• Title/Summary/Keyword: OSMU(One-source Multi-use)

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A Case Study of Broadcasting Contents Using One Source Multi Use Strategy (사례 분석을 통한 방송콘텐츠 OSMU의 고찰 - OSMU 이론적 정립 및 비즈니스분류를 중심으로 -)

  • Cho, Seong-Ryong;Shin, Ho;Jang, Yei-Beech;Lee, Seong-Eob;Han, Min-Woo;Koo, Bon-Cheol
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.423-434
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    • 2007
  • In this study, we investigated broadcasting industry in Korea and in U.S. to find out what mostly makes the broadcasting industry competitive for the near future. One source multi use(from now on OSMU) marketing strategy is important when discussing profits of broadcasting contents. To develop a theoretical and academic framework of OSMU, 14 experts participated in focus group interview. A new meaning of OSMU is defined and 4 types of OSMU business models are developed in the study. Also, two successful examples of broadcasting contents, each from Korea and U.S., were analyzed with the models that we have developed. Lastly, we discussed how to enhance the competitiveness of broadcasting contents and industry by using the benefit-maximizing-strategies of OSMU.

Comparative study of application method of OSMU(One-source Multi-use) in digital contents creation (디지털 영상콘텐츠의 원소스 멀티유스(One-Source Multi-Use) 제작방식 비교 연구)

  • Choi, Jeung-Il
    • Journal of Digital Contents Society
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    • v.9 no.4
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    • pp.551-560
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    • 2008
  • The basic strategy of OSMU(One-source Multi-use) in digital image is a marketing that applying one source to other genres for leverage based on that cross-referencing in different genre enabled that one material(one-source) has synergy effect when reproduced to various products(multi-use) as cultural sources are available through on-line and digital format. Recently, according to the characteristics of culture industry with Window Effect, many culture contents such as movies, games, animations and characters are carefully planned at its design stage to get the maximum effect. Especially, the fact that one leading-trend source makes it easier to produce additional products with the least cost is observed and it enables organized management which resulted in low marketing and PR cost. This paper confirmed that OSMU strategy in Korea mainly get started from online to offline comparing to Japan and USA.

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Effect Analysis of OSMU on Entertainment Contents Export in East-Asia Market (아시아 시장에서 엔터테인먼트 콘텐츠 수출의 One Source Multi-Use(OSMU) 효과분석 - 일본.중국.대만.홍콩 시장을 중심으로 -)

  • Lee, Chan-Do
    • International Commerce and Information Review
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    • v.9 no.1
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    • pp.427-449
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    • 2007
  • The question of what our cultural goods might have known in a major exporting market, has intrigued investigators since 2000 year. Actually, Maybe Korean cultural assets just didn't have time to get to know International or Asia market. But now, a new euphoria can be tasted, on the lips of the small but growing Korean Contents Mania, as New Korean Wave-Crust begin to welcome the priciest contents from korea. Given Asian's surging population for our entertainment contents-drama, movie, music, character, etc., and the sense of a positive response its newly international market, it is hardly surprising. Now, Korea Wave must play an important roles in our country- economy, business, specially. This paper is seeking in OSMU on Korean Contents in East-North Asian Market, and is developing about Korean Wave study model. and It also points to a different strategy for exporting cultural contents, suggesting it should be effected for model to OSMU.

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Evolution Path of OSMU: Web-novel and Webtoon (OSMU의 진화 경로: 한국과 중국의 웹소설과 웹툰을 중심으로)

  • Wang, Yiyao;Shin, Hyung-Deok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.2
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    • pp.119-126
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    • 2021
  • The purpose of this study is to see if cultural contents that are characterized by experience goods have different types of One Source Multi Use (OSMU) phenomena. This study classified original works into web-novels and webtoons, and studied how OSMU evolution paths can be different between the two types of originals. In addition, this study compared Korean and Chinese examples. Using eight original works created between 1999 and 2012, which were later used for OSMU, this study investigated how web-novels and webtoons took different OSMU evolution paths in Korea and China. As a result, this study found that web-novels are more actively used in different formats than webtoons, probably because web-novels can more easily stimulate people's imaginations. In addition, Korea was found to use story-centered OSMU before character-centered OSMU, whereas China showed both types of OSMU simultaneously.

A Conceptual Framework for One Source Multi Use Strategy of Culture Content (브랜드 아이덴티티 기반 문화콘텐츠 OSMU 전략 연구)

  • Kim, Young-Jae
    • Cartoon and Animation Studies
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    • s.28
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    • pp.155-180
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    • 2012
  • This article is to propose a conceptual framework for the One Source Multi Use (OSMU) strategic model of culture content. In this study, OSMU is defined as a series of marketing activities to increase the value created by culture content. The framework of brand equity strategy is applied to develop the strategic model of OSMU, as both share the same goal - maximization of long term value created by brand or culture content. This article suggests the brand identity-based OSMU strategic model, in which the brand identity of culture content guides, integrates, and coordinates every decision-making of OSMU activities. For the maximization of brand equity value of culture content, the copyright holder of original content should decide the content's brand identity, which should provide the criteria of all decision makings regarding window strategy, adaptation of content to other genre, and merchandising. This brand identity-based OSMU strategic model can not only contribute to the sales of OSMU content, but also the creation of high equity culture content in the long run. Also, the model allows monitoring and evaluation of content's brand equity, which can be used for the strategic adjustment for the sake of long term value of the content. This study is differentiated from previous study on OSMU and expected to invigorate the further discussion on OSMU in several points. First, it broadens the scope of OSMU discussion as it views OSMU as a series of process including feedback. Second, this study points out the need for integration and coordination of various OSMU activities. Third, the strategic focus is laid on the value maximization of the original content, not 'multi used' content. Fourth, the suggested model emphasize the strategic role of copyright holder who takes the charge of the content brand management. Fifth, the model requires discussion on the components of marketing communication in addition to the content itself, which means the model includes the prospects, not only the content consumers, as the major future source for value creation.

Export Promotion Plans of Digital Culture Contents based on the OSMU Strategy - Focused on Game, Animation & Character Industry - (문화콘텐츠의 원소스 멀티유즈를 통한 수출활성화방안 - 게임.애니메이션.캐릭터산업을 중심으로 -)

  • Won, Min-Kwan;Lee, Ho-Gun
    • International Commerce and Information Review
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    • v.6 no.3
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    • pp.297-318
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    • 2004
  • This paper examines export promotion plans of digital content industries, particularly of game, animation & character industry based on the OSMU(One-source Multi-Use) strategy. As the digital content industry is one of the newest industries as a source of strategic export, we must promote the export of digital contents that hold so much international competitiveness and through that promotion, we have to strengthen the international competitive power. The game, animation & character contents are very easy to adapt each other for creating new contents by omnidirectional OSMU. Therefore, it is intended to present some primary factor for export promotion of game, animation & character contents through the OSMU strategy.

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Efficient Multi-hop Resource Reservation Scheme in WiMedia D-MAC for Multi-hop N-Screen Services (멀티 홉 N-스크린 서비스를 위한 WiMedia D-MAC에서의 효율적인 멀티 홉 자원 예약 기술)

  • Hur, Kyeong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.5
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    • pp.1091-1096
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    • 2015
  • In this paper, WiMedia Distributed-MAC protocol is adopted for development of multi-hop N-screen wireless services. Furthermore, to provide the multi-hop OSMU (One Source Multi Use) N-screen service through P2P streaming in the D-MAC protocol, a new multi-hop resource reservation scheme is proposed and analyzed to reduce end to end delay. For this Multi-hop resource reservation scheme, a new MSCDRP (Multi-Stage Cooperative DRP) IE is proposed. Simulation results show that our multi-hop MSCDRP scheme reduces the end to end delay and increases throughput at various multi-hop N-screen network environment.

Performance Analysis of Multicast Relay Transmissions in WiMedia D-MAC for OSMU N-Screen Services (OSMU N-스크린 서비스를 위한 WiMedia D-MAC에서 멀티캐스트 릴레이 전송 기술의 성능 분석)

  • Hur, Kyeong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.12
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    • pp.2267-2273
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    • 2016
  • In this paper, WiMedia Distributed-MAC protocol is adopted for development of an OSMU (One Source Multi Use) N-screen wireless multicast service. But, when considering wireless communication environment where channel error rate is time-variant, N-screen high-speed data is vulnerable to be lost. For this problem, a multicast relay scheme is proposed by analyzing Distributed-MAC protocol. In proposed multicast relay scheme, Multicast-free DRP Availability IE is combined and the relay node suitable for N-screen multicast transmissions is selected. Through this operation, it can avoid wireless channel with high errors and can transmit N-screen high-speed data. In simulation results, the proposed multicast relay scheme is compared with conventional Distributed-MAC multicast scheme in view points of throughput and energy consumption according to various numbers of multicast nodes and BER (Bit Error Rate) values in wireless channel. Through simulation results, it is explained that proposed multicast relay scheme should be adopted in WiMedia Distributed-MAC protocol to realize OSMU N-screen wireless multicast services.

Research of the local cultural brand by analyzing the case of Honggildong cultual content business strategy (홍길동 문화콘텐츠사업 사례분석을 통한 지역문화 브랜드화 전략 연구)

  • Shim, Jae-Kwang;Lee, Sang-Gil;Kim, Kyoung-Soo
    • Journal of Digital Contents Society
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    • v.11 no.4
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    • pp.479-486
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    • 2010
  • A lot of local governments are trying to develop and brand the regional unique resources as a digital contents because of focusing on the intangible value of it's culture and economy of cultural industry. But every cultual contents business is not always successful. It must be successful on the condition that the cooperation of local government including citizens and private company's participation should make this business a good model of continuous potential growth power. The most important factor of it's business will be the realization of stable plan based on the design of business and carefully throughout plan. The other key factors are the analysis of the objective source and current market demands, the development of contents and story telling. Also the development of strategy of the content including OSMD(One-Source Multi-Device) and OSMU(One-Source Multi-Use) through the step analysis of the result must take into consideration. With the help of analyzing the successful cultural model "Honggildong cultual content business in Jangseong, Jeonnam" which is the representative case of OSMD and OSMU, this study attempts to suggest the successful strategy of regional culture resource brand. In order to provide a typical approach to the local government and cultural content industry which is trying to brand the regional cultual resource, this study researches the analysis of the development of Honggildong cultural resources and it's process step by step which was already finished it's first business stage.