• Title/Summary/Keyword: movie platform

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A Case Analysis of Entry in Global Education Market focused on Public Education : The Entry of G-Learning(Game Based Learning) into a Public School System in USA (공교육 중심의 해외 교육시장 진출 사례 분석: G러닝(게임 기반 교수학습 방법)의 미국 공교육 진출)

  • Wi, Jong-Hyun;Won, Eun-Sok
    • International Commerce and Information Review
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    • v.15 no.2
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    • pp.109-128
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    • 2013
  • With the growth of contents business, the expansion of domestic culture contents into global market became active. However, while some field such as game, music and movie have made fine results, education contents has failed to make significant success in global market. Therefore, this study intends to look into a case of Contents Management Institute(CMI), which spread G-Learning into La Ballona Elementary School located in LA. In this case, CMI successfully dealt with diverse difficulties to conduct a G-Learning class in the school and helped to increase students' achievement. Based on analyzing this case, this study suggests three reasons behind the success. First, by separating platform and learning contents in development process, CMI could save the cost in contents development and handle problems swiftly. Second, it could be possible to use human resources efficiently by constucting a support organization. Third, by sharing information and doing persuasion CMI could lead to chain persuasion process among local decision makers.

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The Feasibility of Event-Related Functional Magnetic Resonance Imaging of Power Hand Grip Task for Studying the Motor System in Normal Volunteers; Comparison with Finger Tapping Task

  • Song, In-Chan;Chang, Kee-Hyun;Han, Moon-Hee
    • Proceedings of the KSMRM Conference
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    • 2001.11a
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    • pp.111-111
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    • 2001
  • 목적: To evaluate the feasibility of the event-related functional MR study using power grip studying the hand motor system 대상 및 방법: Event-related functional MRI was performed on a 1.5T MR unit in seven norm volunteers (man=7, right-handedness=2, left-handedness=5, mean age: 25 years). A single-shot GRE-EPI sequence (TR/TE/flip angle: 1000ms/40ms/90, FOV = 240 mm matrix= 64$\times$64, slice thickness/gap = 5mm/0mm, 7 true axial slices) was used for functiona MR images. A flow-sensitive conventional gradient echo sequence (TR/TE/flip angl 50ms/4ms/60) was used for high-resolution anatomical images. To minimize the gross hea motion, neck-holders (MJ-200, USA) were used. A series of MR images were obtained in axial planes covering motor areas. To exclude motion-corrupted images, all MR images wer surveyed in a movie procedure and evaluated using the estimation of center of mass of ima signal intensities. Power grip task consisted of the powerful grip of all right fingers and hand movement ta used very fast right finger tapping at a speed of 3 per 1 second. All tasks were visual-guid by LCD projector (SHARP, Japan). Two tasks consisted of 134 phases including 7 activatio and 8 rest periods. Active stimulations were performed during 2 seconds and rest period were 15 seconds and total scan time per one task was 2 min 14 sec. Statistical maps we obtained using cross-correlation method. Reference vector was time-shifted by 4 seconds an Gaussian convolution with a FWHM of 4 seconds was applied to it. The threshold in p val for the activation sites was set to be 0.001. All mapping procedures were peformed usin homemade program an IDL (Research Systems Inc., USA) platform. We evaluated the activation patterns of the motor system of power grip compared to hand movement in t event-related functional MRI.

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Comparison of the Characteristics of Three Premium Large-Format Platforms IMAX, Screen X and 360 Degrees Circular Screen (PLF 플랫폼 아이맥스, 스크린 X, 360도 서큘러 스크린의 특징 비교 연구)

  • Shan, Xinyi;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.15 no.8
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    • pp.375-381
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    • 2017
  • The America film, Beauty and Beast has grossed over 4,273,401 after being released for 21 days. The growth of movie profit in the video market is also developing rapidly. In this paper, we will focus on the PLF(Premium Large-Format) video technology, because PLF video technology can help audience to enhance the sense of 'immersion' and enjoy a different visual feast. In PLF video technology, IMAX, screen X, 360 degrees circular screen are the most important formats. By comparative analysis of these 3 formats, the biggest difference is their number of screens and appearance. Based on the result we can understand the 3 kinds of PLF platforms better and help us to make a choice between them. In addition, further research about the manufacture method of PLF technology will be discussed.

Case Study of Building Dynamic Homepage Using ActiveX Control Pad (ActiveX 컨트롤 패드를 이용한 동적홈페이지의 설계와 구현 사례)

  • 우원택
    • Journal of Korea Society of Industrial Information Systems
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    • v.8 no.2
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    • pp.108-118
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    • 2003
  • The purpose of this study is to understand what is ActiveX control and how to utilize it in developing dynamic web pages. For this purpose, some literature survey and experimental practices with PC were done to understand the differences among web programming technologies such as visual basic, java, XML web services. In order to scrutinize the functions of ActiveX controls and the comparison of their technology with currently introduced XML web service, a study on the history of Internet programming with a focused view on ActiveX control was also performed. With the knowledge of the fore mentioned, Actual design and building experiments of web pages using ActiveX control pad were implemented. The results show that Microsoft ActiveX controls, formerly known as OLE controls or OCX controls, developed to compete with java applet in internet battle fields, turn out to be useful in software reusability, cost-saving and time-saving etc. However, the use of ActiveX controls has been confined in window platform, Overall, this study was useful for understanding the usage of ActiveX controls in web pages.

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NC Soft's Entertainment Expansion Strategy : Focusing on Exploration and Exploitation (엔씨소프트의 엔터테인먼트 확장 전략 : 탐험과 활용을 중심으로)

  • Kwon, Sang-Jib
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.1-11
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    • 2021
  • NC Soft will continue to dream of an entertainment innovation world where customers are connected through game and contents. NC Soft images an expansion in entertainment industry which open doors to the future of enjoy break through innovative online game and creative AI & IT technologies, focused on new business opportunities that are solely NC's own. This study starts with the implication on why focusing on exploration innovation and exploitation strategy at the same time in NC Soft is so challenging. NC Soft manages to their online & mobile gaming competencies in the long term and achieves their sustainable growth by incremental innovation (e.g. game planning, game programming, and graphic design). Also, for innovative success, pursuing exploration strategy is essential. NC Soft have built a strategic alliance spanning K-POP, digital contents platform, movie, and animation, sharing the connectivity of entertainment domains with major contents corporations. The findings of this study would also beneficial to entertainment and contents corporation executives and could provide some road-map on managing the dual challenges of exploration and exploitation implementations.

The Digital & Glocal Strategy of CJ E&M for the Growth of Hallyu (한류 확산을 위한 CJ E&M의 디지털 및 글로컬 콘텐츠 전략)

  • Kwon, Sang-Jib
    • The Journal of the Korea Contents Association
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    • v.16 no.12
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    • pp.78-90
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    • 2016
  • The contents industry is usually divided into the movie industry, music industry, drama industry and the online digital industry. In Korean contents industry, since mid-1990s CJ E&M (Entertainment and Media) has implemented and continued experimental attempts in order to expand the hallyu contents. On basis of a theoretical background, I designed a case study to investigate the mechanism how the CJ E&M's strategy influences on hallyu growth. This study categorized the strategic direction into two key factors: digital business and glocal (global + local) contents production. Those attempts have made positive effect to the expansion of hallyu contents and creation of growth in CJ E&M. CJ E&M have increased experimental movement through digital platform augmentation, digital contents enhancement, and contents creator promotion strategies. In addition, utilization of local contents expert who provide production services for joint production at overseas markets should also be organized to expand the hallyu contents and growth of CJ E&M. This study suggests that the quality of digital business and glocal contents production have a positive relationship with hallyu contents growth and corporate performance.