• Title/Summary/Keyword: Screen Industry

Search Result 310, Processing Time 0.03 seconds

Identifying Factors Affecting Behavioral Intent of Potential and Existing N-screen Service Users

  • Kwon, Bo-Ram;Ryu, Sunghan;Kim, Young-Gul
    • ETRI Journal
    • /
    • v.37 no.2
    • /
    • pp.417-427
    • /
    • 2015
  • With recent advances in media technology, the creation of a relatively new service, N-screen, has been realized. N-screen provides seamless connections among various media and enables users to enjoy entertainment content at any time and any location. With such recent advances comes opportunity; therefore, for those N-screen service providers who have established an early edge in the ICT industry, it is imperative that they maintain this and stay ahead of the ensuing competition. In this context, the objective of this study is two-fold; first, we aim to find factors influencing the behavior of existing and potential N-screen service users, and then second, to examine the differences in how these factors operate within the two user types. The results of this study show that the perceived value and subjective norm are important influencers in both user types. However, price fairness and innovativeness are only influential on the attitude and intention of potential users, while some aspects of media usage have only significant influences on the behavior and loyalty of existing users. Based on these results, we provide some implications for both researchers and practitioners who wish to better understand the nature of N-screen users.

A Study on trend Analysis and Future Prospects of Cloud Game Industry - Focus on Device, Platform, Contents - (클라우드 게임산업 동향분석 및 전망에 관한 연구 - 디바이스, 플랫폼, 콘텐츠를 중심으로 -)

  • Doo, Ill Chul;Baek, Jae Yong;Shin, Hyun Wook
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.10 no.4
    • /
    • pp.181-195
    • /
    • 2014
  • The game Industry has been a major leader in business world with its size and volume in terms of profit and culture contents, and ever increasing at the moment. Cloud Game has appeared as a new, combined game format, playable on smart TV and smart phone with its upgraded storage size and fast spreading N-screen. This research studies the present reality of the cloud industry by focusing on three categories which are device type, Platform, and game contents consequently in order to determine the future prospect of cloud games. First, the cloud game business will thrive as devices such as smart TV and smart phone are used widely. Second, the cloud game industry will have a new era when OS systems of Platform are united effectively. Third, the previous platform holders will have to face new challenges brought up by cloud games' service providers. Forth, the gamer, developer, and service provider need each other in order to widen the spectrum of business in cloud game industry.

Economic effect analysis of flame retardant aluminum screen development

  • Park, Bum-Soon;Han, Chung-Soo;Kang, Tae-Hwan;Lee, Hee-Sook
    • Korean Journal of Agricultural Science
    • /
    • v.43 no.3
    • /
    • pp.496-505
    • /
    • 2016
  • The purpose of this study was to investigate the economic effects of a flame retardant aluminum screen developed by a company Economic effects were analyzed in terms of micro and macro-economic aspects. In the macro-economic aspect, economic effects were analyzed under the assumptions that the total import volume of flame retardant aluminum screen was approximately $50m^2$ in 2015 and that possible import substitution rates were 100%, 80%, and 60%. Results showed economic values of 2.25 billion won (100% import substitution rates), 1.8 billion won (80% import substitution rates), and 1.35 billion won (60% import substitution rates). If existing farms which had been using imported flame retardant aluminum screen replaced it newly developed with the flame-retardant aluminum screen developed in this study at rates of 100%, 80%, and 60%, the farms could save 750 million won, 60 million won, and 45 million won, respectively. Furthermore, the social cost savings from fire prevention could be 1.184 billion won. In the micro-economic aspect, if a farm with a typical-size ($1,000m^2$) greenhouse growing red pepper wanted to install flame retardant aluminum screen instead of generic aluminum screen, the farm may only pay an additional cost of 720,000 won. In comparison, if the farm chose fire insurance instead of flame-retardant aluminum screen, then the farm would pay 21,000,000 won for fire insurance. The above results show that the economic effect of flame retardant aluminum screen developed by the company would be be very efficient compared to the imported one.

Research on the Image Projection of Platform Screen X (스크린 X 영상 투영 방식의 특징 연구)

  • Shan, Xinyi;Chung, Jean-Hun
    • Journal of Digital Convergence
    • /
    • v.15 no.12
    • /
    • pp.503-508
    • /
    • 2017
  • Screen X is one of the Premium Large-Format platforms. Screen X projects images and video along the side wall of the theatre that go in synch with the front main screen. It's a different way of immersing the audience. This technique demands film-makers taking the two new "screens" into account when making movies. Screen X is the most obvious feature of viewing content with a range of 270 degrees. Viewers can view the experience of viewing experiences beyond the frame of screen screens by allowing viewers to experience the experience beyond the frame of screen screens, which means screen X can immerse the audiences without 3D glasses. Based on the results of this study, studies of content specifications and how they fit in the screen X are studied, and goals for maximizing the visual effects of the visual effects are studied. Looking forward to future research paper researchers and industry professionals who will benefit from future research papers.

Study on the Cleaning Screen Printing using Alternative Cleaning Solvent of 1,1,1-TCE, CFC-113 (1,1,1-TCE, CFC-113 대체세정제를 이용한 스크린인쇄 세정연구)

  • Lee, Ki-Chang;Yoon, Cheol-Hun;Hwang, Sung-Kwy;Oh, Se-Young;Lee, Seok-Woo;Ryu, Jung-Wok
    • Journal of the Korean Applied Science and Technology
    • /
    • v.14 no.2
    • /
    • pp.115-122
    • /
    • 1997
  • The field of printing use to pressurization ink using screen gassamer that is called screen printing. Existing cleaning solvent using screen printing are the organic solvents including aromatic compounds carried with poisonous and stench. Besides, cleaning method of current screen printing are for the most part mixed cleaning method of dipping and polish. Using 1,1,1-TCE, CFC-113 alternative system cleaning solvent be substituted for existing cleaning solvent against screen printing ink measured the cleaning efficiency according to gravimetric analysis method and property change of gassamer according to Image Analyzer. Also, Cleaning process system carry with excellent cleaning efficiency studied which was proposed new cleaning process including ultrasonic and vibration cleaning process be substituted for existing mixed cleaning method of dipping and polish.

Application of a Modified Sublimation Method to Screen for PAH-Degrading Microorganisms (다환 방향족 탄화수소(PAH) 분해 미생물 탐색을 위한 승화법의 개발)

  • Kwon, Tae-Hyung;Kim, Jun-Tae;Kim, Jong-Shik
    • Korean Journal of Microbiology
    • /
    • v.46 no.1
    • /
    • pp.109-111
    • /
    • 2010
  • Recent studies have described various microorganisms that can degrade PAH, however, there are currently limited methods available to screen for PAH-degrading microorganisms. To screen for PAH-degrading microorganisms, a sublimation method (Alley, Jeremy F. and Lewis R. Brown. 2000. Appl. Environ. Microbiol. 66, 439-442) was modified to produce a simple screening system. In our results, there were several bacterial species capable of pyrene degradation including genera, Coryenbacterium, Gordonia, Rhodococcus, and Streptomyces, which have been screened from 350 bacterial isolates of commercial gasoline and oil-spilled sediment by the sublimation method. The main advantage of this method is that it (i) safely deposits an even, thin and visible layer of PAH onto the agar surface without the use of solvents and (ii) the quantity of PAH sublimed onto the agar can be easily controlled. Overall, this sublimation method may be an effective and simple technique to screen for PAH-degrading microorganisms.

Object Oriented Design and Implementation of HMI GUI Design Tool

  • Chung Soon Bo;Sun Bok Keun;Han Kwang Rok;Kim Soo Hi
    • Proceedings of the IEEK Conference
    • /
    • 2004.08c
    • /
    • pp.751-754
    • /
    • 2004
  • Nowadays a large number of PLCs are being used in automatic machines for factory automation in industry, and HMI is essential for the effective and convenient operation of PLCs. Each screen displayed in actual EMI equipment should be created, modified and deleted using a PC-based editor and it should be composed of necessary display components to express desired OUI. Based object-oriented development methodology, this study designed screen objects representing a editing screen, display components forming the UI of screens and data management objects necessary for data exchange with HIM system and, based on the objects, implemented a HMI screen editor.

  • PDF

A Positioning Map according to Satisfaction of Sensibility Elements and Screen Composition Elements of Internet Fashion Shopping Mall (인터넷 패션 쇼핑몰의 감성요소와 화면구성요소 만족도에 따른 포지셔닝 맵)

  • Park, Hyun-Hee;Ku, Yang-Suk
    • Fashion & Textile Research Journal
    • /
    • v.3 no.4
    • /
    • pp.330-336
    • /
    • 2001
  • The purpose of this study was to construct positioning maps according to satisfaction of sensibility elements and screen composition elements of internet fashion shopping mall by using multidimensional scaling (MDS). A questionnaire and internet-site surfing was used for this research, and 200 responses were used for data analysis. MDS analysis showed the satisfaction levels of 10 sensibility elements and 5 screen composition elements satisfaction for 8 selected internet fashion shopping malls.

  • PDF

A Study on Centralization of the Korean Film Market : Focusing on the Supply and Consumption of the Top 100 Movies (한국 영화시장의 집중화 현상에 대한 논의 : 흥행영화의 공급과 소비를 중심으로)

  • Park, Seung-Hyun;Lee, Pu-Reum
    • Journal of Korea Entertainment Industry Association
    • /
    • v.14 no.6
    • /
    • pp.109-124
    • /
    • 2020
  • This study examines the concentration in terms of supply and consumption in the Korean movie market, focusing on screen size, nationality, and the box office. For analysis, it selects the top 100 movies in the box office each year for 15 years from 2005 to 2019. According to the result, the number of screens increased steadily every year, and the screen concentration became very high. For the top 100 movies, it increased from 12% to 30% of the total screen. It became higher in the case of the top 10 movies. As the number of screens increased, multiplex assigned more screens to one movie. Multiplex's screen allocation continued to increase, with one movie taking up more 60% of the total screen. This became more serious after 2011 and 2012. Market share of the top 100 movies accounted for about 95% of the total box office performance, even though the number of released movies is about 3,000. Whether multiplex preferred Hollywood movies or not, its screen assignment was found to favor Hollywood movies over Korean ones. In the case of film nationality, both Korean and Hollywood movies accounted for 90.7%. Two countries had a market share of 96.6%. There was no single side except Korea and the United States in the top 10. The increase in the number of screens deepened the concentration in screen allocation. The concentration in the screen allocation led to the concentration of consumption. The Korean film market is the case where the increase of movie screens did not create a diversity of supply and consumption. It also did not affect the diversity of film nationality. This research reveals that supplied concentration and consumed concentration are positively correlated, and that the former is a little lower than the latter.

A Research on Development of Multi-Screen Image and Application to Ultra-High Definition Contents (멀티스크린의 발전과 초고화질 콘텐츠 응용에 대한 연구)

  • Moon, Dae-Hyuk
    • Journal of Industrial Convergence
    • /
    • v.18 no.6
    • /
    • pp.33-39
    • /
    • 2020
  • The multi-screen image system could make the audiences appreciate contents without special devices by expansively composing the images played on a single screen to many facets suitable for the use, which could provide the great immersiveness to the audiences. Based on the recent interest in realistic images, it is produced as films through the multi-projection technology such as Screen X or Escape, and it is developed into the media that could deliver stories and information. Also, the size of display tends to gradually get larger while the image quality is improved to high definition. Thus, the development is accelerated in the form of Digital Signage that could play the high definition image contents by solidly composing many HD or UHD display screens. Moreover, through the convergence of digital technologies, it is developed into the higher value-added industry that could have two-way communication. This study aims to understand the developmental history of multi-screen image from 1950 to the present, technical analysis, and the production method, and then to research how to minimize the image degradation when playing the contents, in various platforms using the multi-screen image.