• Title/Summary/Keyword: 예술 시장

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Study on Strategic Plan for Ensuring the Global Competitiveness of Traditional Performing Arts Industry (전통공연예술 산업의 글로벌 경쟁력확보를 위한 전략적 방안 모색에 관한 연구)

  • Lim, Young-Soon;Meng, Hai-Yang;Bae, Ki-Hyung
    • The Journal of the Korea Contents Association
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    • v.16 no.4
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    • pp.88-99
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    • 2016
  • Traditional Performing Arts is a key element of national competitiveness that represents the identity of a country. Preserving traditional performing arts such as traditional culture overall aggregate such as literature, art, music, dance, theater and enable it to meet future national culture is to secure a competitive brand. Meanwhile, it shrouded in advance global success of K-pop and TV content, such as our popular culture, but our traditional performing arts sector, there has been a steady effort to receive the attention of the world and expanding capacity and performance. Now, this point will be a new policy approach needed to expand more popular in both domestic and world demand in traditional performing arts. In this study, we propose a strategic plan to raise the popularization and industrialization of our own needs and unique traditional performing arts opportunities for successful overseas expansion and promotion of the content of traditional performing arts.With the help of information technology.

A Broadcast System Based on the Network Using a Ndi Protocol (NDI 프로토콜을 이용한 네트워크 기반 방송 시스템)

  • Choi, Sang-gil;Hwang, Seong-woo;Jeon, Ho-jin;Kim, Woo-hyeok;Jeong, Do-hyeon;Lee, Da-yeon;Lee, Sang-un
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • fall
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    • pp.248-251
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    • 2021
  • 방송장비가 네트워크 기술을 만나 진화하고 있다. 네트워크 케이블로 초고해상도 영상과 다채널 음향 데이터를 송·수신하고, 다수의 방송장비 제어를 가능케 하는 NDI(Network Device Interface)의 등장으로 방송장비와 네트워크 기술이 융합되고 있다. 최근 국내외 여러 기업이 네트워크 기반의 방송 솔루션을 출시하고 있어, 관련 산업계는 향후 방송장비 시장이 네트워크 기반으로 개편될 것으로 전망하고 있다. NDI는 뉴텍(NewTek)에서 개발한 IP 전송 프로토콜의 일종으로 무(無)손실, 압축, 제로(Zero) 딜레이, 멀티캐스트 등의 특징을 갖고 있다. 기존 비디오 전송 프로토콜이었던 SDI(Serial Device Interface)와는 다르게 네트워크에서 방송장비를 운용할 수 있도록 만들어진 프로토콜이다. 본 논문에서는 NDI를 기반으로 앞으로 다가올 포스트 코로나 시대에 대응할 효율적인 방송 환경을 제안하고자 한다.

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A Study on the Determinants of Culture and Art Consumption of One Person Households (1인가구 문화예술 소비에 영향을 미치는 요인에 관한 연구)

  • Choi, Soonhwa
    • Journal of Digital Convergence
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    • v.19 no.8
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    • pp.151-160
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    • 2021
  • This study aims to analyze the determinants of culture and art consumption of one person households using 「2019 National Art and Culture Activity Survey」. Based on previous research, cultural and economic capital, health perception, and residence were selected as independent variables, and 1,755 single household data on cultural attendance, art education, and demographics were extracted to analyze the relationships. Zero-inflated negative binomial model was employed as cultural attendance variable includes many zeros. It was found that education has a significant impact on cultural attendance possibility and frequency. However, art education in childhood, income, health perception, and residence were found to have selective effects, and unique characteristics of single households influences the findings. This study contributes to developing relevant research by focusing on the single households and provides implications to boost cultural consumption. Finally, directions for future research, such as considering psychographic variables, were suggested.

Can 'Buy-One Give-One' Business Model be Profitable? ('Buy-One Give-One' 비즈니스모델의 수익 구조에 대한 수리적 분석)

  • Han, Yunsun;Seo, Youngdoc
    • Review of Culture and Economy
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    • v.20 no.1
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    • pp.3-20
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    • 2017
  • This study proposes that the cultural corporation can be more profitable by adopting the 'Buy-One Give-One' Business Model (BOGO BM) under certain conditions. Specifically, the conditions are that 1) consumers' utility for donating is high enough and 2) the production cost is low enough due to economies of scale or process innovation from employee's intrinsic motivation. We adopt a mathematical model where the demand function is a simple linear function and two companies compete with each other by choosing their quantity of output (the Cournot model). Specifically, we investigate the profitability of the BOGO BM in four situations: 1) a monopolist enjoying reduced cost due to process innovation from employee's intrinsic motivation, 2) a monopolist enjoying reduced cost due to economies of scale, 3) the duopoly with BOGO BM and a general company, 4) the duopoly with two BOGO BM companies. In each situation, BOGO BM can be more profitable than other general companies can under certain conditions.

Perspectives on NFT art and art market (NFT 아트와 미술시장 유통의 변화에 대한 전망)

  • Kwon, Eun Yong
    • Trans-
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    • v.13
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    • pp.1-16
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    • 2022
  • Recently, the method of contacting and purchasing NFT art has been popularly evolving, and various prospects and predictions for NFT art have emerged. The discussion of NFT art is mainly a hot topic in terms of market size, profit, and sustainability. As the transition to digital accelerated after COVID-19, almost all genres of culture and arts faced a forced transition with the topic of combining digital and technology, but in terms of profitability, it was generally difficult to guarantee positive continuity. On the other hand, the combination of art and blockchain, and the new distribution method called NFT, attracted a lot of attention by causing fundamental changes that lead to technological transformation, continuity through profit creation, and even genre expansion of visual art. The discourse on NFT and the art market is a recent phenomenon and is being discussed focusing on statistics and numerical reports through data from newspapers and art-related research institutes rather than academic analysis or research. However, discussions related to NFT art should be considered in various aspects, such as the incorporation of technology and art, changes in distribution methods, and changes in creative methods according to media changes, not just short stories of phenomena such as high prices and winning bids. In this paper, we would like to examine the impact of changes in creators and distribution methods.

Problems and Directions for Improving Idol Bias in the Domestic Music Market (국내 음악시장에서 두드러진 아이돌 편중 현상의 문제점과 개선방향)

  • Yang, Young-Min;Han, Kyung-Hoon
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.1-18
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    • 2021
  • Idol music, which began to gain huge popularity in the domestic music market in the mid-1990s, has become one of the major global contents thanks to the global popularity of K-POP. As a result, the Korean music market continues to grow, forming the world's sixth-largest music market, and domestic music agencies are focusing more on fostering idol groups and producing idol music. The global success of idol music is surprising, but this has resulted in the domestic music market being biased toward idol music. As a result of the study, it was confirmed that there are several problems with the phenomenon of being biased toward similar types of musicians and music content. First, just as trend-oriented cultural contents face the problem of life expectancy all the time, the "Korean Wave" is also forced to think in terms of identity and sustainability. Second, it was observed that only consumers of a certain age may cause cultural alienation of other age groups, and thirdly, various problems such as shrinking creative paths due to the size of the cost required for idol group production and the lifespan of idol musicians' art activities. This paper derives the reality of the domestic idol bias phenomenon through comparative analysis of the English-American music market and the domestic music market, which have had a profound influence on the global music market in popular music history, and verified the theory and results through an expert survey using the Likert scale. In addition, the problems caused by the idol bias phenomenon were considered based on the theory of cultural diversity, and improvement directions were also suggested to solve this problem.

A Study on Traditional Art Expression in Chinese Myth Martial MMORPG Character Design (중국 신화 무협 MMORPG 캐릭터 디자인에서 전통예술 표현에 관한 연구)

  • Jin, Chun-Ji;Kim, Kyu-Jung
    • Journal of Korea Game Society
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    • v.13 no.2
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    • pp.119-130
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    • 2013
  • The purpose of this study is to analyze the characteristics of traditional art expressions in recent Chinese online games, which are now most popular in Chinese game market. Designing the MMORPG game character reflecting users' psychological preferences for aesthetic characteristic of the traditional Chinese culture allows the users to feel more visual satisfaction while they are enjoying a game. The selected characters for this analysis were chosen from the traditional myth chivalry game to utilize the traditional art expressions that are peculiar in Chinese MMORPG. The analysis was conducted within the context of an ideal character figure and operation, and social nature reflecting a personal user. This analysis suggested the representation technique reflecting traditional clothing, color, and life style, and the reconstruction of subject matter, and the development of the characteristics of ideal group character. Even though Chinese MMORPG history is short, this study will help the user understand more effectively the identity of the myth martial MMORPG game in connection with the Chinese traditional culture and art. And this study will also increase the user's satisfaction of the Chinese online-game.

Gender Wage Differentials in the Arts and Cultural Sector (문화예술분야에서 성별임금격차 분석연구)

  • Heo, Shik;Sa, Myung-Cheol
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.11
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    • pp.4151-4160
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    • 2010
  • Recently the arts and cultural sector is drawing attention as a new growth engine of the Korean economy. The paper is empirically analyzed on the gender wage differentials in the arts and cultural sector and specially focused on decomposing the wage differentials between the manufacturing sector and the arts and cultural sector. Our results may be partly useful for explaining the existing phenomenon of the arts and cultural sector in Korean labor markets, for example, young, highly educated, part-time contracts, less gender discrimination, etc. The results might provide somehow the policy directions of reducing the gender wage differentials.

Study on Methods for Arts Sponsorship Using Smart Contracts and Non-fungible Tokens (스마트 계약과 대체 불가능 토큰을 활용한 예술 후원 방법에 대한 연구)

  • Lee, Eun Mi
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.523-529
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    • 2022
  • Art sponsorship contributed to the development of culture and art by supporting art activities to be financially stable. Various problems in the non-fungible tokens (NFTs) market, such as speculative transactions, are also expected to be improved through sound art sponsorship. This study proposes methods of implementing art sponsorship using NFTs and smart contracts. First, we propose a method of posting the acknowledgement of art sponsorship using NFT metadata. Second, we propose a method to remit sponsorship funds according to the project schedule using time-locked wallets. Third, we propose a method to remit sponsorship funds when major events of the project occur or requirements are met using Event-Driven Execution. The proposed methods can be used to share the fact about art sponsorship and safely fund it. However, many decisions about art projects must be made based on information generated outside the blockchain, which can lead to Oracle problems, so further research is needed.

A Study on the Low Budget Films for Commercial an Artistic Value -Focused on Film - (상업성과 예술성을 위한 저예산 영화에 대한 연구 -영화 <나는 약신이 아니다>을 중심으로-)

  • Lin, Fang Ru;Kim, Hae Yoon
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.337-338
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    • 2019
  • 중국 저예산 영화는 다년간의 탐색하에 영화예술창작에서나 시장에서의 상업성적인 측면에서 비교적 좋은 발전을 가져왔다. 예술창작 측면에서 말하면 최초의 '개인 서사'부터 상업유형 영화의 축제로 또 서사 방식의 다원화까지 이미 점점 성숙에 나아가고 독특한 풍격을 형성하였다. 상업적으로는 입소문 마케팅과 차별화를 널리 보급하는 것이 저예산 영화에 새로운 경험과 결실을 가져다주었다. 본 연구는 영화의 예술성과 상업성 두 가지 측면에서 <나는 약신이 아니다>라는 영화에 대해 분석연구를 하고 또 성공 경험을 정리하여 신인 감독들의 작품을 위해 참고할만한 방향을 제시하고자 한다.

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