• Title/Summary/Keyword: media assets

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Development of Valuation Framework for Estimating the Market Value of Media Contents (미디어 콘텐츠의 시장가치 산정을 위한 가치평가 프레임워크 개발)

  • Sung, Tae-Eung;Park, Hyun-Woo
    • Journal of Service Research and Studies
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    • v.6 no.3
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    • pp.29-40
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    • 2016
  • Since the late 20th century, there has been much effort to improve the market value of media contents which are commercialized in a digital format, by fusing digital data of video, audio, numerals, characters with IT technology together. Then by what criteria and methodologies could the market value for the drama "Sons of the Sun" or the animated film 'Frozen', often referred to in the meida, be estimated? In the circumstances there has been little or no research on the valuation framework of media contents and the status of their valuation system development to date, we propose a practical valuation models for various purposes such as contents trading, review of investment adequacy, etc., by formalizing and presenting a contents valuation framework for the four types of media of movies, online games, and broadcasting commercials, and animations. Therefore, we develope computational methods of cash flows which includes production cost by media content types, provide reference databases associated with key variables of valuation (economic life cycle, discount rates, contents contribution and royalty rates), and finally propose the valuation framework of media contents based on both income approach and relief-from-royalty method which has been applied to valuation of intangible assets so far.

Design Proposal of Seoul City Hall Plaza (서울시청 앞 광장 조성 계획)

  • 이민우;안세헌;조경진
    • Journal of the Korean Institute of Landscape Architecture
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    • v.31 no.3
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    • pp.34-45
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    • 2003
  • The motivation for transforming the Seoul City Hall plaza into place for pedestrians was prompted by the 2002 World cup event. This place has diverse time layers ranging from the Yi-dynasty to the present. Around city hall, diverse cultural assets and distinctive architecture are scattered. The place is a kind of melting pot that represents different times and cultures in the city. Transforming place for cars into place for citizens suggest several implications in city making policy such as high priority for pedestrians in urban design and enhancement of the public open spaces through downtown remodelling. Our plan is to propose the idea of Media plaza. One of the characteristics of Seoul now can be summarized as Media because the W industry and infrastructure are well developed in the city. ´Seoul Media Plaza´ adopts high-tech infrastructures such as RGB color post, multi box, I-Gate, etc as design materials. Three concepts of the plan are ´evolutionary plan´, ´flexible plan´, and ´participatory plan´. First, the plan will embrace the future changes of external conditions. Second, the plan should be flexible to accomodate the diverse activities in the plaza. Another special aspect of the plan is a kind of open plan. The ground surface of the plaza will be changed in its pattern and shape by citizen participation. Finally, the ´Seoul Media Plaza´ attempts to represent the spirit of Seoul and to connect the past, the present and the future while promoting citizen participation.

Disney's Acquisition of Fox and the Changing Media Environment in the U.S. (디즈니의 폭스 인수와 미국의 변화하는 미디어 환경)

  • Joo, Jeong-Suk
    • Journal of Convergence for Information Technology
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    • v.10 no.1
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    • pp.28-34
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    • 2020
  • This paper intends to examine the recent acquisition of 21st Century Fox by Walt Disney Co. in terms of how information communication technology, especially the internet, has been reshaping the media industry. In particular, it looks at the deal as Disney's attempt to adapt to the rapidly shifting media environment and strike back at the challenges from online streaming services. After looking at the overview of the deal and some of the major changes and challenges the rise of streaming services has brought to film and media landscape, the paper looks at Disney responded to them by launching its own streaming services and how its acquisition of Fox assets factors in this. It also examines the implications of Disney's move as well as the opportunity and challenges it faces.

Analysis of Categorized Cultural Asset and Application for Cultural Asset App Store Based on IoT Environment (IoT 환경기반 문화재 앱스토어 구축을 위한 카테고리별 문화재 및 애플리케이션 분석)

  • Lim, Won-Jun;Lee, Kang-Hee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.01a
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    • pp.105-106
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    • 2015
  • 본 논문에서는 IoT 환경 기반의 문화재 앱스토어 구축을 위한 카테고리별 문화재 및 애플리케이션을 분석한다. 문화재 종류는 문화재진흥청에서 정의한 종류로 분류되어 있으며 종류에 따라 문화재 개수도 다양하다. 이러한 다양한 종류의 문화재 및 애플리케이션 카테고리 분석을 통해 문화재 앱스토어 구축에 있어 카테고리 분류 작업시 중요한 기반 자료가 된다. 이는 앱스토어 소비자에게 정확한 서비스를 제공하는 시스템을 구축하는데 도움이 될 것이다.

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Real Time Watermark Embedding/Detecting System for HDTV

  • Hahm Sang Jin;Lee KeunSik;Park KenuSoo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2004.11a
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    • pp.285-288
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    • 2004
  • 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.

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A legal approach and interpretation of article typed advertisements of online sport media as exaggerated advertisements (온라인 기사형 광고의 허위 및 과대·과장광고로써의 법률적 접근과 해석)

  • Ma, Yoon-Sung;Hwang, Ho-Young
    • Journal of Digital Convergence
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    • v.14 no.5
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    • pp.391-402
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    • 2016
  • The purpose of this research, paying attention on the exaggerated advertisements on online sport media, was to investigate the illegality of the article typed advertisement of online sport media. The results of this research were as follows; First, the article typed advertisements are the assets of the media company as other articles or advertisements. Second, the persons of capacity to act are defined with sport online media, advertiser and customers. Third, the exaggerated advertisements of the sport online media and advertiser are regulated by Korean legal system. Fourth, when victims occurred, the rights of claim for damages could be activated based on the article 750 of the Korean Civil Law. Fifth, the liability for damages may be imposed by Korean Civil Law to the sport online media restrictively.

Methods of Motion Capturing Intangible Cultural Properties in Japan (모션켑쳐(Motion Capture)를 이용한 무형문화재의 기록화 방안에 대한 제연구)

  • Park, Weon-Mo
    • Korean Journal of Heritage: History & Science
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    • v.36
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    • pp.335-346
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    • 2003
  • With the development of media and computer, Motion Capture system, recently used in the entertainment and computer graphics, is emerging as a new recording method. Motion Capture is a system that records time-varying position of sensors which are attached to a objects and translates it to 3-D coordinate on computer. The motion of object displays the time-varying positions of each sensors that are graphed, or the line connected man-shaped model's movements on the computer monitor. And by adding computer graphic character to it, the various angled images, which are difficult to be perceived on the stage, can be easily recorded. Recently in Japan, Motion Capture system is being actively studied in order to use it in recording and preserving the intangible cultural assets of dance and art. Especially, Warabiza in Tazawako art village at Akita plays the leading role in this area through the project to symbolize and establish the archive of cultural dance, further, Ritsumeikan Univ. is develops the system for coupling the motion capture system to Labanotation. This article introduces the motion capture and it's related studies in Japan, which are being actively studied as a new recording method of intangible cultural assets.

Proposed Open Source Model for Video Offline Distribution using Cinema DRM for Home Users

  • Pardeshi, Sunil;Kwon, Soon Chul;Lee, Seung Hyun;Hamacher, Alaric
    • International Journal of Internet, Broadcasting and Communication
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    • v.7 no.1
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    • pp.10-14
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    • 2015
  • Video Content owners seek to squeeze the maximum amount of revenue from their assets via distribution into more territories. Digital Cinema Package(DCP), trusted solution to distribute protected content to theaters, caters to relatively small user base, which limits revenue. With the growth of the Internet & other digital media, the economics of media content has changed dramatically. Security remains main concern to deliver content to millions of consumers using intelligent digital display devices like Tablets, Smartphones, Smart TVs, Desktop & Laptop. By making the video content available to this segment securely, content owners will benefit from increased revenue. Through this paper we propose Open Source HomeDCP model to distribute the content to home users for offline viewing. We propose to include other open source CODEC than JPEG2000/MPEG2, which are specifically designed for theatrical performance. Final image size will be further reduced considering the display device resolution where video will be finally played. Key Delivery Message(KDM) system to be altered to suit new devices. This will be a big boost to Content Economy as content owners would be able to distribute the content securely to the wider audience & ensure more revenue.

Signaling Smartness: Smart Cities and Digital Art in Public Spaces

  • Littwin, Karolina;Stock, Wolfgang G.
    • Journal of Information Science Theory and Practice
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    • v.8 no.1
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    • pp.20-32
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    • 2020
  • Informational urbanism is a new research area in information science. In this study, art history joins informational urbanism: Are digital artworks in public urban spaces recognized as essential assets of a smart city? We employed case study research, working with the example of the huge digital media façade of the Arthouse Graz as an artwork in a public space. In a mixed-methods approach, we asked passers-by and interviewed experts on Graz as a smart city and on the Arthouse's role concerning the image of Graz as a smart city. The research found strong hints that indeed digital artworks with large screens or media façades at public spaces are parts of a city's weak location factors as well as of the city's urban structure and may symbolize the city's smartness. A practical implication of this finding is that artists, computer and information scientists, city planners, and architects should include interactive contemporary digital art into city spaces in order to demonstrate the city's way towards knowledge society.

Visitor Usage and Evaluation of Interpretive Media in Chiaksan National Park (치악산국립공원 탐방객의 환경해설 매체 이용과 평가)

  • Cho, Woo
    • Korean Journal of Environment and Ecology
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    • v.20 no.1
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    • pp.9-19
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    • 2006
  • This study was conducted on the visitors regarding their usage and evaluation state of the interpretive media which is utilized as a self-guide environment interpretation for the purpose of accumulating basic data for the park management. A questionnaire survey was chosen and the 275 valid samples among them were analyzed. The socioeconomic and behavioral characteristics of the visitors turned out to be similar with the results from another visitor survey in the same site. Among those who used the interpretive media, the largest proportion(77%) used the information board resources of the park; the usage rate of interpretive labels of woody plants, interpretive signs of cultural assets, and LED signs were shown to be relatively high. The usage of park brochures, park web sites, visitor center exhibits, and bulletin boards were less than 40% each. Visitors were asked to evaluate the importance and performance of the nine interpretive medias using a Likert Scale whose value ranges from one to five. The result recorded averaged above 4, which proved that the respondents were perceiving the importance of all forms of interpretive media greatly. The performance of interpretive media was also evaluated as affirmative, except the visitor center exhibits.