• Title/Summary/Keyword: media assets

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Web 3.0 Business Model Canvas of Metaverse Gaming Platform, The Sandbox

  • Song, Minzheong
    • International journal of advanced smart convergence
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    • v.13 no.2
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    • pp.119-129
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    • 2024
  • We look at Web 3.0 business model canvas (BMC) of metaverse gaming platform, The Sandbox (TS). As results, the decentralized, blockchain-based platform, TS benefits its creators and players by providing true ownership, tradability of decentralized assets, and interoperability. First, in terms of the governance and ownership, The SAND functions a governance token allowing holders to participate in decision and SAND owners can vote themselves or delegate voting rights to other players of their choice. Second, in terms of decentralized assets and activities, TS offers three products as assets like Vox Edit as a 3D tool for voxel ASSETS, Marketplace as NFT market, and Game Maker as a visual scripting toolbox. The ASSETS made in Vox Edit, sold on the Marketplace, can be also utilized with Game Maker. Third, in terms of the network technology, in-game items are no longer be confined to a narrow ecosystem. The ASSETS on the InterPlanetary File System (IPFS) are not changed without the owner's permission. LAND and SAND are supported on Polygon, so that users interact with their tokens in a single place. Last, in terms of the token economics, users can acquire in-game assets, upload these assets to the marketplace, use for paying transaction fees, and use these as governance token for supporting the foundation.

360 Content Pilot Service Platform of Cultural Assets Based on MPEG-V Standard Realistic Media Testbed (MPEG-V 표준 실감미디어 테스트베드에 기반을 둔 문화재 360 콘텐츠 시범 서비스 플랫폼)

  • Shim, Tae-soeb;Yoo, Soo-bin;Shin, Sang-ho
    • Journal of Advanced Navigation Technology
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    • v.21 no.6
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    • pp.666-673
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    • 2017
  • In this paper, we propose a 360 content pilot service platform of cultural assets based on MPEG-V standard realistic media testbed. MPEG-V is that the standard format of sensory effect metadata(SEM) such like wind, light and flash, and communication protocol between sensory effect machines are defined, and it is possible to increase the sense of presence and immersion with 360 VR content. The proposed platform consists of software which is composed of the content player and the sensory effect reappearance server, and hardware which is the sensory effect machines. Also, the pilot service case using the proposed platform, and the features and advantages of the proposed platform are described.

Real-Time HD Watermarking System in DTV environment

  • Hahm Sangjin;Lee Keunsik;Park Keunsoo
    • Journal of Broadcast Engineering
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    • v.10 no.2
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    • pp.131-138
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    • 2005
  • High-quality digital broadcasting contents are susceptible to illegal copy and unauthorized redistribution, which makes broadcasters difficult to protect valuable media assets. So, broadcasters and content providers need the technology for copyright protection of professional digital content. Digital watermarking technology is one of the most actively developed solutions for the copyright protection. This paper suggests the requirements of watermarking technology in DTV(Digital TV) environment for copyright protection and shows the developed real-time watermark embedding/detecting system for HD(High Definition)/SD(Standard Definition) video and experimental results of the system against watermark attack tests. Our watermarking system meets the watermarking requirements of invisibility, robustness and security of DTV environment.

Studies on the Relationship between Bacteria and Soluble Salts on Surface Layer of Stone Monument (석조문화재 표면 수용성 염과 서식세균의 상관관계 연구)

  • Yun, Yun-Kyung;Do, Jin-Young;Kim, Tae-Hyung;Seong, Hyun-Jeong;Choi, Ji-Sook
    • Journal of Conservation Science
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    • v.21
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    • pp.59-72
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    • 2007
  • The relationship between soluble salts and microbial growth on stone surface was investigated. Samples from deteriorated surface layers of several stone monuments were collected, and the soluble salts in samples were chemically analysed. According to the results of chemical analyses, $Na_2SO_4$, $CaSO_4$ $2H_2O$, and NaCl and so on were added to isolation media. As a result of preliminary experiments, 15 bacteria were selected. They are all Gram positives and fourteen of them were rods. Every bacteria could grow not only in media without salts, but also in media with $CaCO_3$, $CaSO_4$ $2H_2O$, and $Ca(OH)_2$. Three bacteria, Bl6, B56, and B6l, secreted viscous substances in these $Ca^{2+}$ added media. $CaCl_2$ $2H_2O$ was the most hygroscopic among 11 soluble salts, but it seemed to interfere with bacterial growth. Ammonium ion was the inhibitor, too.

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A Study on Effective Revenue Model for Virtual World - Focusing on Payment Method of In-Game Assets in Social Virtual World (가상 세계를 위한 효과적인 수익 모델 연구 - 생활형 가상 세계에서 게임 내 자산 판매 방식을 중심으로 -)

  • Kim, Ha-Jung;Oh, Gyu-Hwan
    • Journal of Korea Game Society
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    • v.8 no.4
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    • pp.29-43
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    • 2008
  • The virtual world is a cyber gaming space where a player interacts with others through their avatars. It is now mainly developed in foreign countries including USA, Canada, and Europe and many experts say that the market capacity of virtual world will be continually expanded in worldwide. The virtual world will mostly be made such that a user accesses the world for free and pays for in-game activities. But it is hardly that we find the effective methodology of payment system for such virtual world due to its' short development history. In the case of Korea, various payment methods of selling in-game assets have been tested in online games. The paper propose an effective revenue model for social virtual world focused on selling in-game assets. The guideline of the proposed revenue model will be expected to contribute creating revenue focused on selling in-game assets, effectively for social virtual world.

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Smartphone PVR-based Cultural Assets Experience (스마트폰 PVR 기반 문화재 체험)

  • Choi, Hong-Seon;Lee, Kang-Hee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.07a
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    • pp.17-18
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    • 2012
  • 본 논문에서는 대상이 되는 문화재를 파노라마로 촬영하고, 촬영된 파노라마 사진을 equirectangular 형태로 정합하여 3D studio max에서 가상의 공간에 mapping시키고, mqo포맷으로 출력한다. 안드로이드 OpenGL에서 출력된 mqo포맷을 불러와 GUI button을 활용하여 파노라마 가상현실 기술을 구현하는 방법을 설명한다.

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The Impact of Social Media on Firm Value: A Case Study of Oil and Gas Firms in Indonesia

  • NUR D.P., Emrinaldi
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.3
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    • pp.987-996
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    • 2021
  • The development of Internet technology can affect firm value through the use of social media by business people. Nowadays, social media affect businesses of all sizes in several different ways. Despite the various benefits obtained by using social media, research at the organizational level and its impact on business performance have not grown as fast as desired. This research aims to examine the effect of social media on oil and gas firms' value. The research sample consists of 9 oil and gas firms listed on the Indonesian Stock Exchange 2013-2018. Social media proxies are firms' social media, other social media mentions, and social media sentiment. Firm value is measured by the market value to assets ratio. Data analysis uses a random-effect regression test. Based on the analysis, the social media account of a firm has a positive effect on firm value. It indicates that social media give advantages for oil and gas firms to give a signal of business prospect, make use of opportunities related to industry alliances, recruit employees globally, and c. On the other hand, the positive sentiment on social media has no effect on oil and gas firms' value.

A Study on the Consumer Evaluation of CSR Activities, Risk Management, and Producing Ability of Entertain Companies on the Perception of Integrated Brand Assets : Focusing on SM, JYP, YG, and HYBE (국내 엔터테인먼트 기업의 CSR 활동, 리스크 관리, 프로듀싱 능력에 대한 소비자 평가가 통합 브랜드 자산 인식에 미치는 영향에 관한 연구 : SM, JYP, YG, 하이브를 중심으로)

  • Park, Ji-Eun;Woo, Hyung-Jin
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.5
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    • pp.19-31
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    • 2021
  • This study investigates how domestic entertainment companies' CSR activities, risk management, and producing abilities affect consumers' perception of their integrated brand assets. A survey was conducted on college students enrolled in a four-year university, and a total of 423 data were used for analysis. The result indicates the following. First, consumer evaluation of economic activity and philanthropic activity showed a positive causal relationship with the perception of integrated brand assets. Second, the higher the risk management and producing ability on evaluation of entertainment companies, the more positive the perception of integrated brand assets. Third, the main effect of producing ability was found to be significant among the four companies. In addition, regardless of the evaluation level of CSR activities and risk management, the group with a high producing ability evaluation showed a higher perception of integrated brand assets than the group with a low level of evaluation.

Analyzing the Business Performance of Internet Primary Banks and Local Banks Using Financial Characteristics (재무적 특성을 이용한 인터넷전문은행과 지방은행의 경영성과 분석)

  • Lee, Jong Hwa
    • The Journal of Information Systems
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    • v.33 no.1
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    • pp.115-131
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    • 2024
  • Purpose This study aims to analyse the impact of the development of fintech and the emergence of internet primary banks due to the increasing use of smartphones on the performance of traditional local banks from both financial and non-financial perspectives. Return on equity (ROE) and return on assets (ROA) are used to assess the performance differences between the two types of banks and how these differences are affected by their financial characteristics. Design/methodology/approach Using return on equity (ROE) and return on assets (ROA) as indicators, we identified the differences in operating performance between the two types of banks. In addition, this study analysed the impact of financial characteristics on profitability through regression analysis with various control variables. We further studied the impact of non-financial characteristics (customer reviews, social media reactions, etc.) on operating performance. Findings The net interest margin ratio of local banks had a positive impact, while the marketable securities ratio of Internet primary banks had a negative impact. The non-financial analysis shows that the number of customer reviews and social media reactions have a significant impact on the performance of Internet primary banks, suggesting that customer satisfaction and positive market perception are important factors in the performance of Internet primary banks.

A Case Study on the Adoption of K-IFRS: focusing on the Ground Radio Wave Broadcasting System Sector (한국채택국제회계기준 도입 사례분석 : 지상파방송업을 중심으로)

  • Ma, Hee-Young;Park, Song-Jong
    • Journal of Digital Convergence
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    • v.11 no.5
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    • pp.135-144
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    • 2013
  • The purpose of this study is case analysis on adopting process of K-IFRS and financial effects of SBS Media Holdings Co., Ltd. Adoption process is divided into two stages, To analyze the effect due to changes in accounting standards and to run this, system change and build a range-determining step in the IT sector. Showed that had the most significant impact on the financial effects due to changes in the target's of consolidated F/S and inventories and intangible assets(broadcasting content assets).