• Title/Summary/Keyword: 플랫폼 생태계

Search Result 244, Processing Time 0.029 seconds

A study on ecosystem model of the magazines for smart devices Focusing on the case of magazine business in foreign countries (스마트 디바이스 잡지 생태계 모델 연구 - 외국 잡지의 비즈니스 사례를 중심으로)

  • Chang, Yong Ho;Kong, Byoung-Hun
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.15 no.5
    • /
    • pp.2641-2654
    • /
    • 2014
  • In the smart media environment, magazine industry has been experiencing a transition to ecosystem of value network, which includes high complexity and ambiguity. Using case study method, this article conducts research on digital convergence, the model of magazine ecosystem and adaptation strategy of global magazine companies. Research findings have it that the way of contents production of global magazines has been based on collaborative production system within communities, expert communities, creative users, media contents companies and magazine platform. The system shows different patterns and characteristics depending on magazine-driven platform, Platform-driven platform or user-driven platform. Collaboration system has been confirmed in various cases: Huffington Post and Zinio which collaborate with media contents companies, Amazon magazines and Bookish with magazine companies, Huffington Post and Wired with expert communities, and Flipboard with creative users and communities. Foreign magazine contents diverge into (paper, electronic, app and web magazine) as they start the lively trades of their contents on the magazine platform. In the area of contents uses, readers employ smart media technology effectively such as cloud computing, artificial intelligence and module individualization, making it possible for the virtuous cycle to remain in the relationship within communities, expert communities and creative users.

Media Platform Design for Terrestrial Ultra-High Definition(UHD) Broadcasting Service (UHD 방송서비스를 위한 지상파 방송의 플랫폼 구축 연구)

  • Oh, Jai-Pil;Kim, Min-Ki;Kim, Seong-Kweon;Kim, Dong Ho
    • Journal of Satellite, Information and Communications
    • /
    • v.9 no.1
    • /
    • pp.6-12
    • /
    • 2014
  • The traditional broadcasting service has advanced into a smart media service with the help of communication network. in In the smart media ecosystem, a variety of innovative media services have been provided by new players. However, terrestrial broadcasting service companies seem to lag comparatively behind new players in spite of their powerful contents production capacity and stable terrestrial media delivery networks. In this paper, we design a proposed media platform based on a set-to-box (STB) with various new function for terrestrial ultra-high definition(UHD) broadcasting service. Also we suggest specific transmission network architecture and platform components for UHD broadcasting service. The proposed media platform is expected to increase the number of direct home reception and to enhance the right of the free-viewers which is one of the natural mission of terrestrial broadcasting company. Also it can provide some profit model of UHD terrestrial broadcasting service with new value-added services.

N-Screen Live Production System Design And TV-Mobile Simulcast (TV-모바일 동시 방송을 위한 멀티 플랫폼 방송 시스템)

  • Song, Sangkeon;Kim, Jihoon;Kim, Dohyung;Kwon, Youngbu;Lee, Seungho;Kim, Cheolhwan;Eun, Takgi;Cho, Hyeongjun;Kim, Hogi;Cho, Injun
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2018.11a
    • /
    • pp.190-193
    • /
    • 2018
  • 통신 기술의 발달 등에 따라 소비자에게 스마트폰은 일상화되었고, 이는 미디어 생태계에 큰 영향을 끼쳤다. 본 논문에서는 급변하는 미디어 시장에서 새로운 플랫폼과 N-스크린 서비스의 중요성과 한국방송공사에서 국내 최초로 설계하고 제작한 모바일-TV 동시 생방송 프로그램 시스템에 대해 소개한다. 특히 설계된 시스템이 실제 방송 환경에서 어떻게 적용되어 송출되었는지 소개하고 현재 방송 제작 여건의 한계와 해결방안에 대해 논한다. 마지막으로 N-스크린 서비스를 실제 방송기술에 적용하고 확장할 수 있는 방법과 향후 전망, 그리고 KBS가 급변하는 미디어 생태계 환경에서 생존하기 위해 연구, 개발하며 나아갈 방향에 대해 논한다.

  • PDF

Creating GitHub Electronic Business Card Using Next.js and Building an Efficient Developer Business Card Ecosystem through App and Web Multi-Platform-Based Services (Next.js를 활용한 깃허브 전자 명함 제작 및 앱, 웹 멀티 플랫폼 기반 서비스를 통한 효율적인 개발자 명함 생태계 구축)

  • Hyeonwoo Kim;Jeongmin Lee;Minsoo Park;Sohyeon Lee;Jaeman Shim;Young-jong Kim
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2023.05a
    • /
    • pp.745-747
    • /
    • 2023
  • 깃허브는 개발자의 명함이라는 말이 있듯, 많은 수의 개발자들이 깃허브를 활용해 자신의 개발 이력과 프로젝트들을 관리한다. 이를 위해 기존의 깃허브 정보 요약 서비스들이 제공되어졌으나, 정보 공유의 불편함과 많은 정보를 담지 못한다는 불편함이 존재했다. 본 논문에서는 이러한 불편함을 해소하기 위해 서버 기반의 깃허브 웹 명함 제작 및 멀티플랫폼에서의 서비스를 기반으로 한 효율적인 개발자 명함 생태계 구축을 제안한다. 본 서비스에서는 Next.js 기술을 활용한 한 명함 제작 및 웹, 앱 클라이언트를 통한 명함 관리 기능을 제공한다. Github oauth를 통해 인증된 정보를 바탕으로 Next.js를 활용해 사용자에 대한 정보를 정해진 형식으로 요약한 명함을 제작한다. 제작된 명함은 웹 / 앱 플랫폼을 기반으로 관리되며, 추가적으로 명함의 공유 및 저장 기능을 수행한다. 이를 통해, 명함 공유를 바탕으로 한 개발자 네트워크 형성을 목표로 한다.

Platform Interaction and Strategy from the Perspective of Organizational Ecology (조직 생태학 관점에서 본 플랫폼 이해관계자들간의 상호 작용 및 전략)

  • Lee, Sungho;Bae, Sung Joo
    • Journal of Korea Technology Innovation Society
    • /
    • v.22 no.2
    • /
    • pp.220-241
    • /
    • 2019
  • In order to provide theoretical guidance to research in platform strategy, we build the conceptual framework based on the organizational ecology and analyze symbiotic/competitive relationship between platform entities. Platform owner and service provider (i.e. complementors) make symbiotic relationship, where platform owner provide service provider user-base and platform resources such as marketing tools and platform technology, and service provider provide platform owner services which users utilize. In addition to symbiotic relationships, platform owner has competitive relationship with other platform owners, and service provider builds competitive relationship with other service providers. In these relationships, the strategy of platform owner affects service provider and service provider builds a strategy for their own survival and success. This type of interaction makes competitive dynamics in platform. However, previous platform literature focuses on strategies to enhance network effect from the perspective of platform owner. Thus, there is little attention on interaction among the service providers. Using the framework based on community ecology of organizational ecology, we analyze interaction and strategy between platform owner and service provider in the viewpoint of platform openness strategy and platform pricing strategy. This research contributes to the literature of platform strategy by providing a theoretical framework based on organizational ecology to deeply understand the dynamics of platform.

Beyond Platforms to Ecosystems: Research on the Metaverse Industry Ecosystem Utilizing Information Ecology Theory (플랫폼을 넘어 생태계로: Information Ecology Theory를 활용한 메타버스 산업 생태계연구 )

  • Seokyoung Shin;Jaiyeol Son
    • Information Systems Review
    • /
    • v.25 no.4
    • /
    • pp.131-159
    • /
    • 2023
  • Recently, amidst the backdrop of the COVID-19 pandemic shifting towards an endemic phase, there has been a rise in discussions and debates about the future of the metaverse. Simultaneously, major metaverse platforms like Roblox have been launching services integrated with generative AI, and Apple's mixed reality hardware, Vision Pro, has been announced, creating new expectations for the metaverse. In this situation where the outlook for the metaverse is divided, it is crucial to diagnose the metaverse from an ecosystem perspective, examine its key ecological features, driving forces for development, and future possibilities for advancement. This study utilized Wang's (2021) Information Ecology Theory (IET) framework, which is representative of ecosystem research in the field of Information Systems (IS), to derive the Metaverse Industrial Ecosystem (MIE). The analysis revealed that the MIE consists of four main domains: Tech Landscape, Category Ecosystem, Metaverse Platform, and Product/Service Ecosystem. It was found that the MIE exhibits characteristics such as digital connectivity, the integration of real and virtual worlds, value creation capabilities, and value sharing (Web 3.0). Furthermore, the interactions among the domains within the MIE and the four characteristics of the ecosystem were identified as driving forces for the development of the MIE at an ecosystem level. Additionally, the development of the MIE at an ecosystem level was categorized into three distinct stages: Narrow Ecosystem, Expanded Ecosystem, and Everywhere Ecosystem. It is anticipated that future advancements in related technologies and industries, such as robotics, AI, and 6G, will promote the transition from the current Expanded Ecosystem level of the MIE to an Everywhere Ecosystem level, where the connection between the real and virtual worlds is pervasive. This study provides several implications. Firstly, it offers a foundational theory and analytical framework for ecosystem research, addressing a gap in previous metaverse studies. It also presents various research topics within the metaverse domain. Additionally, it establishes an academic foundation that integrates concept definition research and impact studies, which are key areas in metaverse research. Lastly, referring to the developmental stages and conditions proposed in this study, businesses and governments can explore future metaverse markets and related technologies. They can also consider diverse metaverse business strategies. These implications are expected to guide the exploration of the emerging metaverse market and facilitate the evaluation of various metaverse business strategies.

Ubiquitous Virtual Reality Framework and Its Application for Fostering Sustainable Content Ecosystem (지속 가능한 콘텐츠 생태계 조성을 위한 유비쿼터스 가상현실 프레임워크 및 응용)

  • Shin, Choon-Sung;Ha, Tae-Jin;Kim, Ki-Young;Lee, Won-Woo;Lee, Young-Ho;Woo, Woon-Tack
    • Journal of the Institute of Electronics Engineers of Korea CI
    • /
    • v.47 no.1
    • /
    • pp.123-134
    • /
    • 2010
  • In this paper we propose ubiquitous virtual reality framework and its application for fostering a sustainable content ecosystem in the convergence space of virtual reality and real space. The ubiquitous virtual reality framework supports fundamental infrastructure which consists of platforms for end-users and service providers and dual space management. The platform for the service provider allows experts to generate contents related to real objects while the platform for the end-users allows to consume, share and regenerate the contents contextually augmented over real objects. The dual space management stores, visualizes and provides the contents generated and extended by them for connecting different users and service providers. The proposed framework allows users to continuously generate, share and extend the contents and thus contribute to making multimedia service environment. We also implemented and evaluated the framework consisting of a desktop authoring platform, mobile authoring platform and a dual space management server. We then introduced a promising application scenario to show how the content ecosystem is empowered by ubiquitous virtual reality framework and is realized in our life. Consequently, we are expecting that the ubiquitous virtual reality technology will play a vital role in building continuously evolving multimedia service environment for the future computing environment.

Study of the Ecosystem Model of Magazine on Special Genre Focusing on Collaboration System within Magazine Firm, Community and Creative User (전문잡지의 생태계 모델 분석 - 잡지사·커뮤니티·사용자의 협업체계를 중심으로)

  • Chang, Yong Ho;Kong, Byoung-Hun;Jin Jeon, Eun-Young
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.15 no.8
    • /
    • pp.4831-4843
    • /
    • 2014
  • Magazines on specific genres have been operating collaborative, co-working and collective production systems for value maximization using an adaptation strategy on the dynamic, complex and uncertain value network of the magazine industry. The study used a case study method, and data collection was performed by observational research, depth interviews and survey research. The subjects of the study were 'magazine industry', 'magazine firm and community', and 'collaboration system within creative users'. According to the research results, the ecosystem of magazines on a specific genre has been evolving into an innovative value network system, which is combined with the magazine firm, community users and magazine platform. Second, the rapid introduction of smart device environment changes the way of the collaborating system, in which an action and interaction came out within the community, creative users and magazine firms. Third, the production agency shows strong action and interaction, which fits the magazine platform within the ecosystem of a magazine on a specific genre well. This model has a similar fractal structure to the game, publishing, drama, movie, comic, and animation contents industry, converging to an innovative technology-based-creative-industry.

Understanding of Metaverse Platform Ecosystem: Focusing on the Theory of Double Lines and Five Elements (메타버스 플랫폼 생태계의 이해: 양선오요소(兩線五要素) 이론을 중심으로)

  • Lee, Seoyoun;Chang, Younghoon
    • Knowledge Management Research
    • /
    • v.23 no.2
    • /
    • pp.15-35
    • /
    • 2022
  • With the development of virtual and augmented reality technologies, the metaverse, a digital world that provides an immersive feeling like the real world, is overgrowing. Many IT companies such as Naver, Facebook (Meta), and NVIDIA are developing innovative technologies and launching the Metaverse platform and related products on the market. However, even though it is a new business in which many global big tech companies are aggressively investing, the results are not yet precise compared to the market expectations, and the rate of increase in the number of users is gradually slowing down. This can be attributed to the lack of consideration and understanding about how to grow the metaverse ecosystem and operate & harmonize various users/components from the time the metaverse platform was designed. In order to propose a better solution to these problems, this study adopts the yin-yang and five elements theory, which was created to understand the operation logic and logic of the human world for thousands of years. This research would like to propose a theory of double lines-five elements by defining two essential spaces of the metaverse platform, online and offline, and five essential elements constituting the metaverse platform. This study intends to provide a theoretical lens on how to design and operate a platform through the double lines and five elements theory and the concept of coexistence and polarity between the five elements.

Design of an OMNeT++ based Parallel Simulator for a Bio-Inspired System and Its Performance on PC-Clusters (생태계 모방 시스템을 위한 OMNeT++ 기반 병렬 시뮬레이터의 설계 및 PC 클러스터 상에서의 성능 분석)

  • Moon, Joo-Sun;Nang, Jong-Ho
    • Journal of KIISE:Computer Systems and Theory
    • /
    • v.34 no.9
    • /
    • pp.416-424
    • /
    • 2007
  • The Bio-Inspired system is a computing model that emulates the objects in ecosystem which are evolving themselves and cooperate each other to perform some tasks. Since it could be used to solved the complex problems that have been very difficult to resolve with previous algorithms, there have been a lot of researches to develop an application based on the Bio-Inspired system. However, since this computing model requires the process of evolving and cooperating with a lot of objects and this process takes a lot of times, it has been very hard to develop an application based on this computing model. This paper presents a parallel simulator for a Bio-Inspired system that is designed and implemented with OMNeT++ on PC clusters, and proves its usefulness by showing its simulation performance for a couple of applications. In the proposed parallel simulator, the functions required in the ERS platform for evolving and cooperating between objects (called Ecogent) are mapped onto the functions of OMNeT++, and they are simulated on PC clusters simultaneously to reduce the total simulation time. The simulation results could be monitored with a GUI In realtime, and they are also recorded into DBMS for systematic analyses afterward. This paper shows the usefulness of the proposed system by analyzing its performances for simulating various applications based on Bio-Inspired system on PC clusters with 4 PCs.