• Title/Summary/Keyword: 디지털콘텐츠산업 정책

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Finding Critical Success Factors for Spatial Data Industry by Comparing Strategies of Digital Earth Enterprises (디지털어스 기업들의 전략 비교를 통한 공간정보산업 핵심성공요인의 발견)

  • Kim, Jong-Ho
    • The Journal of the Korea Contents Association
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    • v.13 no.3
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    • pp.318-329
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    • 2013
  • Spatial information has influenced government policy formation, business strategy implementation, and our everyday life enormously. Digital earth enterprises providing global spatial data services emerge as spatial data industry grows rapidly. So it is highly desirable to grasp recent trends in the industry and find critical success factors (CSFs) for the digital earth firms. The purpose of this study is to compare strategies of digital earth enterprises and find CSFs for them. In addition, strategy analysis framework elaborations, systematic analysis of spatial data industry and market segmentation based on value chain are also performed to trace and cope with the volatile industry environment. Derived CSFs are as follows. First, acquisition of differentiated high quality spatial data is needed. Second, customer oriented convergent contents should be developed. Third, advanced platform functionalities must be provided to consumers. Finally, construction of efficient and effective global value chain is desirable.

창작지향으로 변신중인 한국 애니메이션

  • Choe, Don-Il
    • Digital Contents
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    • no.5 s.156
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    • pp.98-101
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    • 2006
  • 우리나라는 지금 애니메이션에 대한 인식과 가치를 새롭게 하며 변화를 위한 적극적인 노력이 진행되고 있다. 외적으로는 문화산업으로서의 애니메이션을 활성화하기 위한 정부와 지자체의 정책변화와 지원확대. 그리고 미래자원육성을 위한 활발한 학교교육의 전개를 들 수 있다. 내적으로는 새로운 매체의 환경에 따른 다양한 애니메이션 제작과 구조의 변화가 일어나고 있다. 특히 중요한 것은 문화산업의 샘물이 될 수 있는 창작의 중요성을 인식하는 분위기가 생겨나고 있다는 것이다.

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Media Groups' Management Strategies: Business Areas, Platform Strategies, Content Distribution Strategies and Business Strategies (미디어그룹의 경영전략 : 사업영역, 플랫폼 전략, 콘텐츠유통 전략, 비즈니스 전략)

  • Kim, Dug Mo
    • Journal of Digital Convergence
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    • v.14 no.2
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    • pp.157-167
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    • 2016
  • This article was to study the following three purposes. First, to identify and describe the platform strategies, content strategies, and management challenges that currently define the South Korean terrestrial broadcasting business. Second, to analyze from various angles the business area of global media group, in terms of platform strategies, content strategies, and management challenges. Third, to suggest how Korea's terrestrial broadcasting industry can become competitive with media groups. Looking at the digital conversion process and strategy as well as terrestrial broadcasting in each country, when digital switchover point and Action Plan, and the similarities in values and the role of digital terrestrial broadcasting times there are differences may be found.

A Study on Technological Innovation Efficiency of Listed Companies in China's Digital Cultural Industry (중국 디지털 문화산업 상장기업의 기술혁신 효율성에 관한 연구)

  • Dong, Hao;Bae, Ki-Hyung;Zhang, Mengze
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.369-379
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    • 2022
  • With the deepening integration of technology and cultural industries, China's digital cultural industry has begun to rise. The digital culture industry has met new demands for cultural consumption and brought new experiences to consumers in the digital economy era. This paper uses the public data of 36 Chinese A-share listed companies in digital culture from 2018 to 2019 to construct a technical innovation efficiency evaluation index system for listed companies in China's digital cultural industry. Through the use of data envelopment analysis (DEA) method, the technical innovation efficiency of 36 listed companies in China's digital cultural industry was evaluated. The research results show that: (1) China's 36 listed companies have low technological innovation efficiency; (2) the allocation of R&D resources of listed companies is unreasonable; (3) there is a large difference in technological innovation efficiency among listed companies. Therefore, it is necessary to increase the efficiency of technology innovation of listed companies in China's digital culture industry by investing more R&D funds, distributing R&D resources, establishing effective dynamic incentive mechanism, promoting government-industrial-academic research.

역대 정보통신부 장관이 말하는 한국정보통신산업의 현재와 미래

  • Gwon, Gyeong-Hui
    • Digital Contents
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    • no.6 s.133
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    • pp.18-29
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    • 2004
  • 우리나라가 IT강국이란 명성을 얻는데 걸린 시간은 불과 10여년 국내 인터넷 인구는 5년 만에 20배로 늘어났고 10년만인 지난 해에는 무려 320배가 넘는 2,600만명이 됐다. 최근에는 3,000만명에 육박한 것으로 알려졌다. 휴대전화 가입자수는 3,300여만명을 훌쩍 넘었다. 전 국민적인 정보화열풍에 초고속인터넷 보급률은 세계 1위를 기록했고, 차세대 이동통신의 세계 첫 상용화도 눈앞에 두고 있다. 짧은 기간 동안 그 어느 때보다 세계의 주목을 받는 기술국가로 올라선 지금, 우리가 준비하는 차세대 정보통신 산업이 IT강국의 명예를 지켜나갈 수 있을 것인가에 많은 기대가 모아지고 있다. 세계의 주목을 한 몸에 받고 있는 지금 그 어느 때보다 정보통신부의 역할이 중요해지고 있다. 정부정책의 향방에 따라 우리나라의 IT흐름이 변화될 것이고 세계의 IT 산업과 기술순위도 재편될 것이기 때문이다. 이에 월간 <디지털콘텐츠>는 창간 11주년을 맞이해 역대 정보통신부 장관들의 면면과 업적들을 되돌아보고 현주소를 살펴봤다. 이와 함께 전직 정보통신부 장관들의 인터뷰를 통해 우리나라의 정보통신산업의 현재와 미래도 진단했다.

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A Study on Character Design through Successful Cases of OSMU in Early Childhood Educational Contents (유아 교육 콘텐츠에서 OSMU 성공사례를 통한 캐릭터 디자인 연구)

  • Lee, Yu-Seop;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.451-457
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    • 2019
  • Reflecting the current craze for early childhood education, the demand for learning contents has soared, kids content is emerging as a key topic of the contents industry. The industry developing digital content for young learners is called the 'angel industry', it is attracting a lot of attention because of the increased demand for early childhood education. This paper selects characters used in successful digital products to study character design for OSMU children's educational contents. Through advanced research, analysis criteria were prepared and analyzed to derive general success strategies for character design. As a result, common design features in the analyzed characters were found and confirmed the need for further research. Hopefully, this study will contribute to OSMU character design and lead to improved development of educational contents and commercialization of various characters.

2004 코리아 모바일 그랜드 컨퍼런스 지상중계

  • Sin, Jong-Hun
    • Digital Contents
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    • no.4 s.131
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    • pp.106-108
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    • 2004
  • K모바일이 주최하고 정보통신부 등이 후원한‘제8회 코리아 모바일 그랜드 컨퍼런스’가 지난달 11일과 12일 이틀간에 걸쳐 약 700여명의 업계 관계자가 참석한 가운데 성황리에 개최됐다‘. 2004 모바일 난세(亂世), 新수익모델을 창출하라!’는 주제로 한국과학기술회관 국제회의장에서 개최된 이번 컨퍼런스에서는 SK텔레콤, KTF, LG텔레콤 등 이동통신 3사를 비롯해 모바일콘텐츠 업체와 포털업체 관계자들이 차례로 나와 최근 모바일 시장의 흐름과 자사의 전략에 대해 발표했다. 특히 이번 컨퍼런스에서는 모바일 관련 정책 및 서비스, 플랫폼, 단말기 등 산업 전 분야에 대한 발표와 토론이 이뤄져 모바일 산업의 흐름을 한 눈에 살펴볼 수있는 자리였다는 점에서 의미를 가진다

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Analysis on elements of policy changes in character industry (캐릭터산업의 정책변인연구)

  • Han, Chang-Wan
    • Cartoon and Animation Studies
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    • s.33
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    • pp.597-616
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    • 2013
  • Character industry is not only knowledge-based industry chiefly with copyrights but also motive power for creative economy to take a role functionally over the fields of industries because it has industrial characteristic as complement product to promote sale value in manufacturing industry and service industry and increase profit on sales. Since 2003, the national policy related to character has aimed to maximize effect among connected industries, extend its business abroad, enforce copyrights through the improvement of marketing system, develop industrial infrastructure through raising quality of character products. With the result of this policy, the successful cases of connected contents have been crystallized and domestic character industry has stepped up methodically since 2007. It is needed to reset the scales of character industry and industrial stats because there are more know-how of self industry promotion and more related characters through strategy of market departmentalization starting with cartoon, animation, games, novels, movies and musicals. Especially, The Korea government set our target for 'Global Top Five Character Power' since 2009 and has started to carry out to find global star characters, support to establish network among connected industries, diversify promotion channels, and develop licensing business. Particularly, since 2013, There have been prospered the indoor character theme park with time management just like character experimental marketing or Kids cafes using characters, the demand market of digital character focusing on SNS emoticon, and the performance market for character musical consistently. Moreover, The domestic and foreign illegal black markets on off-line have been enlarged, so we need another policy alternative. To prepare for the era of exploding character demand market and diversifying platform, it is needed to set up a solid strategy that is required the elements of policy changes in character industry to vitalize character industry and support new character design and connected contents. the following shows that the elements of policy changes related to the existing policy, the current position of market. Nowadays, the elements of policy changes in domestic character industry are that variety of consumers in the digital character market according to platform diversification, Convergence contents of character goods for the Korean waves, legalization of the illegal black contents market, and controling the tendency of consumers in departmentalized market. This can help find the policy issue entirely deferent with the existing character powers like US, Japan or Europe. In its final analysis, the alternatives are the promotion of models with contract copyrights of domestic and foreign connected contents, the diversification of profit models of platform economy, the additive development of target market related to enlarging the Korean waves, and the strategy of character market for the age-specific tendency according to developing character demand market.

디지털 융합시대 방송통신 정책방향

  • Seo, Byeong-Jo
    • Information and Communications Magazine
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    • v.26 no.1
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    • pp.11-15
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    • 2009
  • 지난 2008. 2월 정부조직 개편에 따라 방송통신위원회가 출범함으로써 디지털 융합환경에 능동적으로 대응할 수 있는 제도적 기반이 마련되었다. 신설된 방송통신위원회는 공공성과 산업성을 조화시켜 "품격있고 활기찬 커뮤니케이션 일류국가"를 구현하는 것을 비전으로 삼고 있다. 2009년에는 전반적인 경기침체 속에 방송통신 서비스 및 기기 분야도 예년에 비해 저성장이 예상되고 있어, 경제 살리기 차원에서 고용효과가 높고 경제적 파급효과가 큰 방송통신 서비스를 집중 육성할 계획이다. 우선 IPTV의 조기 산업화를 위해 네트워크 및 콘텐츠 투자확대, 공공분야 시범사업, 기술개발 등을 집중 추진하고 방송의 디지털전환에 대한 국민적 인지도를 획기적으로 향상 시키려고 한다. 나아가 수평적 규제체계로 나아가는 통합 사업법 준비에 본격 착수하고 다매체 다채널 시대에 적합한 방송통신 콘텐츠 활성화에도 노력을 경주할 것이다. 방송분야에서는 세계적 추세에 맞춘 규제 개혁이, 통신분야에서는 본원적 설비투자에 대한 투자활성화 유도가 핵심이다. 아울러 소중한 전파자원의 효율적 이용을 강화하고 방송통신망의 고도화도 계속 추진할 것이다. 끝으로 기술 발달과 산업 성장이 궁극적으로 이용자 복지 증진에 기여하도록 세심한 주의를 기울일 계획이다. 우리는 방송통신 융합 활성화에 유리한 물적 인프라와 인적 특성을 보유하고 있어 민관이 공동으로 노력한다면 다가오는 시대에도 방송통신 강국의 지위를 유지할 수 있을 것이다.

Survey on Informatization level for developing Customized Contents enhancing ICT capability - focused on Life University in Cambodia (맞춤형 ICT역량강화 콘텐츠개발을 위한 정보화 실태조사 - 캄보디아 라이프대학을 중심으로)

  • Park, Hwa-Jin
    • Journal of Digital Contents Society
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    • v.17 no.6
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    • pp.471-477
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    • 2016
  • ICT capacity building education in developing countries with poor infrastructure is a solution to help solve ICT gaps and improve economic performance. However, there is a clear difference between countries' geographical and industrial level in terms of geographical and industrial aspects. Therefore, it is necessary to design customized educational contents for each country according to the status of various industries in each country rather than uniform and unilateral ICT capacity building education. This should be followed by a basic understanding of the current situation. The purpose of this study is to identify the level of ICT technology and curricula for female students at Life University of Cambodia among developing countries, and to find out the subjects related to industry in that region and to propose policies for continuous operation.