• Title/Summary/Keyword: 원천 콘텐츠

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Cinematic reproduction of original game contents-Focusing on text analysis of games and movies (게임 원작 기반 콘텐츠의 영화적 재현-게임과 영화의 텍스트 분석을 중심으로)

  • Park, Hyunah
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.17-32
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    • 2021
  • This study focused on the games that were in the spotlight during the One Source Multi-use era, analyzing game based movies and the games. Through this, we wanted to examine the phenomena, changes, and in-depth meanings of the genre and grammar. Using Vogler's "12 Stages of the Hero Journey" and Greimas's "Model actantie" the three works of Need for Speed, Assassin Creed and Warcraft were cross-analyzed. Through this analysis, we looked at the structure of the discourse and identified the significant messages brought by the change in text.

Research of the local cultural brand by analyzing the case of Honggildong cultual content business strategy (홍길동 문화콘텐츠사업 사례분석을 통한 지역문화 브랜드화 전략 연구)

  • Shim, Jae-Kwang;Lee, Sang-Gil;Kim, Kyoung-Soo
    • Journal of Digital Contents Society
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    • v.11 no.4
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    • pp.479-486
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    • 2010
  • A lot of local governments are trying to develop and brand the regional unique resources as a digital contents because of focusing on the intangible value of it's culture and economy of cultural industry. But every cultual contents business is not always successful. It must be successful on the condition that the cooperation of local government including citizens and private company's participation should make this business a good model of continuous potential growth power. The most important factor of it's business will be the realization of stable plan based on the design of business and carefully throughout plan. The other key factors are the analysis of the objective source and current market demands, the development of contents and story telling. Also the development of strategy of the content including OSMD(One-Source Multi-Device) and OSMU(One-Source Multi-Use) through the step analysis of the result must take into consideration. With the help of analyzing the successful cultural model "Honggildong cultual content business in Jangseong, Jeonnam" which is the representative case of OSMD and OSMU, this study attempts to suggest the successful strategy of regional culture resource brand. In order to provide a typical approach to the local government and cultural content industry which is trying to brand the regional cultual resource, this study researches the analysis of the development of Honggildong cultural resources and it's process step by step which was already finished it's first business stage.

국내정보인력 현황 및 여성정보인력 활용

  • Korea Database Promotion Center
    • Digital Contents
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    • no.8 s.15
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    • pp.66-72
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    • 1994
  • 21세기 정보화 시대에서의 국가 경쟁력의 원천은 정보산업의 발전과 산업 정보화에서 나온다. 이에 따라 세계 각국은 정보화 추진에 많은 노력을 기울이고 있다. 우리나라도 행정전산업의 개발운영, 사무 및 공장자동화의 확산 등 산업정보화를 적극적으로 추진하고 있다. 그러나 현재 정보화를 추진하고 있는 사회의 각 분야에서 당면하고 있는 문제점중에서 가장 심각한 것중의 하나가 정보인력의 부족이라 할 수 있다. 특히 정보인력 자체의 양적인 부족뿐 아니라 이미 개발된 많은 여성정보인력이 여러가지 사회제반요인으로 인하여 유효인력이 되지 못하고 사장됨으로써 전반적인 정보인력의 수급불균형을 낳고 있다. 이러한 시점에서 기존의 정보인력 데이터베이스의 역할을 수행하면서 여성정보인들간의 이해증진과 질적향상에 도움을 줄 뿐만 아니라 유휴여성정보인력을 활용하는데 도움이 되는 정보를 제공할 수 있는 효율적인 여성 정보인력 데이터베이스의 필요성이 대두되고 있다.

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Design of Multiplexing System Supporting MPLP for Next-generation Convergence Broadcast Service (차세대 융합 방송 서비스를 위한 MPLP(Multiple Physical Layer Pipe)기법을 적용한 다중화 시스템 설계)

  • Woo, Yong-Je;Park, Kyung-Won;Jeon, Won-Gi;Paik, Jong-Ho;Kwon, Ki-Won
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2015.07a
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    • pp.484-485
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    • 2015
  • 세계적인 디지털 방송 전환과 더불어 방송 기술의 비약적인 발전은 HD(High Definition) 방송 시대를 넘어 UHD(Ultra High Definition) 방송 시대를 개막하였으며, UHD를 비롯한 다양한 차세대 방송 기술들이 개발되고 있다. 이러한 변화에 따라 차세대 방송 기술의 선점을 위한 유럽의 DVB 2.0, 미국의 ATSC 3.0, 일본의 ISDB-Tmm과 같은 최신의 방송 표준이 제정되 거나 제정을 준비하고 있다. 국내의 차세대 방송 원천 기술에 대한 연구 개발이 어느 때보다도 시급한 상황이다. 본 논문은 방송 통신 융합환경 하에서 초고화질 콘텐츠를 전송할 수 있도록 하는 차세대 융합방송 프로젝트의 일환으로 유럽의 차세대 디지털 방송 시스템에 적용된 MPLP 기법을 분석하고, 해당 기법을 적용하여 지상파 방송망을 통해서 HD 및 4K UHD 서비스를 다중화하여 변조시스템에 전송하는 다중화 시스템의 구조를 제안한다.

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Development of Copyright Education Program using Digital Storytelling in Creative Experience Activities (창의적 체험활동에서 디지털 스토리텔링을 활용한 저작권 교육프로그램 개발)

  • Heo, SaeRom;Chun, Soek-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.119-122
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    • 2014
  • 인터넷과 스마트폰의 보편화로 디지털 저작물의 생산이 고품질 콘텐츠로 연계되어 발전함에 따라 저작권은 오늘날 국민의 재산을 지키고 문화산업 등 21세기 산업을 성장시키는 원동력이자 국가경쟁력의 원천으로 주목받고 있다. 이와 같이 저작권의 중요성이 커짐과 동시에 전 세계적으로 저작권 교육의 중요성도 강조되고 있다. 하지만 현재 한국에서는 초등학생에게 적합한 저작권 교육 체계 및 수업 방법에 관한 연구가 미비하여 저작권 교육이 잘 이루어지지 못하고 있는 실정이다. 이에 본 연구에서는 교육현장에서 활용할 수 있는 저작권 교육의 새로운 방안을 제시하고 학습자 주도의 디지털 스토리 제작 과정을 경험하는 디지털스토리텔링을 기반 저작권 교육 프로그램을 설계하였다. 본 연구에서 구현한 디지털 스토리텔링 기반 저작권 프로그램을 통해 초등학교 학생들의 저작권에 대한 인식 및 의식 확대와 저작권 보호 실천 의지 강화를 기대하며 초등학교에서의 효과적인 저작권 교육활동이 이루어지길 기대한다.

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Production of 3D Mongyudowondo with Reinterpretation of Traditional Paintings (전통회화의 재해석을 통한 3차원 몽유도원도 제작)

  • Kim, Jong-Chan;Kim, Jong-Il;Kim, Eung-Kon;Kim, Chee-Yong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.6
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    • pp.1234-1240
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    • 2009
  • Culture is not only a factor of a life worthy of man, but also that of beauty and fluency of life,so it works as a key to show differences in the quality of life. Paying attention to culture, which plays a role to create new things, is a source of high-added value. The term of cultural contents was derived in21C, combining digital skills with art. We are going to reconstruct and develope cultural properties such as remains, pottery, pictures, as a way of restoration for cultural contents with the view of reinterpretation. In this paper, we reinterpreted the pictures which were based on three particular elements in Chosun Dinasty- poetry, handwriting, and picture, and we produced 3D objects after analyzing texts and images in multimedia works applied with source pictures. As a highlighted method of restoration for cultural contents, we produced the work which can be interacted and has three dimensional objects getting out of appreciating of plane images. We presented a method of informing our culture with 3D Mong-yu-do-won-do, which used traditional paintings by being improved user friendliness and accessibility.

The Beginning of Decentralization: Seongbuk Village Archive (자치분권의 시작, 성북마을아카이브)

  • Kang, Sungbong
    • Journal of Korean Society of Archives and Records Management
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    • v.22 no.1
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    • pp.237-243
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    • 2022
  • Seongbuk Village Archive is a village archive built by Seongbuk-gu Office and Seongbuk Cultural Center to contain the uniqueness and specificity of the region. It is a community archive that preserves the records of the community and a digital archive that builds a database through the digitalization of source data. The management system and home page were established through annual and step-by-step promotion through public-private governance. Seongbuk Village Archive's system is designed to facilitate data accumulation and connection between individual records based on the advanced village record standard classification system. Based on this, Seongbuk Cultural Center tried to produce convergence cultural content by linking records online and off-line. In addition, the composition of items displayed on the website has been diversified to not only preserve records but also produce and utilize content. It is a structure created after contemplating how to show the creation and existence of Seongbuk's historical and cultural resources to users in context. In addition, a richer archive platform was built through various curations and activities of the resident record group.

Exploring the Potential of Podcasts in Flower Design Industry (플라워디자인 산업 활성화를 위한 팟캐스트 콘텐츠의 가능성 연구)

  • Yang, Dongbok
    • Journal of the Korean Society of Floral Art and Design
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    • no.44
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    • pp.75-100
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    • 2021
  • The purpose of this study is to explore ways in which the flower design industry can utilize podcasts that are rapidly growing in recent years. I selected foreign flower podcasts that are ranked on the global podcast chart, and examined the genre, content, components, show hosts and etc. By analyzing the characteristics of the podcast, the type of communication between the host and the audience, the audience interaction, the industry connection, and the media expansion strategy, I tried to derive the possibility of the flower podcast in Korea. As a result of analyzing foreign flower podcasts, podcasters built listener communities based on their rich experience and knowledge through podcasts and used them for education and marketing. They acted as leaders in the industry or led public opinion such as the sustainable flower industry. Podcast shows were repurposed as various content and used to spread flower design culture. In Korea, flower podcasts can be the basis for the formation of a community related to the flower design industry. Flower design experts can use podcasts as a source asset for various content. Listeners within the industry can get hands-on knowledge about the business from flower podcasts. The popular flower podcast will contribute to the vitalization of flower design culture and industry. Flower podcasts can be a starting point to actively cope with the era of personal media.

How Do Firms' Innovation Behaviors Affect their Outputs in Korea? (기업의 혁신 활동이 기업성과에 미치는 영향)

  • Park, Jae-Min;Lee, Jung-Mann
    • The Journal of the Korea Contents Association
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    • v.11 no.3
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    • pp.339-350
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    • 2011
  • This study empirically investigates applicable possibility of open technology innovation with which the government is concerned, by figuring out the relationship between firms' innovation behaviors and innovation outputs and their utilization of information network. Empirical methodology was employed as logit regression to explain firms' innovation behaviors and the data set includes more than 2500 firms in the manufacturing sectors. First, empirical findings showed that firms' innovation competencies and behaviors can be explained as the trend of patent application, sales and innovation outputs significantly. The patents of small and medium-sized businesses are inclined to be positive to information sources of university and government-supported research institute and the sales increased when they had labs to concentrate on R&D. On the other hand, the existence of labor union turn out to be negative to their sales. Second, the types of information network which firms utilize turned out to be connected with their innovation behaviors and purposes. Third, four types of innovation, i.e., product, process, organization, and marketing innovation was employed and innovation behaviors and outputs are well connected.

The Effect of Online Word of Mouth on Movie Sales: Moderating Roles of Types of Social Media (온라인 구전이 영화매출에 미치는 영향: 소유미디어와 획득미디어의 조절효과를 중심으로)

  • Jung Won Lee;Cheol Park
    • Information Systems Review
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    • v.21 no.2
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    • pp.29-50
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    • 2019
  • Social media is divided into Owned Media, operated by companies according to information sources, and Earned Media, which third parties produce contents. Social media research developing the logic that brand-related content in social media increases awareness of potential customers and positively changes brand attitudes, resulting in increased sales and business performance. However, there are limitations in previous researches that can not fully explain the difference of media synergy effect according to the information source of social media. it is very important for the consumer to integrate media management because consumers are more likely to choose appropriate media information for the information needed at each decision making stage. The purpose of this study is to analyze the effect of eWOM of review site and social media (owned media and earned media) on movie sales. To do this, we collected 3,589 review data from films released in 2017. The results of the study showed that eWOM of review site, social media (owned media and earned media) had a positive effect on movie sales. However, it was found that the effect of moderating eWOM of review site was different between the owned media and the earend media.