• Title/Summary/Keyword: 콘텐츠 플랫폼

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The Effect of Game Platforms Selection of Mobile Game Firms on Value Capture: Content Qualitative Analysis (모바일 게임개발사의 게임 플랫폼 선택활동이 가치확보에 미치는 영향: 콘텐츠 질적 분석)

  • Bae, Joonheui;Koo, Dong Mo
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.173-184
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    • 2016
  • This research explores strategy for game developers to select platforms in the game industry where are traditional two-sided market focusing on mobile game platforms. We conducted content qualitative analysis by collecting data through contents on online and offline and interviewed four CEO of game developers to secure validity and reliability as well. The results of the research are the following: First, platforms selection factors of game developers are game implementation ability and technical stability, marketing competence of platforms, and profitability creation. Second. the initiative of mobile game platforms has handed over from first generation of mobile games to second mobile games according to their value creation and value capture.

The Influence of Diffusion of New Media Platform in Production and Distribution of Contents Industry (뉴미디어 플랫폼 확산이 콘텐츠 창작 및 유통시장에 미치는 영향 분석)

  • Suh, Byung-Moon;Park, Woo-Ram
    • Journal of Korea Society of Industrial Information Systems
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    • v.14 no.1
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    • pp.43-55
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    • 2009
  • We consider a Direct Input Output Manufacturing System(DIOMS) which has a number of machine centers placed along a built-in Automated Storage/Retrieval System(AS/RS). The Storage/Retrieval (S/R) machine handles parts placed on pallets for the operational aspect of DIOMS and determines the optimal operating policy by combining computer simulation and genetic algorithm. The operational problem includes: input sequencing control, dispatching rule of the SIR machine, machine center-based part type selection rule, and storage assignment policy. For each operating policy, several different policies are considered based on the known research results. In this paper, using the computer simulation and genetic algorithm we suggest a method which gives the optimal configuration of operating policies within reasonable computation time.

개인 방송 플랫폼 기술: 아프리카 TV와 유튜브를 중심으로

  • Yun, Yeong-Seok;Lee, Hyeon-U
    • Information and Communications Magazine
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    • v.33 no.4
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    • pp.56-63
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    • 2016
  • 개인 방송에 대한 관심이 폭증하고 있음에도 불구하고, 이에 대한 학술적 연구를 찾아보기는 어렵다. 본고는 대표적인 개인 방송 플랫폼인 아프리카 TV와 유튜브의 콘텐츠-시청자 매칭 기술과 대용량 데이터의 효율적 전송 기술을 중심으로 알아 본다. 개인 방송 플랫폼은 UGC(User Generated Contents)의 생산과 소비의 접점을 제공하는 중요한 역할을 담당한다. 개인 방송의 가장 큰 문제는 부적합한 콘텐츠의 무분별한 노출과 확산이다. 개인 방송 콘텐츠 생산자와 콘텐츠에 대한 정제 기술이 요구된다.

Information-Centric Networking Technology based on Virtual File System (가상 파일 시스템 기반 정보 중심 네트워킹 기술)

  • Kim, TaeYeon;Jeon, HongSeok;Lee, BumChul
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.05a
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    • pp.463-466
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    • 2013
  • 본 논문은 클라이언트에게 콘텐츠를 서비스하는 스트리밍 서버 등에서 정보 중심 네트워크와 연동하기 위하여 가상 파일 시스템을 이용하는 방법을 설명한다. 특히 콘텐츠의 식별자를 포함하는 파일 오퍼레이션을 통하여 콘텐츠 서버와 정보 중심 네트워킹 노드와 연동함으로써 콘텐츠 서비스 프로토콜과 정보 중심 네트워킹 프로토콜간의 독립성을 유지할 수 있다.

A Platform-independent Smart Content Sharing Model (플랫폼 독립적 스마트 콘텐츠 공유 모델)

  • Moon, Yong-Hyuk;Kwon, Hyeok-Chan;Seo, Dong-Il;Youn, Chan-Hyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.04a
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    • pp.224-225
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    • 2011
  • 본 고에서는 다양한 공유 환경에서 사용자의 콘텐츠 이용을 저해하지 않으면서, 콘텐츠의 중립적 사용과 안정성을 동시에 충족시킬 수 있도록 고안된 플랫폼 독립적 콘텐츠 공유 시스템에 대하여 논의한다. 특히, 본 시스템은 별도로 정의된 Bytecode 형태의 보안 코드를 플랫폼 독립적으로 해석하는 기능의 Secure Virtual Machine 기반으로 구현되는 제안상의 특징이 있다.

Effect of the Terrestrial TV's Channel Brand Equity in the Multi-Platforms Environment: Focusing on the Choice and Use of the Terrestrial TV Contents (멀티플랫폼 환경에서 지상파TV 채널브랜드자산의 효과: 지상파TV 콘텐츠 선택과 이용에 미치는 영향을 중심으로)

  • Oh, Mi-Young
    • The Journal of the Korea Contents Association
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    • v.20 no.6
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    • pp.279-292
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    • 2020
  • The purpose of this study is to suggest what the effect of channel brand equity is in the environment of multi-platform and to raise how channel brand equity is important by investigating how terrestrial TV's channel brand equity influences viewers' choice and use of the terrestrial TV contents on the multi-platform. The findings showed that the terrestrial TV's channel brand equity partially had a significant effect on the degree of use of Terrestrial TV contents on multi-platforms, but it did not on the diversity of media for viewing the terrestrial TV contents. In addition, it partially had an influence on the use of platform and service for viewing terrestrial TV contents by type. Finally, it also partially had impacts on the diversity of genre and the genre use by type. The findings suggest that the channel brand equity can have effects on the viewers' choice and use of broadcasting contents on the multi-platforms, and thus this study provides significant insights on what strategies are required for the competitiveness of broadcasting channels.

An Educational Platform for Digital Media Prototype Development: an analysis and a usability study (디지털 미디어 콘텐츠 개발을 위한 교육용 플랫폼의 활용성)

  • Kim, Na-Young
    • The Journal of the Korea Contents Association
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    • v.11 no.8
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    • pp.77-87
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    • 2011
  • The advent of new platforms each year along with the advancement of technology provides a new opportunity for digital media designers to develop creative and innovative contents. This phenomenon affect the same way the students that major in the digital media, and the use of the platforms that is based on the new technology in the development of contents gives a newer and useful opportunity for learning to the students who recently study the digital media area. As the main technology of the recent digital media that attract many students' attention, we are presenting virtual reality display, movement cognition, physical engine and the gesture interface, and developed the consolidated platform based on these four technologies, and designed them in a way that can be more easily implemented in a simpler way. In order to study the efficiency of the platform with the objective of the development of digital media contents, we have developed four different prototype contents, and have measured based on the user's preference, efficiency and satisfaction. In the results of usability evaluation, functionality, effectiveness, efficiency, satisfaction were rated as 'high'. This results shows that the suggested 3D platform environment provides students to develop a rapid prototype fast and easy, and this may have a positive influence on students major in the digital media to conduct creative development research.

Research on Online Video Content Distributors in China (중국 온라인 동영상 플랫폼의 발전 현황과 사례 분석)

  • Park, Sung-Eun;Lee, Gun-Woong
    • The Journal of the Korea Contents Association
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    • v.16 no.5
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    • pp.137-147
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    • 2016
  • The Online video content service developed into one of the most popular network service of internet and mobile users. The number of online video content distributors are rapidly increasing in China. But, at present, Online video content distributors in china has the following problems: severe similar content, copyright infringement issue and profit model absence. The purpose of this study is to analyze the development of these distributors, especially YoukuTudou and iQiyiPPS. This study also reviews the stage of development and current situation of online video content market in china.

Performance of Broadcasting Contents by Platforms (방송 플랫폼별 콘텐츠 유통 성과)

  • Kim, Suk;Song, Gin
    • The Journal of the Korea Contents Association
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    • v.15 no.12
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    • pp.81-96
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    • 2015
  • This study investigated the attributes of the popular programs by various broadcasting related platforms(on-air, VOD, SNS) and the relationship between the outcomes of these platforms in order to get the implications of broadcasting contents distribution strategy in multi-platform era. First, the study found that drama programs of territorial broadcasting showed the most high performance in on-air platform while comedy entertainment programs got the outstanding achievement in VOD platform. Second, although it had the low ratings in on-air platform, the program could be highly probable to get a great deal of VOD hits if it had attracted the younger audience. Knowledge programs showed the similar outcome between on-air and VOD platforms. Third, the study found that the factor which had a significant influence on VOD performance was the amount of buzz in SNS. These results suggest that broadcasting content distribution strategy in multi-platform era needs the understanding of the segmented target audiences of content and the analysis of trait of each platform.

Service Platform Technology of Wagering Contents Collaboration of N Screens (N 스크린 간의 웨이저링 콘텐츠 협업 서비스 플랫폼 기술)

  • Hong, YoHoon;Lee, Dongwoo;Kim, Daehyun
    • Journal of Satellite, Information and Communications
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    • v.12 no.1
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    • pp.137-142
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    • 2017
  • In this paper, we propose proposed mobile wagering platform technology, where the buying lottery contents registered in secure storage through lottery technology can be used as a common experience in smartphones, smart pads, and PCs, etc. Currently, many people are producing and consuming various types of contents in bulk, and it is expected that real-time contents and old contents coexist as IoT(Internet of Things) technology is commonly deployed in the future. Therefore, we need to develop a differentiated service that can compete with global services in lottery contents authoring and collaboration systems to create new markets. Accordingly, we implemented an wagering service platform to occupy cloud markets with high quality lottery contents produced through collaboration.