• Title/Summary/Keyword: Contents Launching

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Evaluation of Stock Market about Marketability of Mobile Contents (모바일 콘텐츠의 시장성에 대한 증권시장 평가)

  • Wi, Han-Jong;Kim, Young-Ho;Kim, Dong-Il
    • The Journal of the Korea Contents Association
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    • v.7 no.5
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    • pp.166-173
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    • 2007
  • This study analyzed the valuation of stock market for marketability of mobile contents. We investigated, during the period of 2002 to 2005, the anormal returns of each firms which announced the launching of new mobile contents. As a result, we found statistically significant average abnormal return(AAR) at launching day of new mobile contents. And the meaningful average cumulative abnormal returns(ACAR) are observed during event period. Which means that the launching announcement of new mobile contents leads to statistically significant positive abnormal returns at stock market. Therefore, we concluded that stock market react immediately to new mobile contents, and which valuate only specific value but also implied value of contents.

E-business planning in design education context for small business audience (중소기업인을 위한 디자인 교육 컨텐츠로서의 E-business planning)

  • 이현진
    • The Journal of the Korea Contents Association
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    • v.2 no.1
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    • pp.16-23
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    • 2002
  • eBusiness readiness site gives the audience fundamental knowledge and action items for eBusiness startup so that one can expand one's own land business to E-business with minimum difficulty. The process helps the audience see how design is a key dement for successfully launching eBusiness.

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Implementation and Simulation of 2D Ray-tracing Technique in Multiple-wall Indoor Environment (다중 벽면 구조의 실내 환경에서 2차원 광선추적법 구현 및 시뮬레이션)

  • Jeong, Seung-Heui;Kang, Chul-Gyu;Oh, Chang-Heon
    • Journal of Digital Contents Society
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    • v.8 no.4
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    • pp.459-465
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    • 2007
  • In this paper, we implemented a ray-tracing simulator with a ray-launching technique and generated the propagation path of each ray in a multiple-wall indoor environment. In this simulator, we adopted two dimension ray-tracing techniques considering the reflection and penetration were dominant propagation factor in the indoor channel. From the result, we verified that this ray-tracing simulator shows the similar path pattern and delay distribution with the experiment results of the previous research. Especially, impulse responses of the ray were corresponding to reference result in non-line of sight of multiple-wall indoor environment. Furthermore, we confirmed that channel profiles having respectively different departure angle 1 degree to 7 degree were similar between them.

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DESIGN AND IMPLEMENTATION OF TELEMATICS SERVER TEST FRAMEWORK

  • Lee, Jun-Wook;Hong, Sang-Gi;Park, Jong-Hyun
    • Proceedings of the KSRS Conference
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    • 2005.10a
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    • pp.329-332
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    • 2005
  • In order to provide the reliable service and contents to telematics service user, any service server must be tested and verified before launching its service in sufficient. In this paper, we proposed a test framework for telematics server. The proposed framework includes conformance test of server, interoperability test between telematics service server and telematics terminal. The framework proposed the concept and test model for two categories of testing.

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Design of Educational Training System for Contents Specialist for development of cultural contents in Asia (아시아 문화콘텐츠 시장개척을 위한 교육지원시스템 설계 및 구현)

  • Lee, Eun-Ryoung;Kim, Kio-Chung
    • Journal of Digital Contents Society
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    • v.11 no.1
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    • pp.47-55
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    • 2010
  • Cultural Content Industry, a core industry based on knowledge, is becoming an economic model making new benefits by adding human creativity, imagination, sensitivity and style in to information technology. Cultural Contents Industry representing cultures of each countries is facing major changes towards a new competitive industry of each nation. Cultural content of a country is upbringing new contents power developing into a new industry by flattening the barriers within nations. But cooperations face difficulties in launching the industry because of limited information about the current market and lack of understanding in cultural differences. In order to solve this problem, this paper aims to create global network leading to increase of export and creation of new market with cultural contents and train local specialists. In order to search for the ways to maintain Korean contents in other nations and expand exportation. cooperations invite leading cultural contents groups to South Korea, let the groups experience Korea's contents. Cooperations initiated invite training, dispatch training by Korean companies and international students training. The purpose of this paper is to support education system, ETS-CS(Educational Training System for Contents Specialist) and analyse practices applied in the field to develop a better cultural contents industry.

The Application Methods of Hologram Technology in Fashion Business (패션 비즈니스에서 홀로그램 기술을 이용한 마케팅 활용 방안)

  • Jeong, Hwa-Yeon
    • Journal of Fashion Business
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    • v.20 no.2
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    • pp.16-31
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    • 2016
  • This study analyzed cases that applied hologram technology in the fashion industry in order to provide basic information for research on fashion marketing using hologram technology. The results of this study are as follows. A hologram was applied to fashion businesses in various ways including fashion shows, outdoor signboards, hologram windows or screens in stores, and launching shows or exhibitions. Most of these cases were foreign fashion brands, which utilized hologram technology actively for formulating a new brand image or for advertising products. Among Korean brands, however, there are not many cases of hologram application. Today, as-being the age of smart devices, the mobile advertisement market is growing rapidly among smart phone users. DKNY and Puma are providing information on styling through smart phone applications, and the Adidas stores in Germany also allow the customers to buy goods by entering a simple code through the smart phone. Recently, new devices are being introduced one by one, which display 2D digital contents in 3D holograms by combining mobile and hologram technologies. The marketing of fashion products is not just for supplying products but is required to satisfy the consumers' five senses. Therefore, the development of experiential contents based on the combination of mobile and hologram technologies will open new potential for profitable business models.

Research on Approaches to revitalize KKU Design Venture (건국 디자인 벤처(KKU)의 활성화에 관한 연구)

  • 김인경
    • Journal of the Korea Fashion and Costume Design Association
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    • v.5 no.2
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    • pp.93-102
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    • 2003
  • With respect to this research, the College of Arts and Design, Kon Kuk University founded Design Venture of KKU(Kon Kuk University) in July 2001 as an approach to tackle the issue on how to accept and respond to the waves of changes in paradigms of the 21st century represented by information revolution. Such move is to cope more effectively with the changes in the current educational environment with an aim to secure the competitive edges compatible with the conditions of each college under the uniform and standardized educational systems. Even the professionals in the design fields of this country try to find the significance in bringing out in the open the latent creative talents of the students by improving the quality of our daily necessities and putting the students through more practical training, and in creating international competitiveness of our design field by encouraging the students to gain more diverse experiences. Therefore, the purpose of this research is to present the approaches to revitalize Design Venture of Kon Kuk University which has been managed as part of the efforts to establish the new identity for the design of this country in the 21st century, and to present the new model for an enterprise which, rooted in the College, can grow into a high value-added business. The methodology for this research is based on the case study of Design Venture of Kon Kuk University and investigation into the literature. The contents of this research include the following three steps. Firstly, initial research is made into the background for founding the College of Arts and Design which had been promoted as a differentiated strategy for the long-term and short-term development plan of the College of Arts and Design, in Chungju Campus of Kon Kuk University. Secondly, the basic strategy for Vonchi, brand of Design Venture of KKU and the brand launching process are examined. Thirdly, Various approaches to revitalize the Vonchi brand recognition are collected and analyzed to present the conclusion and the alternative. Such research findings as given above on Design Venture of KKU may satisfy diverse consumer-oriented requirements on the strength of the characterization and differentiation of the college and may enhance the competitive edge of the college.

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Control Architecture for N-Screen Based Interactive Mutli-Vision System (N-스크린 기반 인터렉티브 멀티 비전 시스템 제어 구조)

  • Sarwar, Ghulam;Ullah, Farman;Yoon, Changwoo;Lee, Sungchang
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.6
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    • pp.72-81
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    • 2013
  • In this paper, we propose the architecture and user interaction mechanism to implement N-Screen services on Multi-Vision System (MVS) that are not supported in existing systems. N-Screen services enable users to control the MVS displays through any of their devices and share contents among MVS displays and user's active-devices with service continuation at any location. We provide N-Screen interactive services on MVS by introducing N-Screen interaction & session management server and agent. Furthermore, we present some examples of the protocols such as application launching, user interaction for service control and visualcasting to support N-Screen services. In addition, we explain the N-Screen service scenarios for providing split sessions on user's active-devices and launching metadata content on any of his devices at any location supported by these protocols. The simulation result demonstrates the feasibility and performance improvement of the proposed visualcasting mechanisms.

A Study on the Determination of Minimum Welding Condition Based on Structural Strength under Launching for Tandem Blocks (선체 블록 진수 시 필요한 최소 용접 구조 강도 평가에 관한 연구)

  • Myung-Su Yi;Joo-Shin Park
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.28 no.7
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    • pp.1267-1273
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    • 2022
  • Although the Korea shipbuilding industry has recently been receiving most of the orders for ships in the world, production processes are being disrupted due to a shortage of manpower at the production site. This is because the workers quit the shipyard as both work and wages were reduced due to the long slump in the shipbuilding industry. The main reason for the increase in orders was the large-scale orders for Qatar LNG carriers, and the situation in which the technical specifications required for ships are becoming more complex is also working to an advantage. Because the contract delivery time is of utmost importance for ships, the dock launch plan is the most important management item among the shipyard's major processes. The structure to be built in the dock may be a hull that has left the design work or a finished vessel, and in some cases, it is often at the level of some blocks of the hull. When launching, the hull is affected by the hogging or sagging moment due to the fluid force, and securing the safety of the structural strength of the block connection is of utmost importance. In a normal process, the connecting member launches after welding has been completed, but in actual shipbuilders, quick decision-making is needed on the conditions for securing structural safety to comply with the docking schedule. In this study, a detailed analysis method and applicability using a bending stress evaluation method and finite element analysis modelling were analyzed to rationally judge the above-mentioned problems from an engineering point of view. The main contents mentioned in the thesis can be used as good examples when conducting similar structural strength evaluations in the future.

An Exploratory Analysis on Adoption of Potential Customers in Transmedia Storytelling : Emphasis on Korean TV Drama and Movie (잠재고객의 OSMU(One Source Multi Use) 콘텐츠 수용에 대한 탐색적 분석 : 영화, 드라마를 중심으로)

  • Park, Bong-Won;Lee, Kun-Chang
    • Korean Management Science Review
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    • v.27 no.2
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    • pp.81-95
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    • 2010
  • There is an increasing interest in contents such as movie, drama and game using transmedia storytelling. It includes Le Grand Chef, The War of Flower, Dae Jang Geum, The Matrix, Harry Potter and The Lord of the Rings. However, transmedia contents have not always been successful. To study the factors affecting possible outcomes of transmedia storytelling, we analyzed the intention on transmedia of potential consumers who have not been exposed to transmedia contents before. To this end, we investigated two different cases : first, potential customer intention to watch dramas which will be produced after launching comic-based movies; second, potential customer intention to see movies which will be made after broadcasting comic-based TV dramas. In each case, we analyzed the outcomes from potential customers by applying several variables including gender, exposure to the original and components of contents (plot, quality of act and music etc). Our study showed that potential customers prefer movies or TV dramas with quality of acting, directing, casting and storylines. Interestingly, the quality of acting is more important in dramas than in movies and casting is an appealing factor to potential customers in movies. In TV drama cases, potential customers have high watching intentions when they read the original content. Among them, male potential customer have low watching intentions on TV drama when they did not read the original content. However, female potential customers have high watching intentions on TV drama regardless of the previous exposure to the originals. In movie cases, female potential customers have higher intentions on seeing movies than male. These results suggest that one needs to consider several factors such as casting, acting and gender for generating transmedia contents with a high probability of success.