• Title/Summary/Keyword: 인터넷미디어산업

Search Result 283, Processing Time 0.024 seconds

A Study on the Development of Web-based Full Motion Video E-mail System using MPEG-4 (웹을 기반으로 한 MPEG-4 동영상 E-mail 시스템의 개발)

  • 고재승
    • Journal of the Korea Computer Industry Society
    • /
    • v.3 no.3
    • /
    • pp.283-294
    • /
    • 2002
  • Now is the time for web-based video e-mail system because of world wide use of internet. But video data is so large, then data compression is much needed for transmission by web. In this paper, my colleagues and I implement full motion video e-mail system using MPEG-4, the international standards for audio-visual data. This video e-mail system is made of web-based active-X control, so easily accessible by web, and applies real-time audio-video compression. It's possible for everyone to send video e-mail for free to everywhere in the world if this system is used. The main application areas of this system are multimedia mailing service, web-based video advertisement, remote education, remote medical service and shopping mall construction, etc.

  • PDF

The Characteristics and Future Trends of Short-Form Animation (숏폼 애니메이션의 특성과 발전방향에 관한 연구)

  • Lee, Sun-Ju;Han, Je-Sung
    • Cartoon and Animation Studies
    • /
    • s.38
    • /
    • pp.29-51
    • /
    • 2015
  • With the progress in high speed internet networks, mobile devices and social networking, the eco-system of the media has shifted from that where the flow of content was one-way from the producer to the consumer. A so-called 'prosumer' culture has taken root where the consumer himself produces media content. Along with these trends, various video-sharing platforms such as youtube has a method of allocating advertisement profit to the content producer, offering a win-win platform for content pro-sumers. This allows the channels to attract several tens of millions of subscribers and raise an annual income of over 10 billion Won, marking a revolutionary change in the content industry. This paper seeks to analyze video distribution channels and short-form media content that are showing continuous growth to identify new markets where animated content can make progress in an era of online video media platforms, as well as provide a future direction for small teams of creators of animated films to survive and thrive in this environment.

A Study on The Proposal for Game Contents and The Game Factor's Abstraction Suited to The Character by Kid Age (아동의 연령별 특징에 적합한 게임요소의 추출과 새로운 게임 컨텐츠 제안에 관한 연구)

  • Kim, Ki-Young;Jeong, Jae-Wook
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
    • /
    • 2007.05a
    • /
    • pp.85-90
    • /
    • 2007
  • 게임산업은 21세기 정보화 사회의 문화 컨텐츠 산업의 한 분야이다. 멀티미디어, 3차원 그래픽, 3차원 음향, 가상 현실 분야, 캐릭터 산업 등과 맥락을 같이 하는 핵심 기술 집약 산업이며, 문화적 파급효과와 규모가 점점 커지고 있는 산업이다. 그러나 국내의 게임 개발 능력은 선진 미국이나 일본에 비하여 낙후되어 있다. 정책적으로 게임 개발 지원 사업이 행하여지고 있으나 게임 컨텐츠 영역보다는 인터넷 게임 혹은 3차원 그래픽 엔진 개발 등 게임 소프트웨어 엔진 개발에 치중되어 있는 것이 현실이다. 한편 미국 PC게임 시장에서 만 8세 이하의 아동용 게임 시장은 전체 게임 시장의 삼분의 일을 차지하는 거대 시장이다. 재미요소와 교육요소가 접목된 아동용 게임은 컨텐츠 위주의 산업으로 짧은 개발 기간에 고부가가치를 창출할 수 있는 산업이기 때문이다. 본 연구는 기존의 컴퓨터 게임에 관해 고찰하고, 아동의 연령별 특징에 적합한 게임요소의 추출과 새로운 게임 컨텐츠를 제안한다는 것을 목적으로 한다. 앙케이트 조사와 프로토콜 분석 및 연령별 성장기 특징의 문헌 조사를 통해 기존의 게임 장르에 추가하여 'Asports', 'Asim', 'U.J RPG', 'S+RPG'가 성장기별 아동 발달에 유익하다는 결론을 도출 할 수 있었다.

  • PDF

Active Senior Contents Trend Analysis using LDA Topic Modeling (LDA 토픽 모델링을 이용한 액티브 시니어 콘텐츠 트렌드 분석)

  • Lee, Dongwoo;Kim, Yoosin;Shin, Eunjung
    • Journal of Internet Computing and Services
    • /
    • v.22 no.5
    • /
    • pp.35-45
    • /
    • 2021
  • The purpose of this study is to understand the characteristics and trends of active senior. As the baby boom generation become the age of the elderly, they are more active than senior. These seniors are called active seniors, a new consumer group. Many countries and companies are also interested in providing relevant policies and services, but there is lack of researches on active senior trends. This study collects the 8,740 posts related to active seniors on social media from January 1st, 2018 to June 31st, 2021, and conducted keyword frequency analysis, TF-IDF analysis and LDA topic modeling. Through LDA topic modeling, topics are classified into 10 categories: lifestyle, benefits, shopping, government business, government education, health, society and economy, care industry, silver housing, leisure. The results of this study can be utilized as fundamental data to help understand the academic and industrial aspects of active senior.

Issues and Implications of Disputes related to Network Usage Fees (망이용대가 관련 분쟁의 쟁점과 함의)

  • Chang-Hee Rho;Joonho Do
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.24 no.3
    • /
    • pp.123-131
    • /
    • 2024
  • The dispute between SK and Netflix, which has been going on for more than three years, ended in the direction of dropping the lawsuit and establishing a cooperative relationship between the two companies. However, as Internet traffic usage is likely to increase further in the future due to digital transformation and activation of generated AI, conflicts between domestic mobile carriers and global CP operators over network usage fees can arise at any time. In this study, the issues of the dispute related to network usage fees that occurred between SK and Netflix were examined, and different implications were drawn for each issue. The cost and scope of network usage considerations are an issue that must be determined entirely by negotiations between operators. However, if a dispute occurs between operators, user damage such as speed delays may occur, so it is necessary to prepare a policy alternative. As the domestic media industry has grown cooperatively with global CPs, it is considered important to form a reciprocal relationship between domestic mobile telecommunication operators and global CP operators regarding network usage fees in the future.

The study of the field customized SW training course design based on the analysis of the field suitability of the university SW education (대학 SW 교육의 현장 적합도 분석에 기반한 현장 맞춤형 SW 교육 과정 설계에 대한 연구)

  • Cha, Joon Seub
    • Smart Media Journal
    • /
    • v.4 no.4
    • /
    • pp.86-92
    • /
    • 2015
  • Recently, it is entering the hyper connectivity age due to the development of sensor and communication technology. In particular, it is emerging new industries such as the IoT, bigdata, cloud by convergence with the ICT and other industries. Because these industries are high the gravity of the software, the demand for software manpower is increasing rapidly. But university curriculum don't deviate from the traditional curriculum, and lack of positive response to these changes is occurring a mismatch with the industry demand. In this paper, investigate a software curriculums of the four-year university, and will attempt to investigate the perception about the university software course of the corporate perspective. Also, we draw a on-site fitness of universities training course by analysis of importance on software training courses between universities and businesses. Finally, we propose a strategy model for software training course design appropriate for the field.

The Impact of the Media Law Reform on the Media/Contents Firms' Market Value: Event Study Analysis (미디어법 개정이 미디어/콘텐츠기업가치에 미치는 영향분석: 사건연구의 활용)

  • Park, Jongsur
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.9
    • /
    • pp.411-422
    • /
    • 2016
  • The Media Law including Newspaper Law, Broadcasting Law and Internet Multimedia Law has been reformed in 2009. The main purpose of the reform was to allow media firms to gain a global competitive edge by opening doors to more investments that were nonexistent due to regulatory barriers. Also it aimed to contribute to an increase of employment in the media industry. This paper analyzes the impact that the Media Law reform of 2009 had on many media/contents company's future value by tracking abnormal returns gained during the period of the reform. The analysis with the capital market data of fifteen firms over a one-year period provided evidence that the new law has had an effect on the related firms' future value; however, the impact was shown to not be as significant in the long-term. This study has the significance in that it showed that the impact of the reform was not overall to the industry but given to the limited number of media company and confirmed the relatively strong effect of the unexpected events.

A Video Conference System using Multimedia Data and Screen Sharing Methods (멀티미디어 데이터 및 화면 공유 기법을 활용한 화상 회의 시스템)

  • Ko Kwang-San;Jang Jung-Soo;Jung Hoe-Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.9 no.5
    • /
    • pp.1012-1018
    • /
    • 2005
  • According as computer industry develops and the Internet is spread information interchange between remote users video conference system that can exchange multimedia data such as voice as well as simplicity text data or burn by real-time appeared and is used in various field. However, most systems developed present have controversial points of that need expensive multi-point connection equipment or network resource of High band width. Hereupon, in this paper, designed and embody video conference system that can be stable and supplies multimedia information and screen public ownership environment of high-quality as software using minimum network resource without using expensive connection equipment.

The Gratification Niche of Webcasting and Television in terms of genres (인터넷방과 텔레비전의 장르별 증폭비교 연구)

  • Kang, Myoung-Shin
    • Korean journal of communication and information
    • /
    • v.19
    • /
    • pp.7-36
    • /
    • 2002
  • The purpose of this study is to compare the webcasting and television from the perspective of genres. It adopted the niche theory in analyzing them, avoiding simply comparing the collective average of the two media's gratification. As a result, television turned out to expand broader at niche breadth than the Webcasting and thus presented more diverse functions thar the Webcasting. The niche overlap was investigated with the average of overlapping values. The competition between the two media was rather eased in dimensions of education, culture, and entertainment. And in terms of competitive superiority, the music service sector was the only function that the Webcasting had superiority to television. Upon the results, the Webcasting was absolutely inferior to television in a whole sense. But one thing which requires consideration is that the Webcasting will have functional mergers among genres and thus develop different functions from the corresponding ones of television.

  • PDF

Determinants Influencing Users' Genre Repertoires in Personal Web-Casting: A Case of (인터넷 개인 방송 장르 레퍼토리 형성 영향 요인: <아프리카 TV> 사례를 중심으로)

  • Lee, Sungjoon
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.11
    • /
    • pp.13-29
    • /
    • 2018
  • An increasing number of people in their lifes have used personal web-casting services as a new type of broadcasting, whose power has grown in the broadcasting market and industry. Nevertheless, limited research concerning personal web-casting has been conducted so far. This research explored consumption structures of personal web-casting users in terms of their genre usage based on the theoretical concept of genre repertoire. And it also examined what determinants have influences on these structures by focusing on as an representative case in South Korea. The findings showed that sensation seeking, motivation for getting information and social presence affect genre repertoire of personal web-casting users. They also indicated that there is a moderating effect of social presence in the relationship between motivation for joy and genre repertoire.