• Title/Summary/Keyword: entertainment contents

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Diversification of Entertainment Companies (Focusing on the SM Entertainment, Sidus IHQ and Yedang Entertainment) (국내 연예 매니지먼트 회사의 사업 다각화 현황 (SM 엔터테인먼트, 사이더스 IHQ, 예당 엔터테인먼트를 중심으로))

  • Lee, Moon-Haeng
    • The Journal of the Korea Contents Association
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    • v.9 no.8
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    • pp.208-218
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    • 2009
  • Entertainment industries have recently shown continuous growth as a potential high value-added market and are being acknowledged as the most promising high-efficiency industry. The following case study offers the understanding of the financial situation and the diversification of three management companies like SM entertainment, Yedang entertainment, and Sidus HQ. I analyzed through IR which is on homepage of each company, audit reports and some articles of news papers, etc. The results of this study will show that diversification of three companies are relatively stable and make efforts to expand their activities.

Position Estimation Method of Entertainment Robot in Performance Stage (공연무대를 이용한 엔터테인먼트 로봇의 위치추정 방법)

  • Kang, Chul U.;Ko, Seok J.
    • IEMEK Journal of Embedded Systems and Applications
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    • v.9 no.3
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    • pp.151-156
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    • 2014
  • In this paper, we propose a position estimation method of an entertainment robot in a performance stage. A position information is needed to produce contents of an entertainment robot performance. First, the performance stage is realized by a CD (cadmium sulfide) sensor matrix with a constant distance. Then the proposed position estimation uses ON/OFF information of a CD sensor in a performance stage. We confirmed that the position of the robot is detected with an maximum 4cm in position evaluation experiments. The robot was traveling to the final target position in the walking experiment with 75cm and 120cm path plan. Ultimately, the effectiveness of the proposed estimation is assessed by experimental results of a robot in performance stage. Also, in the proposed system installed by a robot performance contents, there is no necessity to mount a position estimation device on a robot; therefore an advantage of our system is that an entertainment robot commercialized by robot vendor can be utilized in our performance stage directly.

Big Data and Entertainment Content : Case Studies and Prospects (빅데이터와 엔터테인먼트 콘텐츠 : 사례연구 및 전망)

  • Kim, Hae Won;Lee, Mina
    • Journal of Internet Computing and Services
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    • v.17 no.2
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    • pp.109-118
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    • 2016
  • Big data, thanks to the development of data sciences, has been key words for economic development and governmental policies. This study reviewed how big data has been used with entertainment contents since the uses of big data in the fields have been more popular and the cases making successful business have been reported. To do ends, the changes in production, distribution, and consumption of entertainment contents have been characterized and prime cases have been introduced. Furthermore, Korean production companies of entertainment contents, Bloter and NEOTOUCHPOINT, were selected to investigate how big data has been utilized. It was found that the companies used big data to analyze consumers' behaviors and gain insights of content creation, such as identifying specific elements of enjoyments and conditions to share the contents with others. The domestic entertainment companies are preparing a full-scale of use of big data but, in order to take advantage of big data, collaboration between developers and experts in the field and specific goal-setting and model building are recommended.

How Government Policy Affects to Entertainment Industry?: Case Study of Korean Film History (영화산업 발전단계를 바탕으로 본 문화콘텐츠산업의 정부개입과 산업 성숙도의 연관성)

  • Kwon, Heog-In;Rhee, Hyunjung
    • The Journal of the Korea Contents Association
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    • v.14 no.7
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    • pp.386-394
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    • 2014
  • Entertainment Industry, with high productivity of added value, is noticed as a major industry leading global economy. Thus the government has been constantly attempting to devise various plans for developing entertainment industry, but the plans are mostly come out according to currently faced issues rather than considering the whole industry interior interaction. We are mainly objective to find a ground for estimating the current entertainment industry status. For this, we borrowed the concept of 'maturity' from various capacity maturity estimation tools. We also analyzed Korean film industry as a representative entertainment industry case to find what and how government intervention has affected on the industry.

Classification of Character Types in Korean Entertainment Program (한국 방송 프로그램의 예능 캐릭터 유형 분류 연구)

  • Jeong, Ye-Jin;Kim, Myoung-Jun
    • The Journal of the Korea Contents Association
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    • v.20 no.9
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    • pp.11-18
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    • 2020
  • Korean entertainment programs have attempted to change formats to reflect the viewers' preference for the unexpected progress of narrative. Casts have used their public identity and it contributes to strengthen the realism by providing their realistic reactions. This study is to advance understanding of entertainment characters' characteristic by classifying character types and analyzing main types that have been appeared repeatedly. This study suggests securing diversity of entertainment characters by noticing character types appearing at low frequency in classification.

Value Articulation Strategy of Media and Content Company: Mainly Focused on Iconix's Animation 'Pororo' Case (미디어 콘텐츠 기업의 무형자산 중심 지식재산 가치 연결 전략: 아이코닉스 애니메이션 뽀로로에 대한 탐색적 사례연구)

  • Ko, Young-Hee;Lee, Seo-Hyun
    • Knowledge Management Research
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    • v.17 no.3
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    • pp.181-206
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    • 2016
  • Under the influence of growing popularity of "hallyu" (Korean wave), corporates that have copyrights such as music, movie, drama as their core competitiveness are showing continuing growth. In Addition, they built on contents are rapidly growing, interests in protection and management of intellectual property rights linked to contents are growing. Global contents development corporates are making great efforts to create profits out of copyrights. They could utilize original contents to strengthen brand value use it to produce additional contents in current market. Also they take advantage of existing storyline of the contents and strong brand to explore new markets. This paper looks into Value articulation model by Professor James Conley and analyzed the firms that utilized intellectual property rights to extend the period of protection, strengthen their competitiveness and succeeded in breaking into new market by using the rights they possess. Also, this paper examines the usage of intellectual property rights and business expansion strategy of of Iconix, the Korean entertainment company, which gained tremendous popularity in last ten years using this model. In Value articulation model, Conley classifies the process of exploiting the portfolio of the single product's(or service's) intellectual property right for a period of time into three stages ; value transference, value translation, value transportation. Pororo's strategy of utilizing intellectual property right is suggestive to domestic entertainment companies. Under the influence of hallyu" (Korean wave), domestic contents such as movies, dramas and music are enjoying the high level of popularity recently not to mention animations. In reality, Korean entertainment companies who have no background or experience of Intellectual property rights are not creating enough added values compared to fast growing market. It is believed Iconix's intellectual property rights management strategy will suggest positive aspects to domestic companies. Moreover, I hope various intellectual property rights management strategies including Conley's value articulation are studied and they can make contributions to managing domestic entertainment companies.

Possibility of Debt Financing by Korean Entertainment Companies : Case of SM Entertainment and YG Entertainment (한국 엔터테인먼트 기업의 부채금융 가능성 탐색 - SM엔터와 YG엔터 사례를 중심으로)

  • Kim, Daewon;Kim, Seongcheol
    • The Journal of the Korea Contents Association
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    • v.14 no.10
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    • pp.227-236
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    • 2014
  • The purpose of this paper is to explore the possibility for Korean entertainment companies to enter into debt financing. In particular, this study focuses on the possibility of issuing corporate bond and the asset backed securities (ABS) by two leading entertainment companies in Korea: SM Entertainment (SM) and YG Entertainment (YG). Depth interview with specialists such as investment bankers (IB), bond brokers, and financial directors and executives in entertainment companies was done. The results show that IB's opinion on issuing corporate bonds by SM and YG is positive. However, they may need to meet four requirements including maintaining stable cash-flow, diversifying sales source, enhancing accounting and legal transparencies and verifying managerial capabilities. In addition, Psy' s 'Gangnam style', his global hit song, turns out to have high potential as a base asset for ABS.

Empirical Study on Strategies for Successful Mobile Contents Services (모바일콘텐츠 서비스의 성공전략에 관한 실증 연구)

  • Kim, Keun-Hyung;Kim, Si-Yeon;Lee, Bong-Kyu
    • The Journal of the Korea Contents Association
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    • v.6 no.10
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    • pp.89-98
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    • 2006
  • Mobile contents mean all contents that could be served by mobile terminals. The mobile contents are categorized by three areas, which are communication, information and entertainment. Since the various mobile contents have own characteristics, there are differentiations among the service success factors according to types of the contents. In this paper, we do not only derive important factors that influence success of mobile contents services, but also analyze how the factors influence the success of mobile services. We also analyze whether measures of the factors might differ significantly among the types of mobile contents services.

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An Integrated Home Entertainment System supporting Remote Control Service (원격 제어 서비스를 지원하는 통합 홈 엔터테인먼트 시스템)

  • Lee, Hyun-Ju;Kim, Sangok;Kim, Sang-Wook
    • Journal of KIISE:Software and Applications
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    • v.34 no.3
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    • pp.219-225
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    • 2007
  • UPnP AV Framework automatically integrates and manages various AV devices that are connected to network as an important component in home network. Therefore, user can access and control AV contents at any time. But, other existing home entertainment systems target multimedia service support that is based on multimedia home server system. In this paper, we propose an integrated home entertainment system (u-MUSE system) that supports remote control service. It can manage application in remote AV device or control AV contents directly in home network environment. The proposed system sufficiently performs role of control center for electronic devices in home via integrated system control and AV contents playback service.

A Study on the Effect of TikTok Motivation on Users Stickiness (TikTok 이용동기가 사용자 밀착도에 미치는 영향)

  • Wang, Zi-Xuan;Kim, Se-Hwa
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.217-226
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    • 2021
  • Based on the theory of use and satisfaction, this study investigated the strength of TikTok usage motives (entertainment, information-seeking, interaction, self-expression, and escape) and the effect of each motive on users' adherence (frequency of use, time of use). investigated. After conducting a survey on TikTok Chinese users and removing insincere answers, 101 survey results were analyzed. The analysis results are as follows: First, the intensity of motivation for using TikTok was in the following order: entertainment-seeking, information-seeking, interaction, self-expression, and escape. Among them, the motives of pursuit of entertainment and escape were higher in females than in males. And the motives of pursuit of entertainment and escape were higher in the case of women than in the case of men. Second, as a result of analyzing the effect on user adhesion, the influence of the users' entertainment pursuit motive, interaction motive, and escape motive was significant for the frequency of use, and the influence of interaction was high. Third, the influence of entertainment-seeking motives and escape motives was found to be significant for use time. This means that users often use TikTok for entertainment, interaction, and escapism, and longer TikTok usage time for entertainment or escapism.