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Changes in the Performance Industry Due to Social Distancing : Case Analysis of Online Performance Platforms (사회적 거리두기로 인한 공연산업의 변화 : 온라인공연 플랫폼 사례분석)

  • Kim, Jae-Sung;Han, Kyung-Hoon
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.5
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    • pp.1-17
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    • 2021
  • Social distancing caused a sharp industrial stagnation in the performance industry. Due to the continuous industrial downturn, as well as the livelihoods of many related workers, the outlook for the performance industry has reached a point where it is impossible to foresee the future. As a result of seeking various ways to recover from the continuing industrial stagnation, online concerts drew attention as the most effective alternative. Its development potential was highly evaluated as it could provide a performance culture to consumers while complying with social distancing. This study has value in terms of academic contribution as it slightly suggests a direction for the sustainable development of online performances presented as a breakthrough amid the social and industrial stagnation caused by the pandemic. therefore, this thesis describes the changes in the performance industry due to social distancing, and collects and analyzes examples of online performances by type to illuminate the value of online performances as an industry in the pandemic era and develops them. The possibility was reconsidered and the direction to be taken in the future was suggested. In each type of case, the cases focused on social value did not satisfy the economic value of profit creatiom, and even in the opposite case, if the profit creation was satisfied, the analysis result showed that the social value was not satisfied, and the planning intention of each performance was not satisfied. Accordingly, cases such as satisfying both profit creation and social value were also confirmed. Therefore, the direction for online performances was presented through the improvement of technologies and systems and the commercialization of existing platforms.

Comparison of Construction Cost Applied by RC and PC Construction Method for Apartment House and Establishment of OSC Economic Analysis Framework (공동주택 RC 및 PC공법 적용 공사비 비교 및 OSC의 포괄적 경제성 분석 프레임워크 구축)

  • Yun, Won-Gun;Bae, Byung-Yun;Kang, Tai-Kyung
    • Korean Journal of Construction Engineering and Management
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    • v.23 no.6
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    • pp.30-42
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    • 2022
  • OSC is a type of supply chain and value chain that spans the entire process of construction production (planning, design, construction, maintenance, etc.). It is a method of producing the final object by manufacturing it in a factory, transporting it to the site, installing and construction. This research as is the construction cost was compared for each case A, which applied the PC method, and case B, which applied the RC method. In the case of applying the PC method (excluding the PC design cost), compared to the case where only the RC method was applied, the frame construction cost per unit quantity (m3) increased by about 70% (50% based on the total RC construction type). Of the total frame construction cost of PC method application, PC accounted for 90.2%, 'PC manufacturing cost' 54.8%, 'PC assembly cost' 28.5%, and 'transportation cost' accounted for 6.89%. Also a decision-making framework that can consider both costs and benefits was established. In the case of benefits, the construction period, defect repair, disaster occurrence, energy efficiency, noise/dust/waste, and greenhouse gas emission indicators reflecting OSC technical advantages were presented. It can contribute to providing a basis for helping decision-making on the introduction of PC apartment houses using OSC.

A Study on the Environment of Storytelling Based on the History of Japanese Imperialism and Its Problems and Improvements - Around the Militia, Assassination, The Battleship Island, Anarchist from Colony, Dongju and Princess Deokhye - (일제강점기 역사 서사를 중심으로 한 스토리텔링의 환경과 그에 따른 문제점과 개선 방안 연구 - 밀정, 암살, 박열, 동주, 군함도 그리고 덕혜옹주 중심으로 -)

  • Jin, Seung-Hyeon
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.1
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    • pp.1-9
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    • 2019
  • In this paper, it is predicted that the tendency of planning and genre films to produce high - quality films will continue, but it is necessary to have high value and meaningful films and solid storytelling. From the blockbuster warships to arts and low-budget films, the movie genre is centered around fiction and storytelling. However, in the case of Princess Deokhye, it is difficult to recognize any categories of entertainment or artistic due to the fact that it is highly visually and has a high historical status and low awareness. And the distortions of the facts have caused a lot of controversy. However, it seems that Dongju and Park are usually composed of individual - oriented narratives and can be freed from the artistic approach and historical facts in the material. In addition, historical facts should not be distorted or exaggerated. Through this study,

A study of utilizing key components in game trailer production - Focusing on production case of trailer "Thanatos" - (핵심 구성 요소를 활용한 게임 트레일러 제작에 대한연구 - 게임 트레일러 '타나토스' 제작 사례를 중심으로 -)

  • Jiang, HaiTao;Yun, TaeSoo;Lee, ByungChun;Lee, JeongGi
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.3
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    • pp.19-31
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    • 2016
  • Game Trailer plays the role of main marketing for promotion of game. Recently, the characteristic can be summarized as storytelling, graphics method, production technology, and game mechanics of 3D Game Trailer. Online game was produced as cinematic trailer in the beginning, but recently, in-game trailer has been produced as machinima production method for users. This method reveals functions, various contents, and graphics related to the game through trailer, and it is useful in giving information and curiosity related to the game. Machinima composes background and characters in a short period of time online due to recent 3D CG methods, and only dubbing needs to be proceeded. This saves production fee and production period, and it also has the advantage of having multi-story. Game trailer Thanatos is a video developed through machinima production method. This paper proposes production process and the importance of the key components of the whole project through the above four aspects to be used in the actual production stage by intuitively apply and analysis.

Three Stage Performances and Herding of Domestic and Foreign Films in the Korean Market (한국 시장에서 상영한 한국영화와 외국영화의 3단계 성과와 군집행동(Herding behavior)현상의 분석)

  • Hahn, Minhi;Kang, Hyunmo;Kim, Dae-Seung
    • Asia Marketing Journal
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    • v.11 no.4
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    • pp.21-48
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    • 2010
  • This article analyzes film performances in the Korean movie market utilizing three-stage models that incorporate available information in three different stages of the movie life cycle, i.e., at the time of its release, at the end of the first week, and at the end of its life cycle. Based on the premise that the performance of a movie is affected principally by factors of scale, evaluation, and competition, we attempted to ascertain the effects on these factors on performances, and how they differ in different stages. Also, by analyzing domestic and foreign movies released in Korea separately, we were able to compare the different effects of the three factors on the performances of the two categories of movies. Additionally, our movie performance models incorporated herding behavior among the customers. Our results demonstrate that herding is prominently observed after the first week only for domestic movies. In general, the scale factor has been shown to be most important for movie performances in all stages. For foreign films, it is particularly critical for the first week and total performances. Whereas the evaluation factor influences domestic film performance more strongly at the screen choice stage, it affects the performance of foreign films more strongly in the later stages of the life cycle. As compared to foreign films, domestic film performance appears to be more sensitive to the competition factor. We also discuss the effects of covariates such as genre and symbolicity on movie performance.

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A Study on the Marketplace Models for Korean Animation Content Foreign Sales (국산 애니메이션 콘텐츠 해외 판매를 위한 마켓플레이스 모델 연구)

  • Han, Sang-Gyun
    • Cartoon and Animation Studies
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    • s.44
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    • pp.333-361
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    • 2016
  • In general, content business companies include animation industry can have benefits, which they have higher incomes when they obtain wider markets. Therefore, they pursue to have diverse windows for content distribution or to reach the foreign markets for dealing their content products with potential customers. It have the greatest value. They can re-invest the incomes to produce their new products, and they can enhance the international competitiveness of their next products. As the results, the companies can have more incomes and wider markets in next business, and it will be the effectiveness of the good cycle of the animation industry. Animation industry has being undergone of its structure changes, more economical chances and viewers' attitudes changes through the all over the industry because of the acceptance of new digital technology. To response the changes or have the new chances from the changes, they should to review the existing system and the law concerned with the animation business as well as having the diverse new plans for supporting the industry like a construction of the online marketplace of Korean animation. It would make the Korean animation companies to meet foreign customers easily by making lower the entrance barrier of the foreign markets. Current Korean government needs to estimate the value of the Korean animation accurately and objectively by concerning its surroundings to support efficiently. However, it is very difficult to estimate the value of the content rightly because of its' intangible and subjective matter. For this, they should analyze the all the data of the information of the Korean animation content by accumulate, open to the public and manage. So if the government makes online marketplace for the Korean animation, which all the Korean animation companies get in, it would be a solution of estimating the value of the Korean animation rightly. In addition, it will be used as the role of archive of the government to lead the industry successfully. As a point of the small size of the Korean animation companies, they are government dependable because of its low budget, so they strongly expect the government to do the right role as the unique knowledge distributor. Therefore, the Korean animation online marketplace would make not only big companies, but also small companies to have the chances to increase the value of their content in the global markets by themselves without economic burdens.

A Study on the Retransmission Consent and Arbitration for the Retransmission of Terrestrial Broadcasting Signal in Japan (지상파채널의 재전송 동의와 중재 기준에 관한 연구 - 일본의 사례분석을 중심으로)

  • Kim, Kyung-Hwan
    • Korean journal of communication and information
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    • v.48
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    • pp.46-62
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    • 2009
  • The current study attempted to review the standards of retransmisison consent and arbitration for the terrestrial broadcasting signal. The standards are based upon the principles encouraged by the MIAC(Ministry of Internal Affairs and Communications). It has been criticized that the standards of judgement for the retransimission consent and arbitration are ambiguous and arbitrary in Japan. In 2009, MIAC announced five decisions regarding the retransmission of over-the-air. The result of the current study found that the regulations of compulsory over-the-air signal retransmission have been sustained until now. The retransmission policy of the Japan government based upon three principles; localism, proper cause and copyright act. The judgment is dependent on the intrepretation of MIAC's standard about these three principles.

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A Study on the animation music video production for the viral marketing purposes A case study of project (바이럴 마케팅용 애니메이션 뮤직비디오 제작 연구 : 월드컵 응원가 <일어나라 대한민국> 사례를 중심으로)

  • Han, Sang-Gyun;Kim, Tak-Hoon;Kim, Yu-Mi
    • Cartoon and Animation Studies
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    • s.22
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    • pp.47-63
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    • 2011
  • Recently, contemporary cultural contents have been shown its diversity changes followed by the birth of new media platforms with consumers' new needs in the global market. Also, developments of Internet and computer system networks are the main contributors of making this changes happened rapidly. This study aims to know that how to usefully use those new media platforms through the great example of stop-motion animation music video by analyzing its production and marketing process. The music video production had been focused to be completed with high quality by adjusting the production process economically in spite of the relatively short period(less than one month)from its crank-up to the deadline. Because the production was planned that main characters lead the whole story, the creative team had been tried to reduce the production hours by commonly use the same mold when they make original clay models by collecting the similarities of characters' appearances. By using CG technic, could overcome the visual monotonous from the similarities which inferred above. Also, the repeated rhythm in the music video, the similar scenes of backgrounds were commonly used by copy of the original scene. At the point of directing, the creative team considered both economical and art aspects for the quality work. In details, they divided the scenes into foreground and background, and removed unnecessary parts to save the production hours and budget but make depth of fields in the scenes. Except the viral marketing purposes, was searching for the methods to compensate the production cost. For this, the characters in the music video dressed the same T-shirts which are world-cup logo on, and those were designed for the sale after released the music video. Even the result of the sales was not enough to satisfied, it was estimated a great attempt to the domestic animation industry.

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A Study on Construction of Region-Based Cartoon Creation & Production Center (지역 중심의 만화 창· 제작센터 구축에 대한 연구)

  • Lee, Jin-hee;Kim, Byoung-Soo
    • Cartoon and Animation Studies
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    • s.45
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    • pp.147-175
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    • 2016
  • This thesis aims to research ways for the regional balanced development of cartoon creation & production environment being centered in metropolitan area in Korean cartoon industry which has rapidly changed since 2013. As a cartoon can not only be produced with relative lower production cost comparing to those of other cultural contents industries, but also can be produced only if the minimal requirements for cartoon production is prepared, so the cartoon is a field that the decentralization can be accomplished very easily. Currently, most cartoon-relevant companies and cartoon promotion institutions are located in Seoul an Bucheon, etc. However, cartoon artists live nationwide, and even cartoon artists producing their works abroad are reached to a significant number. In some regions like Daejeon, Busan, Suncheon and Gyeongbuk (Gyeongsangbuk-do), there have been appeared full-scale movement to construct regional cartoon creation & production centers since 2015. This thesis aimed to investigate each region's movement to construct cartoon creation & production center with oversea cases, and to check how such movement could be balanced and harmonized with each region's unique features. First of all, this thesis analyzed the status quo of government's policy nurturing the cartoon industry. Korean government's cartoon-promotion policy around the axis of the Cartoon Industry's Mid.Long-Term Development Plan has been developed around the Korea Creative Content Agency and the Korea Manwha(cartoon) Contents Agency in Bucheon, but as the webtoon industry has rapidly grown up, the necessity for building a cartoon promotion institution in each region has been raised since 2015. With the establishment of 4th Cartoon Industry Mid.Long-Term Development Plan to be executed from 2019, it seems that full-scaled support framework for cartoon regional balanced development should be occupied. For the case of foreign countries, cartoon promotion institutions and relevant events have been developed around regions from early times like San-Diego, USA(Comicon), Angouleme, France(National Image Center), Kyoto (Cartoon Museum), Sakaiminato(Misuki Sigeru Road), Japan gave a lot of implications. In the section of conclusion, this study aimed to suggest the importance of and necessity for establishing a cartoon creation & production center in each region appropriately for the region's identity and characteristics with specific plans. Based on that, this thesis aimed to suggest a vision for cartoon & webtoon industry that regional creation & production system can be settled almost only in the cultural contents industry.

Independent Production Routines and Environmental Changes In 'Comprehensive Programming Television Channels' in Korea Focusing on Interviews with Independent Producers, Broadcast Writers and Individuals Involved with the TV Channels (종합편성채널의 독립제작 환경과 관행에 관한 연구 독립PD, 작가 및 종합편성채널 관계자 심층인터뷰를 중심으로)

  • Choi, Sun Young;Han, Hee Jeong
    • Korean journal of communication and information
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    • v.73
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    • pp.56-91
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    • 2015
  • This study examined changes in the independent production environment in the perspectives from flexible specialization of labor and media routines since January 2011, when comprehensive programming television channels (JTBC, MBN, Channel A, TV Chosun) emerged in Korea. In-depth interviews were conducted with thirteen individuals, including producers from independent production companies, broadcast writers, and individuals involved with these TV channels. The interview results indicated that a flexible specialization production system had been established by the comprehensive programming channels. This means that they were heavily dependent on independent producers, except in relations to their own news programs. Moreover, it was identified that the production of diverse programs could be difficult due to absurd contract practices such as those related to TV ratings and performance systems. Second, these channels have implemented some positive changes such as the payment of higher production costs and an incentive system, compared to terrestrial TV stations. However, the incentive system also helps to aggravate internal competition in the channel and also instigate contract competitions among independent companies, which can eventually result in the channels for holding exclusive rights to certain content and, hence, unfair business practices. Third, as a result of the newspaper and broadcast cross-owenership system of the comprehensive programming channels, hierarchical independent production practices can be established under the influence of newspaper proprietors and executives or managers who have previously worked for newspapers. Lastly, as a result of interviews with independent producers and individuals involved with the TV channels concerning the awareness of comprehensive programming channels, it could not be ascertained whether it is difficult to produce programs dealing with diverse items and genres, because programming autonomy has been distorted by capital or the advertisement market. In this circumstance, it is not surprising that some comprehensive programming channels mentioned that they prioritize profit and performance in programming. In conclusion, it is absolutely imperative that complementary and legal measures be implemented institutionally in order to redress the existing systematic dysfunctional routines in the independent productions of the comprehensive programming TV channels in Korea.

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