• Title/Summary/Keyword: OTT 플랫폼

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Multiverse, The Strategy of the Universe Reproduction for Expanding Content IP (멀티버스(Multiverse), 콘텐츠 IP확장을 위한 세계관 재생산 전략)

  • Jang, Min-Gi
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.182-189
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    • 2022
  • As OTT services become popular worldwide, content IP expansion strategy has an important position in the platform media industry ecosystem where new content is constantly distributed. In particular, the method in which a successful narrative expands the elements constituting a specific world, that is, the Universe, is effective in reducing risk factors in content IP expansion and expanding content franchises. This study intends to examine how Marvel's cinematic Universe (MCU) is strategically performing content IP expansion while borrowing the multiverse concept and replicating and reproducing it by itself through narrative analysis of . As a result, the multiverse can reproduce an incomplete state by repeating the completed event, which can exist as another self-fulfilling content. At the same time, it can be an effective content IP expansion strategy in that each story can be produced because a single character can exist in multiple under the multiverse.

Current State of Animation Industry and Technology Trends - Focusing on Artificial Intelligence and Real-Time Rendering (애니메이션 산업 현황과 기술 동향 - 인공지능과 실시간 렌더링 중심으로)

  • Jibong Jeon
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.821-830
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    • 2023
  • The advancement of Internet network technology has triggered the emergence of new OTT video content platforms, increasing demand for content and altering consumption patterns. This trend is bringing positive changes to the South Korean animation industry, where diverse and high-quality animation content is becoming increasingly important. As investment in technology grows, video production technology continues to advance. Specifically, 3D animation and VFX production technologies are enabling effects that were previously unthinkable, offering detailed and realistic graphics. The Fourth Industrial Revolution is providing new opportunities for this technological growth. The rise of Artificial Intelligence (AI) is automating repetitive tasks, thereby enhancing production efficiency and enabling innovations that go beyond traditional production methods. Cutting-edge technologies like 3D animation and VFX are being continually researched and are expected to be more actively integrated into the production process. Digital technology is also expanding the creative horizons for artists. The future of AI and advanced technologies holds boundless potential, and there is growing anticipation for how these will elevate the video content industry to new heights.

An Exploratory Study of Psychological Characteristics of Metaverse Users (메타버스 이용자의 심리 특성 탐색 연구)

  • Hyeonjeong Kim;HyunJung Kim;Beomsoo Kim;Hwan-Ho Noh
    • Knowledge Management Research
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    • v.24 no.4
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    • pp.63-85
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    • 2023
  • This study aims to identify the primary user group in the growing metaverse space based on the increased interest during the COVID-19 era. It also aims to explore the predictive factors for metaverse adoption. To predict online activities, the study examined user purposes, motivations, and relevant demographic factors as predictive variables through model analysis. The data from the Korean Media Panel Survey were used, and a two-stage analysis with the Heckman two-stage sample selection model was conducted to predict metaverse users. The analysis revealed that the key factors influencing metaverse adoption were offline activities, openness, OTT usage, and purchasing of paid content. Moreover, in the second stage model, openness, gender, and paid content purchases were identified as significant variables for increasing metaverse usage time. These results indicate that understanding metaverse users is essential in the context of the rising interest in online activities during the COVID-19 era and can provide valuable insights for metaverse platform-related companies and developers.

A Study on the Proposal of Spiral Evolution Model of IPTV, M-IPTV, OTT & Smart Media focusing on Exploration & Exploitation Theory (IPTV, M-IPTV, OTT, 스마트미디어 진화단계에 관한 탐색과 활용관점의 Spiral 모형 연구)

  • Lee, Sang-Ho;Kim, Jai-Beom;Kim, Young-Berm
    • Journal of Digital Contents Society
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    • v.15 no.3
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    • pp.327-338
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    • 2014
  • This study proposes the evolution model of emerging media platform including smart media (M-IPTV, Smart TV) and IPTV, through a spiral evolution model based on the theory of the exploration & the exploitation. Authors suppose that the IP media evolved from IPTV technology, evolution of which has come through the development model of serial circular process. For explanation of this evolution, we propose the research model integrating the spiral model and the exploration & exploitation theory. Researchers define the smart media as the evolved media from IPTV, through this proposed model. We expect this model to be the theoretical base of media regulation and setting direction of future media service. Thus, this research are summed up as follows. To begin with, we classify the evolutionary stage of IPTV from the view points of service feature, regulation frame and technological characters. Secondly, we organize and confirm the research model of IPTV evolution through case analysis of the 3 cycles of each evolutionary stage. As a result, discussion of this study helps understanding mobile IP media and smart media as a post IPTV and leads the solution of various regulation issues and the development of the innovative media service and content. In addition, it can guide the government for the evolutionary direction to promote the media and the content industry.

Similar Contents Recommendation Model Based On Contents Meta Data Using Language Model (언어모델을 활용한 콘텐츠 메타 데이터 기반 유사 콘텐츠 추천 모델)

  • Donghwan Kim
    • Journal of Intelligence and Information Systems
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    • v.29 no.1
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    • pp.27-40
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    • 2023
  • With the increase in the spread of smart devices and the impact of COVID-19, the consumption of media contents through smart devices has significantly increased. Along with this trend, the amount of media contents viewed through OTT platforms is increasing, that makes contents recommendations on these platforms more important. Previous contents-based recommendation researches have mostly utilized metadata that describes the characteristics of the contents, with a shortage of researches that utilize the contents' own descriptive metadata. In this paper, various text data including titles and synopses that describe the contents were used to recommend similar contents. KLUE-RoBERTa-large, a Korean language model with excellent performance, was used to train the model on the text data. A dataset of over 20,000 contents metadata including titles, synopses, composite genres, directors, actors, and hash tags information was used as training data. To enter the various text features into the language model, the features were concatenated using special tokens that indicate each feature. The test set was designed to promote the relative and objective nature of the model's similarity classification ability by using the three contents comparison method and applying multiple inspections to label the test set. Genres classification and hash tag classification prediction tasks were used to fine-tune the embeddings for the contents meta text data. As a result, the hash tag classification model showed an accuracy of over 90% based on the similarity test set, which was more than 9% better than the baseline language model. Through hash tag classification training, it was found that the language model's ability to classify similar contents was improved, which demonstrated the value of using a language model for the contents-based filtering.

Expansion of K-Content by Global Fandom : Focusing on 'Fansub' Community of Viki (글로벌 팬덤을 통한 한류 콘텐츠의 확대 : Viki의 '팬 자막' 커뮤니티를 중심으로)

  • Kim, Young-Hwan;Jung, Hoe-Kyung
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.523-530
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    • 2019
  • This study examines how global fandom for Korean dramas is formed and maintained by examining the reason and purpose of voluntarily making the subtitles of Korean drama through in-depth email interviews with foreign subtitle producers(fan subber) working on a video site called Viki.com. The research focused on Viki's fan community, which has grown into the most influential Korean Wave platform. Collective intelligence expresses in the fan community produces more than professional results and they are acting as consumers, cultural producers, and second creators of K-content. In order to continue the spread of K-content, it needs to pay more attention to the long-term strategy of global fandom combined with the fan community activities of the new media platform and network effects.

Changes in media usage patterns of terrestrial UHD broadcast viewers (지상파 UHD 방송 시청자의 미디어 이용형태 변화)

  • Jang, Ji-hun;Koh, Woo-jong;Tak, Jae-taek;Choi, seok
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2021.06a
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    • pp.137-140
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    • 2021
  • 지상파 UHD 방송은 2017년 세계 최초로 본방송이 시작되었고 2018년 평창 올림픽과 러시아 월드컵을 지상파 UHD 방송으로 중계하면서 성장해 왔다. 그런데 최근 급변하는 미디어 기술과 코로나 19 팬데믹 이후 미디어 시장이 요동치며 미디어 이용 플랫폼과 콘텐츠 그리고 미디어 이용 기기별 사용 시간에도 많은 변화가 생기고 있다. 이에 따라 지난 2017년 본 방송 이후 지상파 UHD 방송에 대한 시청자들의 이용 실태 및 인식 변화에 대한 조사의 필요성이 대두하게 됐다. UHD KOREA와 KBS 공영미디어 연구소는 UHD 방송에 대한 인지도와 시청의향, TV 크기의 변화, TV와 인터넷 연결 여부 등 미디어 환경변화에 따른 시청자의 미디어 이용 형태를 공동으로 조사했다. 그리고 지상파 UHD 방송의 추가 서비스의 선호도와 선호 콘텐츠, OTT 이용 여부 등에 대하여도 분석했다. 지상파 UHD 방송은 고화질, 다채널, 모바일, 재난방송, 양방향 서비스 등 ATSC 3.0 기술을 기반으로 다양한 최신 서비스를 제공하는 것이 가능하다. 이러한 조사 결과는 향후 지상파 UHD 방송 및 미디어 정책의 수립과 추진의 기초 자료로 활용될 것이다.

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A Study on Critical Factor of Selecting Online Video Flatform by Using AHP (AHP 기법을 활용한 온라인 동영상 플랫폼의 선택 속성 연구)

  • Park, Seonho;Lee, Dasol;Park, Sohyun
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.42 no.4
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    • pp.173-182
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    • 2019
  • This study attempts to improve the understanding of the rapidly growing online video platform market such as Youtube and OTT, and to investigate the attributes and relative importance of them. For this purpose, the factors that influence the choice to use were derived through literature studies and the Focus Group Interview (FGI), and the priority of the factors was calculated through the analytic hierarchy process (AHP). The upper layer of the AHP structure was 'Relationship', 'Entertainment', 'Informativity', and 'Convenience', and the lower layer was structured into 13 elements. The importance priority analysis among the factors that influence the choice to use was done by teenagers, 20s, and 30s and the results are summarized as follows : First, Users consider the 'Just for fun' and 'Satisfaction of interests' as the most important factors, followed by 'Easy accessibility to use', 'Vicarious satisfaction', 'Usefulness of Information', and 'Up-to-dateness of information'. Second, the ranking of the upper layer was in the order of 'Entertainment'-'Informativity'-'Convenience'-'Relationship'.As a result of AHP,'Entertainment' was 3.6 times more important than 'Relationship'. In the comparison by age group, only teenagers regarded that 'Convenience' is more important than 'Informativity'. According to the characteristics of the age group, the lower layer of teenagers consider 'Convenient function' to be important and ranked 'Usefulness of information' in 8th. While 'Vicarious satisfaction' ranked 4th out of 13 factors in the entire age group, those in their 20s and 30s ranked 8th, showing a difference. In the case of 20s, 'Reasonable price' was ranked 4th and the 'Diversity of Information' was ranked 5th, Otherwise 30s consider 'Trustworthiness of Information' to the third. Third, unlike 'Convenience' which was the lower-rank in the upper layer AHP analysis, 'Easy accessibility to use', the lower-layer of convenience, ranked third overall in the importance analysis among the 13 lower-layer factors, and showed a similar patterns in the age groups results. In the conclusion, this study demonstrates that 'Convenience' and 'Vicarious satisfaction' factors, which were not relatively well addressed in the previous studies, are the key factors to be considered in. By presenting the results of the importance analysis on each of the selected attributes, This study has a practical implication that Industries such as on-line video service platform provider can use the importance priority in establishing the directions of future strategy.

Corporate strategy in Korean Contents production industry (국내 방송 콘텐츠 제작사의 기업 전략 특성)

  • Lee, Moon-Haeng
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.155-163
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    • 2022
  • The ecology of Korean Production Industry has been changing rapidly. Small & medium size independent production companys have been shrinking in market share while big size production companys are taking larger share than before. This study intends to show the dramatic change of the ownership in Korean production industry and the consequencies. When considering positive development of production industry, small & medium size independent production companys should play important roles but the environment of the industry is not easy for them. The implication of this study is that small & medium size independent production companys have to search for survival strategies to adapt environmental change.

A Study on the Web Novel Writer's Identity as a Media Content Producer: An In-Depth Interview and Self-description (미디어 콘텐츠 생산자로서 웹소설 작가의 정체성 연구: 심층 인터뷰와 자기기술지를 중심으로)

  • Kim, Mi-Sook
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.658-675
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    • 2022
  • With the advent of the OTT platform, the world has become an era in which the same media content is shared and reacted in real time by being grouped into one culture. This study attempts a producer study of web novel writers, who are producers of the web novel market that is expanding into webtoons, dramas, and movies with IP (intellectual property rights) of the original story at a time when Korean K-content such as "Squid Game" and "Weird Lawyer Woo Young-woo" leads the global market. In this study, web novel writers were viewed as producers of commercial media content, not just 'Novelist', and their identities and characteristics of the labor process were examined. Web novel writers began writing web novels as a side job or two jobs, and cited the fact that they can make profits alone without barriers to entry and without incurring capital or facility costs. Although there is no barrier to entry, most writers experience severe failure in their first work, which is attributed to the misunderstanding that the word "writer" is someone who writes what they want in any genre. Web novels are different, so writers go through the process of realizing that in order to succeed by writing web novels, they must be thoroughly in the audience's shoes and write them according to the trends and codes they want. Web novel writers expressed their identity as "story sellers," "story producers," "people who can produce IP alone," and "people who satisfy fantasies that cannot be achieved in reality," and in common, there was a strong sense of being a person who provides stories and makes profits or sales. Regarding the burden of writing a huge amount of web novels, the writer with a high income expressed a generous position that "the income is higher than the effort," but ordinary writers complained of difficulties in the hard work, saying, "It seems like I am working hard on writing that I have to write constantly.