• Title/Summary/Keyword: Content Ecosystem

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An Ecosystem Model and Content Research of the Satellite Information Utilization Business (위성정보 활용 사업의 생태계 모델과 콘텐츠 연구)

  • Seungkuk Baik ;Jinhwa Roh;Hyounjoo Shim;Xuanning Zhu
    • Korean Journal of Remote Sensing
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    • v.39 no.5_4
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    • pp.1075-1084
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    • 2023
  • Satellite-derived data is collected by observing the Earth and is used in various fields such as national defense, natural disasters, location-based services, infrastructure, environment, energy, marine, and insurance. This study aims to present the virtuous cycle structure of the satellite information data industry and the business ecosystem model of the industry. As a research method, cases were collected and categorized from the following areas: literature, online, application, and content. The results show that the ecosystem model of the satellite information data industry provides an approach to content services in public and commercial areas, and develops various algorithmic technologies to facilitate content production and services at the level of complex general-purpose technologies. Second, in terms of content typology, satellite information data can be subdivided into monitoring content, urban space monitoring content, and satellite information content. Third, the consumption value of satellite content could be subdivided into informational value, environmental, social and governance (ESG) value, educational value, and content value. In order to expand the global content market, Korea will need to focus on creating an ecosystem for the satellite information industry and discovering differentiated content. It will also need to increase the popularization and accessibility of data to the general public and promote the Korean K-Satellite Information Data Industry ecosystem through government support, policy efforts, and policies such as establishing legal systems, increasing investment, and training human resources.

Trends and Prospects in the Application of AI Technology for Creative Contents (차세대 콘텐츠를 위한 AI 기술 활용 동향 및 전망)

  • Hong, S.J.;Lee, S.W.;Yoon, M.S.;Park, J.Y.;Lee, S.W.;Kim, A.Y.;Jeong, I.K.
    • Electronics and Telecommunications Trends
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    • v.35 no.5
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    • pp.123-133
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    • 2020
  • With the development of artificial intelligence (AI) and 5G technology, an ecosystem of digital content is gradually becoming intelligent, immersive, and convergent. However, there is not enough ultra-realistic content for the ecosystem. For ultra-realistic content services, creative content technologies using AI are being developed. This paper introduces the trends in and prospects of creative content technologies such as 3D content creation, digital holography, image-based motion recognition, content analysis/understanding/searching, sport AI, and content distribution.

The Impact of Ecosystem-based Alliance Formation on Financial Performance in the Korean Telecommunications Industry

  • Choi, Goya;Lee, Hongkyu;Cho, Shin;Nam, Changi
    • Telecommunications review
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    • v.25 no.4
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    • pp.605-621
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    • 2015
  • The diffusion of smart devices has greatly influenced the market dynamics of the telecommunications industry. The competition paradigm has shifted from individual firm-based competition to ecosystem-based competition. To satisfy the diverse needs of market customers, it has become more important for telecommunications companies to form alliances with complementary partners in the ecosystem. This study empirically investigates the influence of ecosystem-based alliance formations on the financial performance of firms in the Korean telecommunications market. Specifically, the impact of a CPND (Content, Platforms, Networks, and Devices) alliance in the ICT (Information and Communications Technology) sector on firms' profitability is examined using a structural equation model. The results indicate that before the diffusion of smart devices, ecosystem-based alliance formations with other firms in the ICT ecosystem were not effective for enhancing profitability. However, after this diffusion, alliance formation between members of the value chain in the ICT ecosystem contributed significantly to firms' financial performance. This implies that recent alliances with firms that are constituents of the ICT ecosystem are an important element of profit generation in the ICT market in Korea.

The Physio-chemical Variation of the Host Plants and Feed Preference of the Ussur Brown Katydid, Paratlanticus ussuriensis (Orthoptera: Tettigoniidae) (갈색여치(Paratlanticus ussuriensis) 기주식물의 이화학적 특성변화와 먹이선호 구명)

  • Kim, Myung-Hyun;Bang, Hea-Son;Jung, Myung-Pyo;Na, Young-Eun;Han, Min-Su;Kang, Kee-Kyung;Lee, Deog-Bae
    • Korean Journal of Environmental Agriculture
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    • v.28 no.4
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    • pp.356-364
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    • 2009
  • In 2006 and 2007, there was a big outbreak of the Ussur Brown Katydid, Paratlanticus ussurriensis in the central part of Korea attacking some orchard trees. Until 2000, the katydid had not been regarded as an agricultural pest because they were distributed widely in Korea with low population density and their habitats were confined mainly to hillsides of forested areas. The fact that katydid attacked orchard trees with a higher population density seemed to be related to a change in feeding environment. And the shift of their habitats from oak woodlands to commercial orchards was thought to be related to the nutritional contents of their feed. In an attempt to understand these relationships, we conducted an ecological study of the affected areas. When the katydids changed their habitats in early May of 2008 and 2009, they shifted their host plants from oak trees to peach trees. The habitat shift was closely related to the nitrogen (N) content of the host plant leaves. When katydid moved to the hillside adjacent to orchard farm, N content of oak tree leaves decreased dramatically from 5.3% to 2.2%. At that time N content of peach tree leaves were higher than the 2.2% of oak leaves, showing 3.5~5.0%. This range of N content of peach tree leaves has been consistent until late June. And feed preference analysis carried out in the laboratory showed that katydid prefered peach tree leaves to peach fruit to oak tree leaves.

C-P-N-D Ecosystem-based Broadcasting/Media Virtual Reality (VR) Prospects (C-P-N-D 생태계 차원에서의 방송/미디어 분야 가상현실(VR) 발전 전망)

  • Lee, Jongseok;Suh, Kyoowon;Nam, Sanghun
    • Journal of Broadcast Engineering
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    • v.23 no.1
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    • pp.19-25
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    • 2018
  • The growth of virtual reality(VR), which is regarded as a part of the 4th industrial revolution, is being delayed differently from the prediction. In this study, we briefly analyze these reasons from the point of view of CPND ecosystem. Virtual reality is a technology in which a user wears a device and accesses a platform through a network to use various contents. Therefore, balanced development of C-P-N-D ecosystem fields is important for successful popularization of virtual reality. In Korea, content, platforms, and devices, except for the network, are evaluated as having low competitiveness. While efforts to secure competitiveness in individual fields are important, it is also necessary to nurture network-based platforms that can utilize killer content. It should be kept in mind that simple breeding of killer content alone can not build an entire virtual reality C-P-N-D ecosystem, and the broadcast / media sector also needs to take this approach.

Content Industry Support Fund in Digital Media Environment: Focusing on New Content Fund in Korea and Culture Tax in France (디지털 미디어 환경의 콘텐츠 산업 진흥기금: 상상콘텐츠기금과 프랑스'문화세'를 중심으로)

  • Kim, Young Jae
    • The Journal of the Korea Contents Association
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    • v.14 no.2
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    • pp.146-160
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    • 2014
  • The purpose of this study is to suggest the goal and potential contributors of public fund for content industry in digital media environment with regard to the new content fund which Korean government has tried to establish since 2013. The study focuses on value transfer toward the digital content distributors as stressed by the French government introducing Culture tax on smart device. As the concentration of added-value poses a problem hampering the co-evolvement of total ecosystem, the goal of new content fund should focus on financing and digitalization of content, which should be financially contributed by content service providers and smart device manufacturers.

Length-Weight Relationship of the Copepod Calanus sinicus off Busan in Spring (봄철 부산 연안의 요각류 Calanus sinicus의 길이-무게 관계식)

  • Kang, Hyung-Ku;Kim, Garam;Lee, Yeonjung
    • Ocean and Polar Research
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    • v.44 no.3
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    • pp.261-267
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    • 2022
  • We derived a length-weight relationship for Calanus sinicus off Busan, Korea in spring to estimate the biomass of the C. sinicus population around Korean waters, and compared it with the previously derived equations. The developmental stages and prosome length of C. sinicus used in the relationship ranged from 1,376-1,540 ㎛ for copepodite 4 (CIV), 1,753-1,971 ㎛ for copepodite 5 (CV), and 2,160-2,283 ㎛ for adults (CVI). Dry weight and carbon content were measured from a total of 26 replicates. Length-weight relationships derived in the present study are as follows: log C = 3.342 log PL - 9.449, log DW = 3.394 log PL -9.219, where C is carbon content (㎍), DW is dry weight (㎍), and PL is prosome length (㎛). When comparing the present regression equation of length-weight for C. sinicus with the previous one, our regression equation showed an average carbon estimate to a given range of mean prosome length. The length-weight relationship of C. sinicus in the present study can be used to better estimate the biomass of the C. sinicus population in the coastal waters of Korea.

An Analysis of the Convergence Factors, Convergence Passes, and Convergence Types in Content Industries (콘텐츠의 융합요소 및 융합경로와 융합유형 분석)

  • Rim, Myung Hwan;Lee, Jung Mann
    • Journal of Information Technology Applications and Management
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    • v.20 no.3_spc
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    • pp.295-314
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    • 2013
  • These days a great mix of traditional and digital contents such as movie, broadcasting, advertisement, e-books, music, game, animation, cartoon, character, knowledge information, and art performance are widely available. Many more are yet to come, with improved quality and added features. It is expected that all these contents will be evolved into a new breed of convergence content through the process of consolidation, expansion, integration, and recreation. Across the digital ecosystem, a new formula is being added to the industrial structure : 'Information/Content-Platform/Device-Goods/Service.' In the near future, as a result of technological innovation and convergence, the business sector will lose its boundaries as well, as businesses will be forced to look beyond the product itself and focus more on multi-functionality. Especially, in the era of creative economy, more policies need to be crafted in order to procure a new growth engine for the future with the agenda for convergence between humanities and technology. Therefore, the purpose of this paper is to analyze the concept, factors, elements, types, and cases of convergence, which are the essence of content convergence. This analysis, with its focus on the convergence process, will help identify the effects and limits of content convergence as well as the prospects for convergence contents in the smart ecosystem under the creative economic system.

The study for Korean VR/AR content policy through PokemonGo syndrome ('포켓몬GO 신드롬'으로 본 국내 VR/AR 지원정책 고찰)

  • Choi, JoongBin
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.169-178
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    • 2016
  • Awareness of Korean VR/AR industry has been spread via the success of PokemonGo syndrome. In accordance with the increase in interest VR/AR ecosystem in the domestic VR/AR industry is to equip the global competitiveness of C-P-N-D aspect is essential. This paper analyzes the state VR/AR industrial ecosystem status in the C-P-N-D perspective and examines the government and the local governments of VR / AR content policy in supporting ecological point of view. Especially, the importance of the platform and IP has been noted based on VR/AR industry.

Analysis of Metaverse Business Model and Ecosystem (메타버스 비즈니스 모델 및 생태계 분석)

  • Seok, W.H.
    • Electronics and Telecommunications Trends
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    • v.36 no.4
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    • pp.81-91
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    • 2021
  • Recently, discussions on Metaverse, which represents the transcendent world, have been dominant for some time. Cases related to the Metaverse are introduced through various media and are continuously attracting attention as the next generation of the Internet. This study reviews the business model and the ecosystem overview, focusing on service cases related to the Metaverse. The widely used business models include content production and sales, media brokerage fee, and marketing fee. The Metaverse ecosystem is formed around games, with major players in game production, authoring tool & support SW, intelligent cloud service, and game platform expected to lead the market. Results show that a strategy to secure the leadership of the Metaverse, such as the business model expansion conditions, a strategy to foster a game-oriented Metaverse ecosystem, and technology development for the realization of the ultra-realistic Metaverse, is necessary.