• Title/Summary/Keyword: 디지털화 전환

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Study of films marketing made from original games (게임 원작으로 만든 영화 콘텐츠의 흥행성 연구)

  • Wang, Shu;Lee, Tae-hoon
    • Journal of Digital Convergence
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    • v.17 no.10
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    • pp.417-426
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    • 2019
  • The purpose of this study is to analyze the success and failure of the movie made by the original game by comparing the box office environment of the movie made by the original game and to derive the necessary elements to make a good original movie. The specific analytical content studied the specific successes and failure factors of the remake of the game with , , and . Analyzes of the research show that the audience can be divided into game fan and non - game fans, and how to reflect the expectation on both sides of the movie is an important factor in making the movie. Also, games of different styles and genres from other themes can not be created in the same way as remixing movies, but flexible diversity and management are needed. Unconditional scenarios of games or game switching of movies can not be popular among the public, and it is very important to analyze specific target audiences.

An Exploratory Study on the Changes in Maritime Business Models from a Cognitive Perspective in Response to Digital and Decarbonization Transitions (해양산업의 디지털-탈탄소 전환에 따른 비즈니스모델 변화에 대한 인지적 관점의 탐색적 연구)

  • Ahn, Soon-Goo;Yun, Heesung
    • Journal of Korea Port Economic Association
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    • v.39 no.1
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    • pp.17-34
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    • 2023
  • The maritime industry is undergoing significant changes due to digitalization and decarbonization, collectively known as "2D." This study investigates how these transformations are impacting the industry's business models. Since the changes are still ongoing, a cognitive approach was used to derive business models, rather than relying on actual case studies. The study presents experimental maritime business models that correspond to the four types of business model frameworks (or archetypes), along with recent trends for each model. The research results show that new business models are emerging in various areas, including the commercial and technical fields of the maritime industry. This thought-provoking study is significant as a pioneering investigation that will stimulate subsequent case-based research in academia and provide strategic guidance to market participants or policy makers in the maritime industry.

A Study on the Attribute and the Direction of Education of Product Design Process in Virtual Environment (가상 환경하의 제품 디자인 프로세스의 특성과 교육 방향에 관한 연구)

  • 서종환;이건표
    • Proceedings of the Korea Society of Design Studies Conference
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    • 2000.11a
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    • pp.92-93
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    • 2000
  • 컴퓨터 기술과 디지털 환경의 발전이 제품 디자인 영역에 미친 영향과 그에 따른 변화는 이제 제품 디자인에 있어서 혁명적인 발상의 전환을 요구하고 있다. 제품 디자인에 나타나고 있는 이러한 경향들은 정보화, 탈쟝르화, 가상화 라는 세 가지 큰 흐름으로 정리해 볼 수 있다.(중략)

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방위산업 활성화 방안 연구

  • Choe, Seok-Cheol;Yang, Mi-Ho
    • Defense and Technology
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    • no.7 s.293
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    • pp.22-31
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    • 2003
  • 최근 과학기술의 혁신적 발전으로 문명의 패러다임이 산업사회에서 지식.정보화 사회로 전환되고 있으며 전쟁의 양상도 혁신적으로 변하고 있다. 최근의 아프간 전쟁을 살펴보면 미래 전쟁의 양상이 시스템 복합체계에 의한 디지털전쟁, 네트워크전쟁, 정보전으로 변화되고 있음을 알 수 있다. 이러한 미래 전쟁양상에 대처하기 위해서는 군사혁신(RMA : revolution in Military Affairs)을 통한 정보.기술위주의 전력체계 구축이 요구되고 있다. 과학기술의 혁신적 발전에 따라 무기체계는 첨단화, 복합화, 고도.정밀화 되고 있다.

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Criminal Law Issues and Challenges Due to Changes in the Healthcare Paradigm (헬스케어 패러다임 변화에 따른 형사법적 쟁점과 과제)

  • Sun, JongSoo
    • The Korean Society of Law and Medicine
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    • v.24 no.1
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    • pp.43-65
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    • 2023
  • The healthcare industry is a digital healthcare that combines technology based on the 4th Industrial Revolution, dealing with information on individual health and medical care, and is a fusion of health care services and medical science and technology. It is questionable whether digital healthcare according to the paradigm change can be discussed by the concept of medical practice under the existing Medical Act. There is no clear definition of the concept of medical practice in the Medical Service Act, but the concept is established through precedents. In addition, under the Medical Service Act, the subject of medical practice is limited to medical personnel. However, digital healthcare sometimes diagnoses and treats diseases using digital technology by medical personnel. On the other hand, what is possible by non-medical personnel is digital healthcare. This is because digital healthcare is understood as a concept that includes health care such as exercise, eating habits, and weight control. For this reason, if the concept of medical practice under the "Medical Act" on digital healthcare is included, it is subject to criminal punishment for "unlicensed medical practice" prescribed in Article 27 of the "Medical Act". In the health and medical industry, digital transformation and convergence with information and communication technology are rapidly progressing. As a result, there is a need to newly define it as 'digitalized medical practice' or 'information and communication technology (ICT)-based medical practice' separately from existing medical practices. The concept of medical practice has variability, not a fixed and invariable concept. However, in response to this demand, it is not an infinite expansion of the concept of medical practice, but a request to reset its scope. Therefore, the concept of medical practice should be legislated by reflecting the demand of consumers for the medical service system.

Design of DRM Publisher System for E-Book (E-Book용 DRM Publisher 시스템의 설계)

  • Jang, Woo-Young;Shin, Yong-Tak;Shin, Dong-Kyoo;Shin, Dong-Il
    • Annual Conference of KIPS
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    • 2001.10b
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    • pp.1403-1406
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    • 2001
  • 인터넷은 처음에는 단순히 오프라인에서 유통되는 실물 상품의 흐름을 중개해주는 역할을 해왔으나 인터넷을 통한 실물상품의 중개는 아날로그 상태의 상품들이 인터넷이라는 거간꾼의 중개작용을 통한 전자상거래 형태로 정착되었다. 이러한 실물 상품 유통의 중개자였던 인터넷은 실물 상품들이 디지털화 됨으로써 컨텐츠들의 유통을 위한 통로이면서 동시에 그 자체로서 메시지가 되어버린 하나의 매체로 전환하게 되었다. 그러나, 인터넷을 통해 디지털 컨텐츠들이 쉽고 간편하게 원본과 똑같은 품질로 복제할 수 있을 뿐만 아니라 상상을 초월하는 빠른 속도로 이동이 가능하여 사용자들이 불법으로 얼마든지 이용할 수 있다는 것이다. 현재 국내, 국외에서 이러한 문제를 해결하기 위해 제안한 기술 디지털 컨텐츠들을 보호하고 관리할 수 있도록 하는 DRM(Digital Rights Management)이라는 시스템이 계속적으로 개발되고 있다[1]. 디지털 컨텐츠를 보호하고 저작권을 관리하는 시스템인 DRM 에는 크게 세 가지의 기본 시스템(Publisher, Customer, DRM Server System)이 있다. 본 논문에서는 컨텐츠를 등록하고 저작권자가 그 컨텐츠를 관리하는 DRM Publisher System을 키 알고리즘을 이용하여 설계한다.

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A Study on the Digital Image Creating through Emotional Dimension (감성차원을 통한 디지털 이미지 크리에이팅)

  • Park Sang-Jin
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.475-479
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    • 2005
  • Such changes that the digital paradigm brought propels a change of the value system itself in the existing society so that a way of thinking that differentiates oneself from others is getting much stronger. As public interests are higher in the image production on the internet, such authoring environments as development of related technologies, expansibility of information, and systematization of available information continue to change. Therefore, a variety of unique image presentations that fit to the changed environments are necessary and an expression method is indispensable for such image production. It suggests digital image application methods and examples that contain not just simple image distortion or variation but intrinsic significance. It is believed that it will be of good use to produce a variety of unique and innate digital images in the end.

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Visualization research based on hero tale stories in a fantasy movie (영웅서사구조 중심으로 하는 판타지영화의 시각화 연구)

  • Han, Myung-Hee
    • Journal of Digital Contents Society
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    • v.11 no.2
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    • pp.185-194
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    • 2010
  • The digital contents industry already heads toward the OSMU(One Source Multi Use) method of media. In case the success of the original novel recreates to a movie, the success of a movie is again noticed with the original novel. For this reason, a novel and movie are open at the same time, In this paper, we analyze through the case study of three fantasy films having the narrative structure of the germane myth : The Lord of The Rings, Harry Potter, The Chronicles Of Narnia based on the analysis basis : Hero's Journey 12 steps by J. Campbell, The analysis of scenes of each film visualizing the narrative structure of a novel can be used as the basic materials in the process of visualizing the scale of the original and message of a writer, we consequently believe that these analysis will be able to be applied the appropriate visual techniques (the special effect, the scene tractions, and etc.)in visualization of films.

Development of Web-based Construction-Site-Safety-Management Platform Using Artificial Intelligence (인공지능을 이용한 웹기반 건축현장 안전관리 플랫폼 개발)

  • Siuk Kim;Eunseok Kim;Cheekyeong Kim
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.37 no.2
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    • pp.77-84
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    • 2024
  • In the fourth industrial-revolution era, the construction industry is transitioning from traditional methods to digital processes. This shift has been challenging owing to the industry's employment of diverse processes and extensive human resources, leading to a gradual adoption of digital technologies through trial and error. One critical area of focus is the safety management at construction sites, which is undergoing significant research and efforts towards digitization and automation. Despite these initiatives, recent statistics indicate a persistent occurrence of accidents and fatalities in construction sites. To address this issue, this study utilizes large-scale language-model artificial intelligence to analyze big data from a construction safety-management information network. The findings are integrated into on-site models, which incorporate real-time updates from detailed design models and are enriched with location information and spatial characteristics, for enhanced safety management. This research aims to develop a big-data-driven safety-management platform to bolster facility and worker safety by digitizing construction-site safety data. This platform can help prevent construction accidents and provide effective education for safety practices.

Research for Design Specialization Education strategy (디자인특성화 교육전략 연구)

  • Park, Young-Jin
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.481-488
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    • 2019
  • A change request in design education is a phenomenon manifested by changes in the value of the industry and market demands. Changes in external requirements and internal values that affect the design industry today are shifting from consumer-centered design to stakeholder-centered design. At the center of these changes, design education should be transformed into an educational mechanism that conforms to the characteristics of each field and design specialization should coincide with the direction of the capitalist market. Design specialization must realize the policy of education in economic value first, and should be changed to a design process that enhances rationality and efficiency from the previous apprenticeship education.