• Title/Summary/Keyword: media industry

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Market Trends Prediction of the Sports Industry (글로벌 스포츠 산업 트렌드 예측)

  • Kim, Hun-Il
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.11
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    • pp.6536-6546
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    • 2014
  • The aim of this study was to predict the global sports market trend to make developmental and strategic marketing planning for governments, enterprises and scholars. By participating in Delphi, 21 professionals from 12 countries came up with 51 foresights. In addition, the following 7 final results emerged after 3 rounds of discussion. First, integrity issues (e.g., doping and gambling) will increase in the sports industry. Second, the market of youth sports will continue to grow worldwide. Third, the health-oriented sports service will growth, particularly for seniors or people with less wealth. Fourth, the convergence with high-technology, culture and leisure activity will be accelerated. Fifth, mega sports events will receive increasing scrutiny and criticism. Sixth, the leverage of new media (e.g., social media) as well as old media (e.g., TV and magazines) will expand in the sports industry. Finally, globalization, which is similar to the culture phenomenon, will be accelerated in the sports industry.

A Comparative Study m the Consumer's Attitude and Effect of the UCC as a Commercial Media among Countries (상업적 매체로서의 UCC에 대한 소비자의 태도와 효과에 대한 국가간 비교 연구)

  • Jun, Byoung Ho
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.7 no.4
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    • pp.153-168
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    • 2011
  • UCC paradigm based on Web 2.0 has made new business models and came to the forefront as a commercial media. The purpose of this study is to analyze the customer attitudes toward UCC and it effects as a commercial media. Based on prior studies of Internet and Web advertising, informativeness, entertainment, irritation, trust, usefulness, ease of use, incentives, innovativeness, and flow were identified as affecting factors of the attitude of UCC advertising. Results show that all factors except ease of use and incentives significantly related to the attitude of UCC advertising in Korea. In China, all factors except informativeness, entertainment, and usefulness were found to be significantly related to the attitude of UCC advertising. Customer attitude toward UCC advertising was also found to be significantly related to the such effects as brand attitude, word of mouth and intention to buy in both countries. This study contributes to improve the understanding of UCC as a commercial media and provide the base of activation strategies for it according to the cultural differences.

The Regulation of Market-Dominating Enterprises in Media Industries (미디어산업에서의 시장지배적지위 남용행위 분석 -시장획정 및 시장지배력 판단과 남용행위 유형분류를 중심으로-)

  • Oh, Jeong-Ho
    • Korean journal of communication and information
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    • v.44
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    • pp.180-222
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    • 2008
  • This study briefly examines the regulation of market-dominating enterprises in terms of market definition, judgement about market dominance, judgement about abuse of market-dominant position, and types of abuse of market-dominant position. This study explores Korea Fair Trade Commission's judgemental cases regarding the prohibition of abuse of market-dominant positions under 'Korea Monopoly Regulation and Fair Trade Act' and focuses on 21 cases related with Korean media industry. Based on this case analysis and literature review, this study derives major issues, problems, and possible alternatives in the regulation of market-dominating enterprises in media markets. And this study suggests implications about monopoly regulation and fair competition policy of Korean media industry.

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To Explore the Direction of Development of China's Online Game Industry - Take China Joy as an Example (중국 온라인 게임 산업 발전 방향 모색 - 중국게임쇼 'China joy'사례를 중심으로)

  • Shao, Lei;Sun, Feng;Lee, Jang-Won;Yoon, Joon-Sung;Kim, Kyu-Jung
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.69-78
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    • 2011
  • 2010, the China's online game industry has developed more than ten years. With the fast development of the China's online game industry, the china joy came into true in 2004. After 7 years of development China Joy has become Asia's largest exhibition game. The paper which from the china joy perspective compare and analyze the development process of china joy with the other two related exhibition E3 and TGS. The paper also select 6 important indicators to evaluate the china joy 1) the absolute number of the audiences from the show2) the number of the international visitors 3) the number of participating companies and corporate types4) the number of exhibitors and online game product quality5) the contents of the show 6) the international influence. From this perspective, the paper tries to figure out the status of the China's online game industry in the world online game industry. And after analysis 6 indicators we can make a conclusion of the international status of China joy and international influence. It also tries to find out the main problems in China's online game industry.

Thin Film Growth and Evaluation Method for Conventional Co-Cr Based Perpendicular Magnetic Recording Media: Problems and New Solutions

  • Saito, Shin;Hoshi, Fumikazu;Hasegawa, Daiji;Takahashi, Migaku
    • Journal of Magnetics
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    • v.7 no.3
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    • pp.115-125
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    • 2002
  • We proposed a novel method to evaluate the magnetic properties of the initial layer and the columnar structure separately for CoCr-based perpendicular recording media. We show that the thickness of the initial layer and the intrinsic magnetocrystalline anisotropy of columnar structure can be quantitatively evaluated using the plotted product of perpendicular anisotropy to magnetic film thickness versus magnetic film thickness ($K_{u{\bot}}^{ex{p.}}$ $\times$ d$_{mag.}$ vs. d$_{mag.}$ plot). Based on the analyses, it is found that: (1) compared with CoCrPtTa media, CoCrPtB media have relatively thin initial layer, and have fine grains with homogeneous columnar structure with c-plane crystallographic orientation; (2) CoCrPtB media can be grown epitaxially on Ru or CoCr/C intermediate layer, and as the result, the magnetic properties of the media within thin thickness region of d$_{mag.}$ $\leq$ 20 nm is significantly improved; (3) the key issue of material investigation for CoCr-based perpendicular recording media will be focused on how to fabricate c-plane-oriented columnar grains well isolated with nonmagnetic substance in epitaxial-growth media, while maintaining the thermal stability of the media.

The Study of the Printability on the Phenol Free Heat-Set Web Inks(I) - Analysis by the printability testing - (Phenol Free Heat-Set 윤전 잉크의 인쇄적성에 관한 연구 (제1보) - 인쇄적성 시험에 의한 분석 -)

  • Ha, Young-Baeck;Oh, Sung-Sang;Lee, Won-Jae
    • Journal of Korea Technical Association of The Pulp and Paper Industry
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    • v.44 no.2
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    • pp.42-48
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    • 2012
  • In the 21st century, the printing industry as well as the IT industry has made rapid development. However, despite these technological advancement in the printing industry, it is still harmful for the environment, the state regulation is insufficient. Therefore, we studied the printability for the existing heat-set web inks and the newly created phenol-free eco-inks. This ink was made by reacting rosin and unsaturated dibasic acid and ester reactant, ester reactant was used instead of phenol. Printability test were used in the IGT printability tester. Experimental conditions, the temperature $22.7^{\circ}C$, humidity 57% under conditions of 0.6cc of ink supply, the print speed 1m/sec, pressures were set at 250N. As results of this study, we were able to get the following conclusions. The properties of phenol-free ink is the same as the existing inks. So we are thought to improve some characteristics such as dispersion, able to replace the existing ink.

Development of an intelligent skin condition diagnosis information system based on social media

  • Kim, Hyung-Hoon;Ohk, Seung-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.8
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    • pp.241-251
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    • 2022
  • Diagnosis and management of customer's skin condition is an important essential function in the cosmetics and beauty industry. As the social media environment spreads and generalizes to all fields of society, the interaction of questions and answers to various and delicate concerns and requirements regarding the diagnosis and management of skin conditions is being actively dealt with in the social media community. However, since social media information is very diverse and atypical big data, an intelligent skin condition diagnosis system that combines appropriate skin condition information analysis and artificial intelligence technology is necessary. In this paper, we developed the skin condition diagnosis system SCDIS to intelligently diagnose and manage the skin condition of customers by processing the text analysis information of social media into learning data. In SCDIS, an artificial neural network model, AnnTFIDF, that automatically diagnoses skin condition types using artificial neural network technology, a deep learning machine learning method, was built up and used. The performance of the artificial neural network model AnnTFIDF was analyzed using test sample data, and the accuracy of the skin condition type diagnosis prediction value showed a high performance of about 95%. Through the experimental and performance analysis results of this paper, SCDIS can be evaluated as an intelligent tool that can be used efficiently in the skin condition analysis and diagnosis management process in the cosmetic and beauty industry. And this study can be used as a basic research to solve the new technology trend, customized cosmetics manufacturing and consumer-oriented beauty industry technology demand.

Research on the Development of The Era and Social Theme of Chinese Media Industry C.M.G Group's Focus on (중국 미디어 산업에서의 시대·사회적 주제발전에 대한 연구 C.M.G 그룹의 <춘절연환만회>를 중심으로)

  • Liu, Zhang;Ahn, Sung-Hie
    • The Journal of the Korea Contents Association
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    • v.22 no.7
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    • pp.607-622
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    • 2022
  • The Spring Festival is the most important traditional celebration in China, and it has the important value of condensing the national spirit and emotion, inheriting traditional culture and customs, and showing the development and changes of contemporary China. As a kind of TV performance art and cultural media carrier, The Spring Festival Gala of China Media Group (C.M.G) has been broadcast for 40 years and has exerted a great influence on the development of China's media industry. These days, China's TV performing arts and Chinese media that represented by The Spring Festival Gala, are not only the main front of domestic propaganda, but also shoulder the historical responsibility of building the image of a great country and exporting Chinese remarkable culture to the outside world. Therefore this study had summarizes The Spring Festival Gala change trend in the past 40 years focus on the theme of The Spring Celebration, the development of multimedia, and the interaction between society and culture in different periods of Chinese social background, and also analyzes the current problems of the Spring Festival by combining relevant data and specific cases. so as to make forward-looking suggestions for the and how the Chinese media industry can further develop towards globalization.

How the Korean Fashion Industry is Viewed by WWD USA (미국 패션전문 일간지 WWD에 드러난 한국 패션산업에 대한 인식)

  • Lee, Yu-Ri;Medvedev, Katalin;Hunt-Hurst, Patricia;Choi, Yun-Jung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.32 no.12
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    • pp.1915-1926
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    • 2008
  • Although we know that images of a country or an industry are influential factors in product evaluation, there has been little discussion about the channels through which consumers form a country or an industry image. Guided by the assumption that the image of the Korean fashion industry conveyed through U.S. media will likely affect the evaluation of Korean fashion products, we decided to examine articles published between January 1998 and June 2008 in Woman's Wear Daily(WWD), a prestigious U.S. daily trade newspaper covering all aspects of the national and international fashion business. By using the "Korean", we found 329 relevant articles. Through content analysis, we identified the aspects of the Korean fashion industry that have been considered salient to U.S. fashion media professionals. We set up categories based on the contents of the articles that discussed segments of the supply chain of the fashion industry. We found more comments on the Korean fashion industry as fiber and fabrics supplier or apparel manufacturer than in any other categories, which reflects that South Korea has been traditionally one of the most attractive sourcing countries for the U.S. fashion business. We identified significantly less coverage on the designing, branding, marketing, and retailing aspects of the Korean fashion industry. Due to economic boom in Korea, the country's fashion industry is recognized as having a highly fashion-conscious market that can afford the world's premium brands. However, the industry is viewed as being rather vulnerable to changes in the macro economic environment.

A study of the impact of the contemporary film industry on the game industry (현대 영화 산업이 게임 산업에 미치는 영향에 관한 연구)

  • Kim, Hak-Soo;Kang, Hyo-Soon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.531-534
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    • 2011
  • It can be said that film and game industries take core parts of the comtemporary cultural industry. For consumers in modern industry, cultural industry is immensely significant as much as other industries. Because consumers are spending proportionally more money on experiential and emotional needs and less on basics such as food, housing, and clothes. Cultural industry is the one that can give us 'cultural satisfaction'. Some may say the film industry is different from the game industry in genre. However, we have no difficulty in finding many common characteristics between them since we are living in the world where any content or genre cannot stand alone and contents' boundaries diversify themselves to meet consumers' demand in daily basis. The purpose of this study is to look into the impact of the film industry on the game industry and to show how these different industries can coexist successfully by creating a synergy effect.

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