• Title/Summary/Keyword: 원천 콘텐츠

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Case Study of Regional Cultural Contents Development Using Peacock Fan Intangible Cultural Asset (충남 무형문화재 공작부채를 활용한 지역문화 콘텐츠 개발 사례 연구)

  • Kim, Dae-Gi;Son, Ji-Yeong;Baek, U-Young
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.87-102
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    • 2020
  • The purpose of this study was to develop regional dance contents in order to receive attention from the region and re-illuminate the peacock fan, the intangible cultural property of Seocheon, Chungnam, which has been preserved in history and has been preserved in the face of rapid urbanization and modernization. The representative four series are composed of one-person dance, two-person dance, military dance, and creative dance. The titles of each piece are basic dance , male and female love dance , military dance , and finally Korean creative dance . The commonality of the four series is the traditional dance using peacock fan, and each dance showed unique emotion and atmosphere through different themes and music, costumes, and stages. It was found that the development of regional dance contents re-created reflecting the characteristics of regional cultural heritage should create an environment that can be steadily revitalized through modernization. Through this study, it was found that the intangible cultural properties, which are our traditional cultural resources, have unlimited potential to contribute to enhancing regional and national competitiveness along with the growth potential of regional differentiation. Through such research, if existing cultural resources are preserved for globalization and produced as contents that can be easily accessed by the public, various contents besides regional dance using regional unique culture can be developed and utilized.

Toward Successful Adaptation from Games to Films (게임 원작의 성공적인 각색)

  • Park, Soo-Jin;Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.3-14
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    • 2011
  • Nowadays, it becomes a widespread and frequent practice that one content as a source is converted into diverse media formats. However, it is hard to answer the question whether the converted content might become successful again. That is mainly because one needs to have clear understanding about the characteristics of the target media format. This explains the phenomenon that there are very few successful movies which have been adapted from successful digital games. Thus, it is essential to conduct thorough and sufficient researches on the success factors of the adapted movies. The objective of this research is to investigate and analyze common factors of successful movies from digital games in terms of their visuals and narratives. We have found that successfully adapted movies from digital games shares three commonalities in the work of adaptation for effective cinematic impacts. Firstly, the adaptors of the successful movies have composed scripts with riveting storytelling through simplification, compression and removal of the original story. Secondly, they have satisfactorily re-implemented the original game avatars in the process of adaptation. Finally, they have effectively discovered inherent attractiveness of the original games and incorporated into the target movies with faithful following of cinematic grammar. We expect that our work contribute to reduce failure rate of the prospective movies converted from games by the proposed analysis of success factors shared among successfully adapted movies through the proposed case studies.

Analysis for the Smart Phone Ecosystem and its Economic Spillover Effects (스마트폰 생태계 분석 및 국민경제 파급효과 연구)

  • Byun, Sang-Kyu
    • Journal of Digital Contents Society
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    • v.12 no.2
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    • pp.205-216
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    • 2011
  • The smart phone is globally spreading, since the Apple rolled out the iPhone. Thereafter the smart phone ecosystem is being reorganized and strongly governed by the Apple and Google, the mobile OS providers. And the mobile carriers are pushed out of the ecosystem with the progress of the dump pipe. Even though the South Korea has the strong position as a global leader in ICT industries, it have not properly coped with this new situation and is falling to the follower in the smart phone era. Therefore it should try to take advantage of the current of the times like its component industry who already enjoys the fruit. This paper reveals the new structure of the ecosystem along its value chain with the digital open markets, OS providers, phone manufacturers, and mobile carriers. And it shows the economic spillover effects using the input-output analysis. Consequently, this paper will provide the valuable implications to companies in setting up the efficient strategies and the regulator in promoting the ICT industry.

The Competition and Evolution of Internet Portals: In the Perspective of Service Quality and Interpersonal Interactivity (인터넷 포털의 경쟁과 진화 : 서비스 품질과 대인 상호작용 관점에서)

  • Oh Sang-Jo;Ahn Joong-Ho;Kim Mi-Hye;Kim Yong-Young
    • The Journal of the Korea Contents Association
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    • v.5 no.4
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    • pp.1-10
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    • 2005
  • After Yahoo Korea opened up the Internet portal market in Korea in 1997, the Korean portal market has experienced fierce competition in the beginning of 2000s. After that period, however, Korean portal market looks relatively stable with top five rankers forming oligopoly and shows that Arthur's claim of network externalities can be applied to the portal industry. In this paper, based on case study of the Korean portals we empirically examined how portals have developed and evolved. In this course, we also investigated the sources of portal's competitiveness. The findings of the research suggest that portals develop and evolve through the reflexive four stages in which they compete over different goals: 1) service quality, 2) critical mass of customers, 3) interpersonal interactivity, and 4) innovative service. According to this framework of portal's evolution, we show that top ranking portals in the present have succeeded in accomplishing the goals of each stage.

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An Analysis on the Factors Affecting Consumers' Perception and Satisfaction in the Sixth Industry (소비자의 6차산업 인지도와 만족도에 미치는 요인분석)

  • Joo, Hyunjeong
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.119-130
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    • 2020
  • The proportion of non-farm income among farm household income is over 40%, with the main source coming from the sixth industry. While it is important to understand consumers' preferences to revitalize the sixth industry, the majority of research is focused on producers. Therefore, this study used an Ordered Logit Model to analyze consumer awareness and satisfaction with the 6th industry. As a result, first, the analysis showed that awareness of the sixth industry was generally low, and that the perceptions of gender and regions were different. Second, there were various ways to learn about the sixth industry through media reports, portal searches, and SNS. Third, factors affecting the recognition of the sixth industry were shown to have statistically significant effects on demographic and sociological variables such as age, marriage type, occupation, residential area, and income. This study is the first to analyze the awareness and satisfaction of the sixth industry from the consumer's point of view focusing on its revitalization.

A Study of the Human Capital Efficiency in the Korean Online Game Business using Non-parametric Analysis Model(DEA) (비모수 분석모형(DEA)을 활용한 국내 온라인게임 기업의 인적자본 효율성 연구)

  • Yoon, Gun-Woo;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.9 no.2
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    • pp.81-93
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    • 2009
  • This study aims to investigate human capital in Korea's online game industry (as the representative of IT-based creative services) under the knowledge-based economy paradigm. In recognition of the importance of intellectual capital closely intertwined with human capital and the economic potential of the online game industry, Korean government has begun to show active support. In this context, this study measures the human capital efficiency in online game business by using non-parametric analysis (Data Envelopment Analysis, DEA). Most previous studies (human capital theory, knowledge based economy theory, economic growth theory) have proved that human capital has a very positive effect on sustainable growth of corporate management and wealth of nations. As such, this paper uses the DEA to obtain the efficiency of the human capital (scale, investment, education, compensation). The results of this study will suggest strategic implications on maximizing the human capital in online game corporations and provide a reference frame for government policies.

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Text Corpus-based Question Answering System (문서 말뭉치 기반 질의응답 시스템)

  • Kim, Han-Joon;Kim, Min-Kyoung;Chang, Jae-Young
    • Journal of Digital Contents Society
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    • v.11 no.3
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    • pp.375-383
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    • 2010
  • In developing question-answering (QA) systems, it is hard to analyze natural language questions syntactically and semantically and to find exact answers to given query questions. In order to avoid these difficulties, we propose a new style of question-answering system that automatically generate natural language queries and can allow to search queries fit for given keywords. The key idea behind generating natural queries is that after significant sentences within text documents are applied to the named entity recognition technique, we can generate a natural query (interrogative sentence) for each named entity (such as person, location, and time). The natural query is divided into two types: simple type and sentence structure type. With the large database of question-answer pairs, the system can easily obtain natural queries and their corresponding answers for given keywords. The most important issue is how to generate meaningful queries which can present unambiguous answers. To this end, we propose two principles to decide which declarative sentences can be the sources of natural queries and a pattern-based method for generating meaningful queries from the selected sentences.

The Effect of CEO's Network Activity on Business Performance through Corporate Competency (최고경영자 기업인 네트워크 활동이 기업역량을 매개로 경영성과에 미치는 영향)

  • Choi, Ae-Hee;Park, Jin-Ah;Kim, Yoon-Ho;Lee, Jae-Won
    • The Journal of the Korea Contents Association
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    • v.18 no.2
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    • pp.188-199
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    • 2018
  • The purpose of this study is to grasp the type of network activity and corporate competency based on network theory and to compare and analyze the relationship between these characteristics and business performance. The results showed that the frequency, importance, and reliability of CEO's had a positive (+) effect on business performance, and the mediating effect of corporate competency (industrial information competency, opportunity capture competency, strategic flexibility, and transaction cost reduction) appeared. This study tried to measure business performance by including corporate competency as a direct performance variable of CEO's network activity and found that it is desirable to focus on interacting with the most important network sources and to make efforts to strengthen the qualitative characteristics of network activities rather than expanding the scope of the network in order to improve the performance of CEO's Network Activity.

Korean Boy Group's Misogyny and Division between Female Fandom (남성 아이돌 그룹의 여성혐오 논란과 여성 팬덤의 분열)

  • Ko, Hyeri;Yang, Eunkyung
    • The Journal of the Korea Contents Association
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    • v.17 no.8
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    • pp.506-519
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    • 2017
  • This research examines the impact of Korean boy group's misogyny issue leading to internal conflicts among female fans and external division. As a result of research, BTS's fans who are mostly female reflected their identities by problem posed by external stakeholders on this issue. In the past, most fandoms tried to protect themselves from criticism but this case shows a positive significance since they broke out from stereotypical cases. Under the vague and flexible standard, fandom can be considered the obstructing factor for Feminism which suppress and denounce Feminists' idea. It is important to pay attention to possibilities of females hide at the end of the conflict process, being unaccepted by the society for their opinions and tendencies, have uncomfortable emotion against Feminism itself, or Feminism leading to another type of aversion.

Finding Measure Position Using Combination Rules of Musical Notes in Monophonic Song (단일 음원 노래에서 음표의 조합 규칙을 이용한 마디 위치 찾기)

  • Park, En-Jong;Shin, Song-Yi;Lee, Joon-Whoan
    • The Journal of the Korea Contents Association
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    • v.9 no.10
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    • pp.1-12
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    • 2009
  • There exist some regular multiple relations in the intervals of notes when they are combined within one measure. This paper presents a method to find the exact measure positions in monophonic song based on those relations. In the proposed method the individual intervals are segmented at first and the rules that state the multiple relations are used to find the measure position. The measures can be applied as the foundational information for extracting beat and tempo of a song which can be used as background knowledge of automatic music transcription system. The proposed method exactly detected the measure positions of 11 songs out of 12 songs except one song which consist of monophonic voice song of the men and women. Also one can extract the information of beat and tempo of a song using the information about extracted measure positions with music theory.