• Title/Summary/Keyword: 국내 모바일 산업

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A Study on Promotion Strategies for Examining Platforms of Convergence Contents (방송.통신 융합 환경에 적합한 다중 플랫폼 융합 콘텐츠 육성 전략)

  • Park, Soo-Ile;Shin, Dong-Pil;Chun, Sang-Kwon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2009.01a
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    • pp.197-202
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    • 2009
  • 과학기술의 발달로 인한 사회 문화적 트렌드의 변화는 새로운 기회와 가능성을 제공해 주며, 정보통신기술은 통신과 방송, 통신과 콘텐츠 등 영역간의 경계를 허물며 융합을 가능하게 하고, 우리의 감성과 상상력을 자극하여 새로운 문화적 가능성을 열어주고 있다. 이러한 상황들은 방송 통신 융합이라는 이름으로 방송과 통신, TV와 PC 온라인과 오프라인 등의 모든 영역에서 다양한 노력이 진행되고 있다. 방송과 통신의 융합은 마치 역사상 신대륙의 개척 과정처럼 새로운 제품과 새로운 시장을 창출해내는 능력을 가지고 있기 때문에, 국내는 물론 세계의 모든 비즈니스 업체들은 이 기회의 땅을 향해 전력 질주하고 있다. 또한, 이에 따르는 콘텐츠의 융합 역시 괄목할만하며, 게임과 영화, 다큐멘터리와 드라마 등의 콘텐츠 간의 융합은 물론이고, 최근에는 모바일에서 영화를 제작하고, 게임과 소설 네트워크가 결합하고, 심지어는 게임 안에서 음악을 유통시키는 유통의 융합까지도 이뤄지고 있다. 이와 같은 다양한 융합의 확산은 미디어와 플랫폼의 등장뿐만 아니라 플랫폼 간 교차와 연결 및 통합이 가능한 미디어 전경(landscape)을 창출해 내고 있으며, 인터넷과 TV의 결합은 다양한 애플리케이션을 구현할 수 있는 전송 메커니즘을 서로 연결시켜 수많은 형태의 다중 플랫폼을 등장시키고 있다. 이로 인하여 방송 서비스와 인터넷 서비스가 네트워크나 전송 플랫폼의 구별 없이, 그리고 디바이스의 선택과 상관없이 활용되는 통합 플랫폼 환경이 폭 넓게 조성되고 있다. 따라서, 방송 통신 융합 환경에 적합한 다중 플랫폼 융합 콘텐츠는 사용자의 요구 및 새로운 비즈니스 모텔에 대한 요구를 만족할 수 있어야 하며, 일관된 기술로 통선 및 서비스간의 호환성을 유지하는 인터페이스의 표준화가 이루어져야한다. 방송 통신 융합 환경에 적합한 다중 플랫폼 융합 콘텐츠는 초고속 데이터 통신망을 활용하는 멀티미디어 및 IP 멀티캐스트 기능을 활용한 서비스들과 연계하여, 관련된 소재 산업들의 파급효과가 매우 크며, 관련 분야에 미치는 효과가 막대하므로, 이에 대한 적절한 육성전략을 고찰해보도록 한다.

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The Impact on the Cultural Contents Market of the Legal Issue in Korea - Focusing 'Open Market' & 'Shut-down' in Game Industry (문화콘텐츠시장에 미치는 제도화의 영향에 대한 고찰 -게임산업의 오픈마켓과 셧다운제를 중심으로)

  • Kim, Min-Kyu
    • Journal of Korea Game Society
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    • v.12 no.2
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    • pp.63-74
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    • 2012
  • Two legal issues of the game industry in Korea are intersted in theses days. Open market & Shut-down. This article is studying for the impacts and the meaning of the game market that the institutionalization of two legal issue produce a powerful effect on. Social environment & recognition bring up the subject. This article is focusing at social environment & recognition and the forecasting game market. With the coming of smart-phone, the mobile contents market is changed. The open market for game is the issue for this changing market and assists the activation of the mobile-market with rational and futuristic perspectives. Shut-down(prohibition of the access of the young people in midnight) is the issue for game addiction and aggravates the game market and the perception on game with the focusing of the happening. This article points out the importance of institutionalization in consequence of the opposite direction of the market effects.

Traffic Analysis and Modeling for Network Games (네트워크 게임 트래픽 분석 및 모델링)

  • Park Hyo-Joo;Kim Tae-Yong
    • Journal of Korea Multimedia Society
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    • v.9 no.5
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    • pp.635-648
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    • 2006
  • As the advances of Internet infra structure and the support of console and mobile for network games, the industry of online game has been growing rapidly, and the online game traffic in the Internet has been increasing steadily. For design and simulation of game network, the analysis of online game traffic have to be preceded. Therefore a number of papers have been proposed for the purpose of analyzing the traffic data of network games and providing the models. We make and use GameNet Analyzer as a dedicated tool for game traffic measurement and analysis in this paper. We measure the traffic of FPS Quake 3, RTS Starcraft and MMORPG World of Warcraft (WoW), and analyze the packet size, packet IAT(inter-arrival time), data rate and packet rate according to the number of players and in-game behaviors. We also present the traffic models using measured traffic data. These analysis and models of game traffic can be used for effective network simulation, performance evaluation of game network and the design of online games.

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A Study on the Successful Strategy for DAB : Focused on DAB Strategy in UK (DAB 성공전략에 관한 연구 - 영국 DAB전략을 중심으로 -)

  • Bae, Hong-Kyun
    • Korean Business Review
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    • v.18 no.2
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    • pp.133-149
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    • 2005
  • DAB is meeting with mixed success. Denmark is performing similarly to the UK thanks to the innovation of the public broadcaster but where DAB is not so strong, the problem can usually be pointed at the lack of enabling regulation. The UK's example, whilst not appropriate everywhere, has valuable lessons including licensing incentives for existing analogue commercial broadcasters and a market-building obligation on the national multiplex licensee. Despite the obvious success of DAB, it would be an omission to leave some of the continued criticisms unanswered, whether of its slow start or the underlying technology. True, there was much over-optimism in the mid-1990s, coupled with unrealistic promises and expectations of receiver pricing and consumer take-up. Governments across Europe have legislated for DAB digital radio in a variety of ways but few as successfully as the UK. It is essential that both public and private broadcasters are encouraged equally to participate in digital radio. The UK is fortunate because, for the last 10 years, there has been a progressive government policy towards digital broadcasting. The 1996 Broadcasting Act set out a full licensing regime for both digital television and digital radio. The 1996 UK legislation contained a number of key elements which have been cornerstones of its success. DAB digital radio began test broadcasting around ten years ago but it has not been a universal consumer success across Europe. In the UK, however, digital radio receivers are one of the fastest-selling consumer electronics products and sales have overtaken those of analogue radios. Why has the UK succeeded with DAB digital radio when other European countries have yet to see their markets take off? This article explains what steps the UK took to make DAB digital radio a success.

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The Effect of YouTube Creator's Characteristics on Content Involvement, user Attitude, and user Attitude on Subscription Intentions - Focusing on the Mediated Effect of Content Involvement - (유튜브 크리에이터의 특성이 콘텐츠관여도와 사용자태도에 그리고 사용자태도가 구독의도에 미치는 영향 - 콘텐츠관여도의 매개효과를 중심으로 -)

  • Eun, Chang-Ik
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.55-72
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    • 2021
  • This study aims to research the influences of the discrimination of internet media and one-person media environment, especially, the one-person media creators leading the mobile media that could be accessed and viewed anywhere, on the user attitude and continuous subscription intention. Especially, this study aimed to understand the current situation of one-person media market represented as YouTube, to explore the relationship and ecology between each subject and elements composing the media market, and also to understand the mediating effects of the characteristics of YouTube creators on the relation between contents involvement and user attitude, and the relation between user attitude and subscription intention, and the mediating effects of contents involvement on the relation between characteristics of creators and user attitude. As research methods, first, for the theoretical establishment, this study collected, conducted, and organized the published domestic/foreign theses/journal papers. For the objective validity and verification of the established research model, a survey was conducted targeting adult men and women currently watching YouTube, and then the empirical analysis was performed through the final effective samples. And the results of this study are as follows. First, the playfulness and reliability on the relation between characteristics of creators and contents involvement were not significant while the professionalism was significant. Second, the professionalism on the relation between characteristics of creators and user attitude was not significant while the playfulness and reliability were significant. Third, the relation between contents involvement and user attitude was significant. Fourth, the relation between user attitude and subscription intention was also significant. Also, in the results of verifying the mediating effects of contents involvement, the contents involvement completely mediated the relation between characteristics(playfulness, reliability, and professionalism) of creators and user attitude. And in the conclusion, this study presented the implications and suggestions for further researches in the future.

Study of Animation 3-Dimensional Motion Picture (애니메이션 입체 영화에 대한 연구)

  • Min, Kyung-Mi
    • Cartoon and Animation Studies
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    • s.9
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    • pp.127-142
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    • 2005
  • Not only in Korea but throughout the entire world millions of people are in contact with images. Images have become a medium through which to transmit anything from simple visualizations of moving images to knowledge and information. The age of the internet has arisen thanks to scientific development, and the internet generation's acquisition of information is continuously becoming faster. The spectators, ufo must choose amongst the excessive amount of available information, are changing along with it just as quickly. The method of visual transmission has changed to match the demands of the fast-changing pace of the new generation. In order to receive an instantaneous selection amongst much information, the primary requisite is attracting one's attention, and then presenting a corresponding feeling of satisfaction. The early stages of film arose from the desire to capture one's actual situation as it realty is. Unsatisfied with the still picture, people developed the motion picture. Research has succeeded in reproducing 3-dimensional images more realistic than the actual image we perceive as a result of the difference in visual perspective of both eyes and their response to rays of light From color film to 3-dimensional pictures, people enjoy the magnificent results of this. All fields within the category of film are continuously studying the human desire to pursue their visual side, namely the pursuit of visual images with a maximum sense of reality. The images that millions of people around the world see now are flat. The screen's depth and optical illusions effectively give a sense of reality while conveying information. However, although the flat screen is able to create a sense of depth using the different visual perspective of each eye for the realization of a cubic effect, there are limitations. Entering the 21s1 century, there is a quickly-arising branch within the field of image media which seeks to overcome these limitations Although 3-dimensional images began in films, entering the latter half of the 20th century, due to development of 3-dimensional images using the mediums of the animation field, cellular phones, advertisement screens, television etc., without restriction is designated as 'image.'. With research having started around 1900 and continuing for over 100 years, we are now able to witness the popularization of 3-dimensional films happening before our very eyes. Within our own country, we can frequently see them at amusement parks and museums. In the future, through the popularization of HDTV etc., there is a good outlook for practical use of 3-dimensional images in televisions with advanced picture qualify as well as in other areas. Together with the international current, research on 3-dimensional films has been activated in Korea and is rising as a main current in the film industry. Within this context, the contents and understanding of 3-dimensional images must keep in step with the pace of technical advancements. In order to accelerate of development of film contents to keep in pace with technical developments, this dissertation presents the techniques and technical aspects of future developments, and shows the need to prepare in advance to make the field grow- and thereby avoid having a lack of experts and being conquered by other nations in the field - rather than only advancing the technical aspects and importing the contents. This dissertation aims to stimulate interest and continual research by progressive-thinking people related to the film industry. Part II looks into the definition and types of 3-dimensional motion pictures, the terminology, the fundamentals of image formation, current market fluctuations, and looks into 3-dimensional techniques which can be borrowed and introduced in 3-dimensional animations. Part III concerns 3-dimensional animated films. It analyzes 3-dimensional production techniques while using the introduction of specific animation techniques in the 2004 production Lee Sun Shin and Nelson - Naval Heroes 3-dimensional animation produced in 2004 by Clay & Puppet Stop-Motion Animation & Computer Graphic. Original Korean title: 해전영웅 이순신과 넬슨. as an example, and it also looks into how current film techniques used in animations can be applied in 3-dimensional films. Additionally, the actual stages of the various fields of 3-dimensional animations are presented. Given the current direction and advancement of 3-dimensional films making use of animations and the possible realization of this field, the author plans to weigh the development of this yet unexploited new market Not looking at the current progress of the field, but rather the direction of the hypothetical types of animation techniques, the author predicts the marketability and possibility of development of each area.

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A Study on Optimum Education Training Effect Scale Factor Analysis for Korea Polytechnic (한국폴리텍대학 적정교육훈련 규모 영향 요인 분석에 관한 연구)

  • Choi, Ji-young;Kim, Young-sook;Chung, Je-ryun
    • Journal of Practical Engineering Education
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    • v.9 no.1
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    • pp.69-75
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    • 2017
  • In this paper, we analyzed the factors influencing the size of Korea Polytechnic as a public vocational education and training institution through analysis of demand, region, industry, and demand with established existing campus and new campus in Korea Polytechnic. By analyzing data on admission, training, and employment for 3 years out of 37 campuses, we have sampled 5 campuses by type of Korea Polytechnic, fused with the results derived from the literature analysis and in-depth analysis results, so that the regional campus will play a leading role and the direction of development. The selection of five campuses by type is a precedent study to analyze 37 campuses in the future. As a result of the study, the demand analysis through objective indicators such as the number of high school graduates, the number of employed persons, the presence of nearby industrial complexes, and policy variables is very important and reflects the reality well. Therefore, it is necessary to analyze the demand through the objective indicators in decision making related to the new campus at the pre-analysis stage. In addition to the general data proposed in this paper, that is, common variables in all regions, it is important to consider the factors that can reflect local demand characteristics when considering specific locations.

A Study on Analysis and Utilization of Public Sharing Bike Data - By applying the data of Ouling, Public Sharing Bike System in Sejong City (공유자전거 데이터 분석 및 활용방안 연구 세종특별자치시 공유자전거 어울링의 데이터를 적용하여)

  • An, Se-Yun;Ju, Hannah;Kim, So-Yeon;Jo, Min-Jun;Kim, Sungwhan
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.259-270
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    • 2021
  • Recently, interests in the use of Sharing Bike is increasing in consideration of eco-friendly transportation and safety from viruses. As the technology for collecting and storing data is improved with the development of ICTs, research on mobility using the Sharing Bike Data is also actively progressing. Therefore, this paper analyzes the properties of Sharing Bike Data and cases of researches on it through literature review, and based on the results of the review, data of Eoulling, the Sharing Bike System of Sejong City is analyzed as a way to utilize Sharing Bike Data. Most of the selected literature used structured data, and analyzed it through statistical methods or data mining. Through data analysis, it identified the current status, found out problems of the Sharing Bike System, proposed a solution to solve them, developed plans to activate the use of Sharing Bike. This provides basic data for efficient management and operation plans for Sharing Bike System. Ultimately, it will be possible to explore ways to improve mobility in urban spaces by utilizing Sharing Bike Data.

Use of Chicken Meat and Processing Technologies (가금육의 이용과 가공기술)

  • Ahn, Dong-Uk
    • Proceedings of the Korea Society of Poultry Science Conference
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    • 2003.07b
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    • pp.67-88
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    • 2003
  • The consumption of poultry meat (chicken and turkey) grew the most during the past few decades due to several contributing factors such as low price. product research and development. favorable meat characteristics, responsive to consumer needs, vertical integration and industry consolidation, new processing equipments and technology, and aggressive marketing. The major processing technologies developed and used in chicken processing include forming/restructuring, tumbling, curing, smoking, massaging, injection, marination, emulsifying, breading, battering, shredding, dicing, and individual quick freezing. These processing technologies were applied to various parts of chicken including whole carcass. Product developments using breast, thigh, and mechanically separated chicken meat greatly increased the utilization of poultry meat. Chicken breast became the symbol of healthy food, which made chicken meat as the most frequent menu items in restaurants. However, the use of and product development for dark meat, which includes thigh, drum, and chicken wings were rather limited due to comparatively high fat content in dark meat. Majority of chicken are currently sold as further processed ready-to-cook or ready-to-eat forms. Major quality issues in chicken meat include pink color problems in uncured cooked breast, lipid oxidation and off-flavor, tenderness PSE breast, and food safety. Research and development to ensure the safety and quality of raw and cooked chicken meat using new processing technologies will be the major issues in the future as they are now. Especially, the application of irradiation in raw and cooked chicken meat products will be increased dramatically within next 5 years. The market share of ready-to-eat cooked meat products will be increased. More portion controlled finished products, dark meat products, and organic and ethnic products with various packaging approaches will also be introduced.

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SKU recommender system for retail stores that carry identical brands using collaborative filtering and hybrid filtering (협업 필터링 및 하이브리드 필터링을 이용한 동종 브랜드 판매 매장간(間) 취급 SKU 추천 시스템)

  • Joe, Denis Yongmin;Nam, Kihwan
    • Journal of Intelligence and Information Systems
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    • v.23 no.4
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    • pp.77-110
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    • 2017
  • Recently, the diversification and individualization of consumption patterns through the web and mobile devices based on the Internet have been rapid. As this happens, the efficient operation of the offline store, which is a traditional distribution channel, has become more important. In order to raise both the sales and profits of stores, stores need to supply and sell the most attractive products to consumers in a timely manner. However, there is a lack of research on which SKUs, out of many products, can increase sales probability and reduce inventory costs. In particular, if a company sells products through multiple in-store stores across multiple locations, it would be helpful to increase sales and profitability of stores if SKUs appealing to customers are recommended. In this study, the recommender system (recommender system such as collaborative filtering and hybrid filtering), which has been used for personalization recommendation, is suggested by SKU recommendation method of a store unit of a distribution company that handles a homogeneous brand through a plurality of sales stores by country and region. We calculated the similarity of each store by using the purchase data of each store's handling items, filtering the collaboration according to the sales history of each store by each SKU, and finally recommending the individual SKU to the store. In addition, the store is classified into four clusters through PCA (Principal Component Analysis) and cluster analysis (Clustering) using the store profile data. The recommendation system is implemented by the hybrid filtering method that applies the collaborative filtering in each cluster and measured the performance of both methods based on actual sales data. Most of the existing recommendation systems have been studied by recommending items such as movies and music to the users. In practice, industrial applications have also become popular. In the meantime, there has been little research on recommending SKUs for each store by applying these recommendation systems, which have been mainly dealt with in the field of personalization services, to the store units of distributors handling similar brands. If the recommendation method of the existing recommendation methodology was 'the individual field', this study expanded the scope of the store beyond the individual domain through a plurality of sales stores by country and region and dealt with the store unit of the distribution company handling the same brand SKU while suggesting a recommendation method. In addition, if the existing recommendation system is limited to online, it is recommended to apply the data mining technique to develop an algorithm suitable for expanding to the store area rather than expanding the utilization range offline and analyzing based on the existing individual. The significance of the results of this study is that the personalization recommendation algorithm is applied to a plurality of sales outlets handling the same brand. A meaningful result is derived and a concrete methodology that can be constructed and used as a system for actual companies is proposed. It is also meaningful that this is the first attempt to expand the research area of the academic field related to the existing recommendation system, which was focused on the personalization domain, to a sales store of a company handling the same brand. From 05 to 03 in 2014, the number of stores' sales volume of the top 100 SKUs are limited to 52 SKUs by collaborative filtering and the hybrid filtering method SKU recommended. We compared the performance of the two recommendation methods by totaling the sales results. The reason for comparing the two recommendation methods is that the recommendation method of this study is defined as the reference model in which offline collaborative filtering is applied to demonstrate higher performance than the existing recommendation method. The results of this model are compared with the Hybrid filtering method, which is a model that reflects the characteristics of the offline store view. The proposed method showed a higher performance than the existing recommendation method. The proposed method was proved by using actual sales data of large Korean apparel companies. In this study, we propose a method to extend the recommendation system of the individual level to the group level and to efficiently approach it. In addition to the theoretical framework, which is of great value.