile content firms for use in comprehensive measurements. Such a framework has the potential to present major factors of efficiency for sustainable management in mobile content firms and to aid in planning mobile content industry policies.

A Case Study of Line Friends Character TransMedia Branding ('라인 프렌즈' 캐릭터의 트랜스미디어 브랜딩 사례연구)

  • Chang, Hyo Jin;Kim, Young Jae
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.2
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    • pp.153-166
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    • 2015
  • This paper proposes a trans-media branding for the trans-media-based cultural content marketing strategy. Trans-media brand analytical framework is proposed with previous studies. And mobile messenger Character 'Line Friends' is analyzed for the text. Trans-media branding is accessible through a multi-platform in the technological environment. Consumer culture, as well as participate include business models to generate revenue also as brand equity. While the character elements that make up the story from the perspective of cultural content storytelling act as an independent cultural goods. Character is segmented elements. Therefore, trans- media branding of the characters are more meaningful. 'Line Friends' trans-media branding can be summarized as follows: First, it takes advantage of the characteristics of the existing Information-Technology-based mobile. Second, it puts consistently found the content of the attributes of Mobile Messenger 'communication' and 'friendship'. And third, while the content of each platform is constantly linked with other platforms, the brand is positioned inside the window effect.

Research on Efficient Game Production Methods using Digimon Series IP

  • Lee Jong Ho
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.423-428
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    • 2023
  • Currently , the growth of various platforms is remarkable , both at home and abroad . With the growth of various platforms such as PC, console, and VR as well as mobile, the global gaming industry market size has grown to reach KRW 151 trillion . However , in order to revitalize the domestic game market , which is growing at a slower pace, improve the concentration phenomenon that is concentrated on mobile and PC platforms , and select one of the games using IP that is being discussed as a new breakthrough , and determine what form the game will take. Through this study, we would like to suggest whether multi-platform is appropriate. The Digimon series generally attracts many fans through animation , and the Digimon story Cyber Sleuth, which utilizes new scenarios to satisfy them and arouse interest at the same time , can be seen as a representative success example We believe that through this interaction, users can continue to play the main content on their PC, and create synergy by being able to play and enjoy minimal content through mobile anytime , anywhere while doing other things.

Transformation of the Music Market brought about by Technology (테크놀로지가 가져온 음악 시장의 변혁)

  • kim, Joy
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.537-541
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    • 2022
  • As technology advances, various applications linked to the music industry are becoming popular through new media. There have been many changes in the music market. Beyond the existing music market, where music copyright and performance rights were the center of the music business, we are unifying and operating communication channels that connect artists and fans, such as investment products derived from music copyrights. The technology that connects the fandom with additional business digital content has transformed into global platforms such as HYBE Entertainment's and YG Entertainment's Weverse, as well as SM Entertainment's Bubble. In addition, various national support projects to build a 5G MEC (MobileEdge Computing) environment to quickly respond to the rapidly changing 5G industry ecosystem are supporting for the immersive content demonstration, immersive content testing, and technical analysis, we are laying the groundwork to efficiently respond to the ever-expanding metaverse content market. Technology is changing dramatically. Therefore, we would like to study to changes in the music market brought about by technology and suggest strategies for a new era in the music business.

Policy Implications from Development of Cultural Content Distribution through Digitalization - Focused on Game Industry - (디지털화에 따른 문화콘텐츠유통의 발전과 정책적 시사점 -게임산업을 중심으로 -)

  • Lee, Byung-Min
    • Journal of Korea Game Society
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    • v.6 no.2
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    • pp.33-44
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    • 2006
  • This article examines cultural content distribution system, particularly of game industry based on the development of digital technology. In this period of convergence and fusion, some phenomenon leads the cultural content distribution system change like value transfer from platform to content. In relation to it, especially in the game industry, three types of distribution is categorized by the industrial structure (offline, online, mobile game) through the case studies and it is expected to be evolve into a base for development of distribution integration model in the future. In conclusion, the article suggest the policy subject for the promotion of cultural content that hold so much competitiveness for long-lasting development by the improvement of distribution structure, blowing off the conflict between companies and publishers, and global business, etc.

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

  • Rim, Myung-Hwan;Park, Yong-Jae;Heo, Pil-Sun
    • Journal of Information Technology Applications and Management
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    • v.18 no.2
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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.

Development of a Mobile Augmented Reality Application using Cultural Products

  • Kim, Ki-Hong;Yu, Jeong-Min
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.1
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    • pp.85-92
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    • 2021
  • In this paper, we propose a cultural heritage mobile augmented reality application that allows visitors to experience artifacts by augmenting prototypes, audio, video, and text information of 3D graphic artifacts of museum cultural assets. By applying augmented reality technology to a cultural product, products can be recognized on mobile phones and various historical information can be received through interaction of digital artifacts, and information can be easily and quickly checked through augmented reality mobile digital contents regardless of time and place. Through this study, we contribute to the development of digital cultural contents via mobile augmented reality and the expansion of augmented reality contents according to the types of cultural heritage for use, such as education, industry, and tourism promotion.

Free to Premium in Mobile TV Service: Intrinsic and Extrinsic Motivational Factors Affecting Free Users' Paid Subscription Intention

  • Jaemin Song;Sunghan Ryu;Young-gul Kim
    • Asia pacific journal of information systems
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    • v.33 no.2
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    • pp.318-341
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    • 2023
  • Mobile TV refers to the service that provides live broadcasting and video-on-demand content through a mobile device. In addition to the advertisement as the early-stage revenue model, the paid subscription model has emerged as a more sustainable revenue source for mobile TV services. In this study, with the surveys of 450 free mobile TV users, we examine the motivational factors influencing their intention to adopt a paid subscription model. Results show that three extrinsic motivations, price fairness, subjective norm, and mobile TV utilization, are positively associated with free users' paid subscription intention. In contrast, intrinsic motivations, such as hedonic need, spatiotemporal convenience, and self-efficacy, have no significant influence on the intention. We also found that the expected value is positively associated with attitude toward mobile TV service, also positively influencing the paid subscription intention.