• Title/Summary/Keyword: Contents market

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Design and Development of a u-Market System for Traditional Market Revitalization (재래시장 활성화를 위한 u-Market 시스템 아키텍처 설계 및 시스템 개발)

  • Kim, Jae-Kyeong;Choi, Il-Young;Chae, Kyung-Hee;Kim, Hyea-Kyeong;Ji, Yong-Gu;Jung, Hye-Jung
    • Journal of Intelligence and Information Systems
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    • v.14 no.2
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    • pp.103-119
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    • 2008
  • Traditional market which is characterized by the folksy retailing market has lost its competitiveness rapidly due to the emergence of the Internet and the change of customer's purchasing behavior. The recession of the traditional market contracts the regional economy. We suggest a u-Market, a traditional market with ubiquitous computing capability, to revitalize traditional market. The suggested u-Market system applies ubiquitous computing technologies characterized by communications between customers and objects without limitations of time and location. The proposed u-Market system offers location information and specific contents of traditional market to customers. Furthermore, u-Market system recommends the store and product list that customers are likely to visit and purchase based on their contexts, so they can save their time and effort to search the products or contents.

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Exploring the Possibility of Independent Film Development according to the Current Status of the Domestic OTT Market Centered on Netflix (넷플릭스를 중심으로한 국내 OTT 시장의 현황에 따른 독립영화 발전 가능성 모색)

  • Lee, Jeong-Hyeon;Jeong, Jae-Hyung
    • The Journal of the Korea Contents Association
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    • v.20 no.8
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    • pp.375-385
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    • 2020
  • This paper attempts to understand the reality of Netflix on the Korean film distribution market environment, and to verify the possibility of developing domestic content centered on independent films in the OTT market, led by Netflix. The research significance of finding the way for Korean diverse films and independent films that cannot be provided with investment and distribution opportunities in various Korean Wave contents will be studied, and the characteristics of Netflix in the Korean film market will be explored. Netflix disseminates Korean contents such as Korean movies and Korean dramas, contributes to the spread of the Korean Wave, and is re-adjusting the paradigm of the distribution market, raising issues that cause a virtuous cycle of profits, controversy over net usage fees, and flooding of Hollywood movies. Considering the nature of intercultural exchange, the interaction between independent film content, Netflix platform, audience, and global market will expand interactive communication opportunities. In other words, just as Netflix uses the Korean media market to make profits, Korea should also use Netflix to try to expand the global market of Korean film contents (K-Film)and maintain a cultural and economic reciprocal attitude.

Designed and Implementation of the Flash Game Contents based on the Mobile (모바일 기반 플래시 게임 컨텐츠 설계 및 구현)

  • Hong, Sung-Soo
    • Journal of Korea Game Society
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    • v.3 no.2
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    • pp.79-85
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    • 2003
  • A mobile Flash contents has risen its word in IT field recently. The flash against downloading the services of a character or a bell sound threaten the fist place of market in mobile contents field. And from now on flash game is able to be in a development field in view of the potentiality the market of mobile. That's the reason why is worthy notice, this is because there are various fields of approaching sc many users and that's a potential market. Therefore it has the sufficient possibility for the market. In this paper with allowing for these circumstance, flash animation contents produced for helping a student to make an animation in mobile environment and the model designed and embodied to have application for appling it to flash game.

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An Empirical Study on the Drivers of Mobile VOD Contents Purchases (모바일 VOD 콘텐츠 구매 요인에 관한 실증 연구)

  • Choi, Jeonghye;Chung, Yerim;Jo, Wooyong;Kim, Mingyung
    • Knowledge Management Research
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    • v.16 no.3
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    • pp.1-21
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    • 2015
  • The mobile market has introduced unprecedented shopping opportunities to customers and is expected to grow rapidly over time. However, little is known about how customers make purchase decisions in the mobile market. The purpose of this study is to investigate the drivers of mobile VOD purchases and to deliver valuable insights to mobile business operators. We focus on the purchase of VOD contents that have to be purchased and consumed using mobile devices and examine how individual-level purchase decisions are determined by three factors: perceived usefulness, usage behavior, and privacy concern. We obtained the panel data from a leading market research company that contains the mobile logs and survey results. Our main results suggest the followings. First, the perceived usefulness affects customers' mobile VOD contents purchases positively whereas the usage behavior exerts no influence on mobile contents purchases. Moreover, the privacy concern lowers the positive effect of perceived usefulness on mobile content purchases; however, it enhances the effect of the usage behavior on mobile contents purchases. These empirical findings indicate that mobile business operators should pay more attention to potential differences in perception and behavior using mobile devices and keep in mind that the privacy concern plays an additional key role in driving mobile contents purchases.

A Comparable Study on Smart Technology Applied Residential Space Between Korea and China (한(韓).중(中) 주거공간에 적용되는 스마트 홈에 대한 비교 연구)

  • Zhu, Xuezhe;Park, Hee-Ryoung;Kim, Yong-Seong
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2006.11a
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    • pp.70-73
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    • 2006
  • In late 20th century, smart home market evolved in China, and absorbed best manpower and technology to commercialize the smart home equipment. Many foreign companies want to take possession of Chinese market, but not arrive at abundance yet. There has many reasons, but most important thing is ignoring the interaction between technical elements and spacial elements. in other words, ignoring the correlation between each industry. Korean smart home market evolved same period with Chinese, but it has balanced development in technic and application, so the commercialize and market arrived at poverty. In this study, survey the present situation of smart home about Korea and China, and compare the technical elements. In addition to analysis the interaction between smart spacial contents and technology. This study focused on the smart apartment, and analysis the strength and weakness in each country, and make theoretical basement for Korea to make certain about Chinese smart home market.

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Relations on Market Orientation, Service Quality, Customer Satisfaction and Customer Loyalty in Hotel Restaurant (호텔 레스토랑의 시장지향성과 서비스 품질, 고객만족, 고객 충성도간의 관계)

  • Song, Sung-In
    • The Journal of the Korea Contents Association
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    • v.7 no.9
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    • pp.183-193
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    • 2007
  • This paper is investigate the relations on the market orientation, service quality, customer satisfaction and customer loyalty in hotel restaurant. The research findings support that there are significant factors of market orientation between customer satisfaction and customer loyalty in hotel restaurant. That is, if hotel restaurant employees perceive a hotel restaurant to have high market orientation, they will have greater service quality. The greater the customer satisfaction of the hotel restaurant employees, the greater customer loyalty. It implies that hotel restaurant should have a great interest in internal marketing.

A Study on Validity of New Mobile Policies in Korea

  • Yang, Je-Min;Park, Jae-Chon
    • International Journal of Contents
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    • v.6 no.3
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    • pp.59-64
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    • 2010
  • The world mobile service is growing sharply and became bigger market than wired. So it is very needed to find the political way to promote mobile industry. The United States government recently decided to introduce new mobile policies for promoting mobile industry. Until now the telecommunications policies of the United States have affected policy developments for many countries including Korea. In this context, we studied the validity of introducing new mobile policies of the United States in Korea. We found that new mobile policies can cause the change of mobile market environment; mobile market power will be dispersed from network to content, application and devise, and new mobile market environment where consumers freely select and use network as well as content, application and devise will be made. Also we found empirically that if new policies are introduced in Korea, mobile industry will be promoted as Korean consumers use mobile services and goods quite actively in new mobile market. We think our results provide reasonable evidence to introduce new mobile policies in Korea.

A Case Analysis of Entry in Global Education Market focused on Public Education : The Entry of G-Learning(Game Based Learning) into a Public School System in USA (공교육 중심의 해외 교육시장 진출 사례 분석: G러닝(게임 기반 교수학습 방법)의 미국 공교육 진출)

  • Wi, Jong-Hyun;Won, Eun-Sok
    • International Commerce and Information Review
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    • v.15 no.2
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    • pp.109-128
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    • 2013
  • With the growth of contents business, the expansion of domestic culture contents into global market became active. However, while some field such as game, music and movie have made fine results, education contents has failed to make significant success in global market. Therefore, this study intends to look into a case of Contents Management Institute(CMI), which spread G-Learning into La Ballona Elementary School located in LA. In this case, CMI successfully dealt with diverse difficulties to conduct a G-Learning class in the school and helped to increase students' achievement. Based on analyzing this case, this study suggests three reasons behind the success. First, by separating platform and learning contents in development process, CMI could save the cost in contents development and handle problems swiftly. Second, it could be possible to use human resources efficiently by constucting a support organization. Third, by sharing information and doing persuasion CMI could lead to chain persuasion process among local decision makers.

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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 New 3D Depth Reconstruction Method Adaptive to Various Environments (환경 적응적 3D 깊이 재구성 방법)

  • Kim, Jung-Un;Kang, Hang-Bong
    • Journal of Korea Multimedia Society
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    • v.19 no.2
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    • pp.271-279
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    • 2016
  • The recent development of the HD (High Definition) and UHD (Ultra High Definition) technology allowed the growth of 3D contents market. Yet the majority of the 3D contents in the market are strictly for 6.5 cm inter-ocular distance, causing various visual discomforts for the viewers who have different inter-ocular distance. Moreover, because the 3D contents are created for a fixed viewing distance, the change of the viewing distances when watching 3D contents can also cause visual conflicts. To solve this problem, we devised techniques that consider the environmental information of the viewer watching 3D contents. By analyzing the relationship between viewing distance, inter-ocular distance, and perceived depth, we created an adaptive content viewing system that reflects the viewer's environment to minimize any conflicts in watching 3D contents. From our experiments, we found that the performance of our adaptive content viewing system was reasonable.