• 제목/요약/키워드: Music Business

검색결과 198건 처리시간 0.025초

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.

Tangible Interaction을 활용한 가상현실 콘텐츠 디자인에 관한 연구 (VR Contents Design using Tangible Interaction)

  • 이현진
    • 디자인학연구
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    • 제17권2호
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    • pp.463-470
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    • 2004
  • 본 연구에서는 비교적 간단한 구현 기술과 저가의 플랫폼으로 가상현실 체험을 해볼 수 있는 콘텐츠를 개발하고자 효과적인 가상현실 경험의 구현 요소를 연구하였으며, 그 요소는 현실감과 몰입감, 환상감의 구현 및 Tangible interaction의 사용으로 요약되었다. 이러한 요소들을 적용하여 경험 디자인 컨셉을 도출하고 상대적 현실감이 높은 실사 비디오 영상의 대화면 프로젝션(projection)과 비전 트레킹(Vision Tracking) 기술을 활용한 플랫폼을 디자인하였으며, Tangible device의 자연스러운 인터렉션을 적용한 가상현실 콘텐츠를 디자인하였다. 디자인 결과물은 전시의 형태로 제시하여 일반 사용자들의 체험 기회를 넓히고자 하였으며, Class Xylophone 2003과 VR Class의 두 가지 사례 연구를 통하여 컨텐츠 및 인터렉션 컨셉의 타당성을 검증하였고 다양한 가상현실 콘텐츠와 그 상업적 활용 가능성을 보여줌으로서 가상현실 분야의 저변 확대에 기여하고자 하였다.

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Predicting Arab Consumers' Preferences on the Korean Contents Distribution

  • Park, Young-Eun;Chaffar, Soumaya;Kim, Myoung-Sook;Ko, Hye-Young
    • 유통과학연구
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    • 제15권4호
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    • pp.33-40
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    • 2017
  • Purpose - This study aims to examine the analysis of pattern on Arab countries consumers' preferences of the Korean Contents using social media, Facebook since Korean entertainment contents have been distributed in the global marketplace. Then we focus on developing Predictive model using a Data Mining Technique. Research design, data and methodology - In order to understand preference growth of Korean contents in Arabic countries, we- collected data from two popular Facebook pages: 'Korean movies and drama' and 'K-pop'. Then, we adopted a data-driven approach based on Data Mining techniques. Results - It is obvious that the number of likes for K-pop will increase for all North African and Middle Eastern countries, however concerning Korean Movies and Drama except Tunisia it is decreasing for Algeria, Egypt and Morocco. Also, concerning Saudi Arabia and United Arab Emirates, the number of likes will decrease for Korean Movies and Drama which is not the case for Iraq. Conclusions - It is noted in this study that K-contents such as drama, movie and music are sometimes a gateway to a wider interest in Korean culture, food and brands. Moreover, this study gives significant implications for developing predictive model to forecast Korean contents' consumption and preferences.

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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유닉스 시스템과 자바 기반의 애플리케이션을 이용한 Cloud 서비스 설계 및 구현 (Design and Implementation of Cloud Service with Unix System & Java Based Application)

  • 남전우;박영범;이용재;;김정태
    • 한국정보통신학회:학술대회논문집
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    • 한국해양정보통신학회 2011년도 춘계학술대회
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    • pp.273-276
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    • 2011
  • 본 논문에서는 Cloud 서비스를 지원하기 위하여 유닉스 가상화 시스템을 구현하고, 자바기반의 애플리케이션을 사용한 서비스 방식을 제안한다. 유닉스 가상화는 Web Server zone 과 NFS zone, FTP zone의 세가지 시스템으로 나누어 구현하며. 애플리케이션은 자바 프로그래밍으로 구현하게 된다. 애플리케이션과 유닉스 시스템을 연동함으로서 언제 어디서나 데이터 업로드 다운로드, 음악 감상, 문서 작업 등 효율성을 제공할 수 있도록 한다. 유닉스 가상화에 따라서 서버자원의 에너지 절감을 기대할 수 있고, PC없이 스마트 폰으로 업무를 처리 할 수 있게 되는 효과를 얻게 된다.

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컴퓨터 자수기를 활용한 일렉트로닉스 커스터마이즈 스마트 가방 개발 연구 (A Study on the Development of Fabric Electronics' Customized Smart Bag Using Computer Embroidery)

  • 이은규;김윤희
    • 한국융합학회논문지
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    • 제11권7호
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    • pp.105-112
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    • 2020
  • 본 연구는 2029세대의 페스티벌 사용자를 위한 패브릭 일렉트로닉스 기반의 스마트 가방 개발 연구로 한국전통 문양과 도깨비 문양을 전자회로로 응용한 테크 플랩(음악 미디어 제어 기능/ LED 반응 기능)을 커스터마이즈 가능하도록 개발하였다. 사용자의 기호와 상황에 따라 맞춤형 서비스가 가능하도록 기능적·디자인적 전략으로 고찰하고 이를 바탕으로 컴퓨터 자수기를 활용한 탈부착 모듈형의 커스터마이즈 스마트 가방 플랫폼을 제시하였다. 이는 기존에 출시한 하드한 형태의 PCB 스마트 제품과의 차별성과 새로운 비즈니스 모델을 제안했다는 점에서 연구의 의의가 있다.

패션블로그에서 퍼스널 스타일 표현형식 (Representation Forms of Personal Style on the Fashion Blogs)

  • 서성은
    • 한국의류산업학회지
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    • 제16권5호
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    • pp.689-697
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    • 2014
  • This study aims to analyze the representation forms of bloggers' personal style on the fashion blogs and enlighten their values which can be actively applied to design and marketing in fashion industry. Image representation of fashion bloggers is reflected by the characteristics in the digital environment, which are the creative manipulation of expression and the production of virtual and fantastic images by taking advantage of the composite medium such as images, music, videos, articles, etc. Also real time updates in blog indicate the latest trends in terms of the representation of image as the actual currency. The study conducted case studies of 5 women's personal fashion blogs through the verification of a variety of global fashion media and blog ranking sites: Style Bubble, Style Rookie, The Cherry Blossom Girl, The Blond Salad, and Fashion Toast. Research findings are as follows. First, the application of creative design elements is indicated as symbolic items, self-made designs, DIY, and various mix and match emphasizing design elements such as color, patterns, proportion, etc. Second, the virtual representation is very highlighted on the story telling applied by film like production or digital effect. Third, the commercial application with mainly sponsored wardrobe and designer collaboration indicates promoting a updated trend as well as a specific brand or designer to make their business profits.

An Empirical Research of Gender Impact on Customer Behaviour towards Mobile Entertainment Services in India

  • Satish Kumar, G.N.
    • 아태비즈니스연구
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    • 제3권2호
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    • pp.8-15
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    • 2012
  • Mobile Entertainment is the new era in mobile communication. Mobile Entertainment service is a combination of games, music, videos, chatting and telecommunication which has created a wide market in India. There is a variation between male and female customers towards Mobile Entertainment services. This study is aimed at analyzing gender impact of attitude, subjective norm, perceived behaviour control intention and behaviour towards mobile entertainment services. The Theory of planned Behaviour (TPB) provided a framework. Total 566 male and 376 female mobile users of different age groups participated in the research. The data analysis was conducted in three-stages. First, reliability tests were performed. Upon satisfactory results, confirmatory factor analysis (CFA) is used to analysis convergent, concurrent and discriminant validity of the model. Once the model was validated Structural Equation Model (SEM) Multi-group analysis is used to find the impact of gender behaviour towards Mobile entertainment services. The results of the study confirmed that the model is viable in predicting variation in gender impact on mobile entertainment services. The findings have revealed that attitude, perceived behaviour control and intention has a significant impact on behaviour to use mobile entertainment but subjective norm has no significant impact on behaviour to use mobile entertainment.

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문화마케팅을 통한 패션업체의 브랜드 이미지 관리에 관한 연구 -패션브랜드와 문화예술 이미지 부합도를 중심으로- (A Study on the Effect of Cultural Marketing on Fashion Brand Image Management)

  • 황선진;이윤경
    • 한국의류학회지
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    • 제32권2호
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    • pp.223-234
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    • 2008
  • This Study is designed to identify the appropriate fields of culture and art supporting activities in fashion business and to propose an effective culture and art strategy on establishment of positive fashion brand attitude. Subjects of this study were 242 young male and female consumers interested in fashion and culture marketing activities. Data were analyzed by using SPSS 12.0 with Independent-Sample T-Test, ANOVA, Duncan test. Also, we suggested the FBFit(Fashion Brand-Mecenat Fit) model by using Prefmap3. The results are as follows: First, it was revealed that culture art marketing activities such as a film, a popular music, a musical of the art and culture fields were important for maintaining the positive fashion brand image. Second, the consumer with recognition of culture and art supporting activities had a positive attitude on culture and art marketing of fashion brand. Third, FBFit model was revealed that there was a significant difference an appropriate culture and art fields for each fashion brand image. Therefore, each fashion brand has to select appropriate fields of culture and art marketing activities by considering their fashion brand image with a long term perspective.

中国IP电影的现状及改善方案研究 (A Study on the Current Status and Improvement Plan of Chinese IP Movies)

  • 왕락설;김선영
    • 지역과문화
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    • 제7권4호
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    • pp.69-81
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    • 2020
  • 随着互联网公司进军电影产业, 中国的IP电影迅速发展, 并给电影市场带来巨大的商业利益。通过互联网数据, 新媒体等技术, 改变电影制作, 营销和收益模式, 形成新的产业链。本论文试图诊断中国IP电影热潮的现象, 并得出其意义和启示。为此, 选出了不同类型的代表事例来研究存在的问题和相应的改善方案。事例选定了现在IP电影改编中最受瞩目的小说, 漫画, 音乐等3个类型中的代表性作品《悟空传》, 《快把我哥带走》, 《同桌的你》。研究结果显示, 中国的IP电影存在统一化严重, 剧本创作能力不足, 版权等问题。为此, 提出了构建IP版权交易平台, 加强IP创作, 推进IP产业价值链等改善方案。希望通过这项研究进一步完善和推动中国IP电影市场的发展, 打造属于中国IP电影的价值链品牌。