• Title/Summary/Keyword: 진입장벽

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One-man Mobile Casual Game Production Using Unity 3D (Unity 3D를 활용한 1인 모바일 캐주얼 게임 제작)

  • Jung, Seo-Won;Kim, Jin-Mo
    • Journal of Digital Contents Society
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    • v.15 no.4
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    • pp.501-512
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    • 2014
  • Due to smart phones introduced since 2007, mobile contents production become activated and with this trend, attention among different age groups to production of mobile games has been growing. Whereas in the past, development of games was the domain of developers equipped with technical knowledge, provision of editor-type engines in recent times is lowering the high barrier of entry to game production. This paper proposes an event-based module design method from the perspective of general users, aimed at producing games by oneself with a Unity 3D, one of editor-type game engines. This is to plan behaviors and roles in the unit of modules in the whole process of a game to be in line with the perspective of game production by one person. Each module includes diverse events that express game characteristics. In addition, the script function provided by the Unity 3D is appropriate to embody the proposed module structure and utilizes the Unity 3D. Lastly, this study produce a simple 3D mobile casual game in order to verify whether effective game production from the planning to the development is possible through the proposed method.

The Comparative evaluation of cultural contents preference for active seniors' enjoyment (액티브시니어의 문화향유 콘텐츠 선호도 비교평가)

  • Kim, Woo-Seop;Shin, Young-Seok;Shin, I-Su;Kim, Kyu-Ho;Jung, Duk-Young
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.12 no.1
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    • pp.20-28
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    • 2018
  • In this research, for the smooth cultural life of seniors, we recruit 92 smart seniors (male: 22, female: 70) and survey their preferred content sub-genre. The survey is mainly based on the two devices (PC, Smartphone) to be used. As a result of the study, there was a little difference in preference on the web pages between both devices, the video contents showed the similar preference, regardless of the device. Also, sub-genres surveyed show higher correlations with similar sub-genres in other content genres. So, If the result of this study is reflected in the development of cultural contents and the composition of content pages, it will be helpful for senior to enjoy the improved cultural life by lowering entry barriers accessing digital media contents.

The Economic Effects of Local Loop Unbundling: Focusing on the EU Case Study (가입자선로 개방의 경제적 효과: EU의 도입 사례를 중심으로)

  • 이종용;김방룡
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.27 no.11C
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    • pp.1178-1188
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    • 2002
  • Local Loop Unbundling(LLU) has been understood as the way of facilitate the competition on the access and the local telephone service market. There are major benefits of stimulating the competition in the local service, avoiding access network duplication and reducing in environmental disruption. However, LLU has several disadvantages such as removing incentives for building alternative access networks, undermining existing investment in alternative access networks, introducing new substantial costs to the industry and requiring prolonged and detailed regulatory intervention. The economic effects of LLU generally will be different according to the special situation of each countries and the object of LLU. In case of EU, most of countries have already introduced and implemented LLU. But EU can't expect the economic effects on LLU emerged in the early stage of introducing it and faced with dilemma. To be realized the successful implementation of LLU, I think, it is required to be reviewed about the main issues such as the problem of regulation, the reasonable level of LLU pricing and the technical & operational problems.

Mobile Business Model and its Introducing Strategy for Fashion Contents Distribution (패션 콘텐츠의 모바일 유통개선을 위한 비즈니스 모형과 도입전략)

  • Seo, Dong-Bok;Lee, Jae-Won
    • The Journal of the Korea Contents Association
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    • v.13 no.10
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    • pp.461-469
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    • 2013
  • This research aimed to design and develop a mobile-website mixed business model and smartphone based mobile application for the purpose of mobile fashion content distribution. We have implemented a mobile interface and trading system supporting self production of content, use, share, and user's self-up. And we proposed its market access strategy for the expansion of fashion contents transactions. To do this, the existing status of research and benchmarking for mobile app of fashion contents related were studied. As a result of the study, Android, iOS-based mobile applications were developed, but there are some business problems such as low awareness, low entry barriers, and the poor fashion content compared to the size of industry. Because this system provide the fashion contents of affiliated companies to users, it needs to expand cooperation and to promote the partnership with fashion blog, cafes, and fashion magazines.

Strategy for Strengthening Late Mover's Competitiveness in the IT Equipment Market (정보기술기기 후발사업자의 경쟁력 강화전략;기술제휴 사례를 중심으로)

  • Yang, Je-Min;Kim, Jung-Eun;Lee, Seok-Joong;Park, Jae-Chon
    • The Journal of the Korea Contents Association
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    • v.8 no.8
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    • pp.19-27
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    • 2008
  • The advance of IT brings various IT equipment which functions as creation, application, and distribution of digital contents, and its demand is increased in the market. As the world IT equipment market has grew steadily, some companies think of it as a good opportunity. But there is a entry barrier like IT Capabilities to the late movers. So some participate in the market, forming the technology alliance with a advanced company. Ironically, the market system set companies' partnership into rivalry. In this context, our study focused on strengthening late mover's competitiveness under the technology alliance. And we conducted the case study concerning the technology alliance, and showed a strategical implications. As a result, we found some challenges for late mover; price policy making by scientific demanding forecasting, preparatory research and management for brand identity and efficient contact points for customer management. We hope that results of the study will influence the development of digital contents industry.

A Study on How to Enhance the Healthiness of UCC Value Chain (UCC 가치사슬의 건강성 제고방안에 관한 연구)

  • Kim, Yoo-Jung;Yoon, Jong-Soo
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.4
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    • pp.241-253
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    • 2008
  • UCC(User Created Content) has brought about much change in the way Internet users produce, publish, and share digital content. That means that Internet users are participating in the UCC service much mure voluntarily, and interacting each other mure proactively to meet their social-psychological needs such as self-expression, social presence and so on. Also, there has been the sharp increase in variety and volume of digital content on Internet. The reasons why are that UCC enables Internet users to produce and publish their own content with much low cost, and lowers the entrance barriers to the digital content market. Like this, UCC causes the unbundling of the value chain of digital content, resulting in the high uncertainty and complexity, and then leading to the low healthiness of UCC value chain in terms of productivity, robustness, niche creation, and safety. Thus, this paper is to identify the status and problems of UCC value chain and present the way how to enhance the healthiness of UCC value chain more comprehensively and systematically.

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The development strategy of the global automotive logistics company in Korea - The case of Hyundai Glovis - (우리나라 글로벌 자동차 물류기업의 발전 전략 -현대글로비스 사례 중심-)

  • Lee, Choongbae;Kim, Jeonghwan
    • Journal of Korea Port Economic Association
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    • v.30 no.2
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    • pp.145-172
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    • 2014
  • Automobile industry has several characters such as high level of specialization, large volume of production, which plays a big barrier to entry of the industry. Therefore logistics outsourcing of automobile manufacturing company tends to make long-term contract with logistics service provider which also makes it difficult to outsource their logistics business to many different types of companies. Some vehicle manufacturing companies tend to outsource their several logistics to several companies while others outsource very limited number of logistics companies even only one company exclusively. This study aims to investigate various type of logistics outsourcing in terms of advantages and disadvantages and then carry out case study for Hyundai Glovis which is a global logistics company managing logistics service of Hyundai car maker in Korea. The focus is on how it can provide innovative and efficient logistics service with integration of global supply chain of Hyundai Automobile company.

A Study on Model fostering for Cloud Service Brokerage (클라우드서비스 브로커리지 성공모델 육성 연구)

  • Choi, Sung
    • Journal of Digital Convergence
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    • v.13 no.2
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    • pp.1-11
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    • 2015
  • The growing company that provides high quality service to every customer by introducing a cloud-system organization. However, the information needs of diverse and different, so every cloud system, and acts as a barrier to entry for cloud services provide appropriate. Cloud services are becoming complicated and diversified depending on concerns about cloud security continues, the growing need of professionalism held by the cloud service(Cloud Service Brokerage) CSB companies. Thus, to analyze the various services, find my support legislation, security and compatibility issues, the services of the best new business through service offerings tailored to the environment, and will implement the necessary management services which brokerage (CSB) is. This study presents a brokerage(CSB) development model, and suggested policy measures that apply to the co-op that I am having difficulties in cloud services business models.

SoMA: A System of Making Avatars based on a Commercial Game Engine (SoMA: 상용 게임엔진 기반의 아바타 생성 시스템)

  • Kim, Byung-Cheol;Roh, Chang Hyun
    • Journal of Digital Convergence
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    • v.15 no.1
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    • pp.373-380
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    • 2017
  • We propose the SoMA(System of Making Avatars) based on a commercial 3D game engine. It first decomposes a given character into assemblable pieces, then gives the user them as prefab components so that he or she can reassemble and/or customize them to be plenty of characters. To accomplish this, it implements the character assembly structure as an hierarchy, the upper levels of which are categorized for gross assembly, and the lower levels of which are parameterized for detailed customization. It also defines a hierarchical naming convention for ease of access to the structure. Finally, it provides body, clothes, and attachment systems to make relevant characters.

Economic Impact of City-Gas Industry by the Expansion of Natural Gas Use in Power Generation (발전부문 천연가스 사용 확대에 따른 도시가스 산업의 경제적 파급효과 분석)

  • Yang, Minyoung;Kim, Jinsoo
    • Environmental and Resource Economics Review
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    • v.26 no.4
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    • pp.549-575
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    • 2017
  • Recently, power mix of Korea is planned to be changed from coal-fired and nuclear to gas-combined and renewables by the energy policy of new government. This change will also affect city-gas industry. This paper analyze the economic impact of city-gas industry by scenario that switching coal-fired and nuclear power generation into gas-combined and fuel cell. 2030 input-output table is estimated to take the transfer period into account. As results, the induced impact by city-gas industry to the others was negative when switching into gas-combined while that was positive when switching into fuel cell. This results imply that the gas-fired can be a feasible alternative for short-run but fuel cell is more helpful for our economy in long-run.