• Title/Summary/Keyword: Independent Production Companies

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A Study on the current and Development of the Korea Independent Short Animation (한국 독립 단편애니메이션의 현재와 발전방향에 대한 연구)

  • Son, Gook-Whan
    • Cartoon and Animation Studies
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    • s.48
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    • pp.1-22
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    • 2017
  • Independent short animation was the expression method for young animation creators through creative and progressive representation. Since the birth of animation, independent short animation has become a driving force for qualitative development and diversification of animation. This has brought many works to the world that emphasize experimentation and challenges in the history of animation and in countries that have the rich animation resources such as France, Japan, and Canada, they recognize its importance and supports young creators in order to maintain the value of it. However, Korean animations are evaluated the quality of works by the popularity of the children, moreover, companies that focus on developing and selling products, including toys, rather than animation works themselves and public awareness that accepts them are formed throughout the Korean animation industry. Because of these points, Korean animation creators can not express the creative vision for the future and philosophical awareness of the problem and they are trapped in commercial animation markets. In order to re-leap and expand the Korean animation industry, which has reached the saturation level with infant animation, it is necessary to reestablish the value of independent short animations with challenging and experimental characteristics and requires the creative environment and support system for the diversity of Korean animation industries, including the achieving commercial goals through good planning, story development and technological innovation. For this purpose, this paper analyzes the current state of production, screening, distribution, and government support of independent short animation in Korea, and explores the structural problems and solutions.

Major Studios' Risk Sharing Mechanism in the US TV Drama Industry (미국 TV드라마 산업에서 메이저 스튜디오의 리스크 분산 메커니즘)

  • Yim, Jung-Su
    • The Journal of the Korea Contents Association
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    • v.11 no.11
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    • pp.137-144
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    • 2011
  • This study explored the risk sharing mechanism in the US TV drama industry. The hollywood system of TV production and distribution can be understood to be the result of the efforts to reduce the uncertainty and the risk of investment. Since the 1990s, the vertical integration of major studios and networks has been one of the core strategies for risk sharing. In the strategy, the most important role of networks is to schedule new series that the affiliated studios produce. Networks also provide the new series their brand value. On the other hand, the most important role of studios in the vertical integrated environment is to provide the affiliated networks the infrastructures for production and distribution, financial management, and product management. In addition, networks keep the right on the series in the secondary markets, and attempt to increase the aggressive investment on new series on the base of the rights. However, such a risky investment can be the potential burden and risk for the networks in the future. This paper shows the importance of the reasonable risk sharing in the television drama industry to the Korean TV drama industry that has experienced the conflict between networks and independent production companies.

The Effect of Corporate SNS Marketing on User Behavior: Focusing on Facebook Fan Page Analytics (기업의 SNS 마케팅 활동이 이용자 행동에 미치는 영향: 페이스북 팬페이지 애널리틱스를 중심으로)

  • Jeon, Hyeong-Jun;Seo, Bong-Goon;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.26 no.1
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    • pp.75-95
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    • 2020
  • With the growth of social networks, various forms of SNS have emerged. Based on various motivations for use such as interactivity, information exchange, and entertainment, SNS users are also on the fast-growing trend. Facebook is the main SNS channel, and companies have started using Facebook pages as a public relations channel. To this end, in the early stages of operation, companies began to secure a number of fans, and as a result, the number of corporate Facebook fans has recently increased to as many as millions. from a corporate perspective, Facebook is attracting attention because it makes it easier for you to meet the customers you want. Facebook provides an efficient advertising platform based on the numerous data it has. Advertising targeting can be conducted using their demographic characteristics, behavior, or contact information. It is optimized for advertisements that can expose information to a desired target, so that results can be obtained more effectively. it rethink and communicate corporate brand image to customers through contents. The study was conducted through Facebook advertising data, and could be of great help to business people working in the online advertising industry. For this reason, the independent variables used in the research were selected based on the characteristics of the content that the actual business is concerned with. Recently, the company's Facebook page operation goal is to go beyond securing the number of fan pages, branding to promote its brand, and further aiming to communicate with major customers. the main figures for this assessment are Facebook's 'OK', 'Attachment', 'Share', and 'Number of Click' which are the dependent variables of this study. in order to measure the outcome of the target, the consumer's response is set as a key measurable key performance indicator (KPI), and a strategy is set and executed to achieve this. Here, KPI uses Facebook's ad numbers 'reach', 'exposure', 'like', 'share', 'comment', 'clicks', and 'CPC' depending on the situation. in order to achieve the corresponding figures, the consideration of content production must be prior, and in this study, the independent variables were organized by dividing into three considerations for content production into three. The effects of content material, content structure, and message styles on Facebook's user behavior were analyzed using regression analysis. Content materials are related to the content's difficulty, company relevance, and daily involvement. According to existing research, it was very important how the content would attract users' interest. Content could be divided into informative content and interesting content. Informational content is content related to the brand, and information exchange with users is important. Interesting content is defined as posts that are not related to brands related to interesting movies or anecdotes. Based on this, this study started with the assumption that the difficulty, company relevance, and daily involvement have an effect on the dependent variable. In addition, previous studies have found that content types affect Facebook user activity. I think it depends on the combination of photos and text used in the content. Based on this study, the actual photos were used and the hashtag and independent variables were also examined. Finally, we focused on the advertising message. In the previous studies, the effect of advertising messages on users was different depending on whether they were narrative or non-narrative, and furthermore, the influence on message intimacy was different. In this study, we conducted research on the behavior that Facebook users' behavior would be different depending on the language and formality. For dependent variables, 'OK' and 'Full Click Count' are set by every user's action on the content. In this study, we defined each independent variable in the existing study literature and analyzed the effect on the dependent variable, and found that 'good' factors such as 'self association', 'actual use', and 'hidden' are important. Could. Material difficulties', 'actual participation' and 'large scale * difficulties'. In addition, variables such as 'Self Connect', 'Actual Engagement' and 'Sexual Sexual Attention' have been shown to have a significant impact on 'Full Click'. It is expected that through research results, it is possible to contribute to the operation and production strategy of company Facebook operators and content creators by presenting a content strategy optimized for the purpose of the content. In this study, we defined each independent variable in the existing research literature and analyzed its effect on the dependent variable, and we could see that factors on 'good' were significant such as 'self-association', 'reality use', 'concernal material difficulty', 'real-life involvement' and 'massive*difficulty'. In addition, variables such as 'self-connection', 'real-life involvement' and 'formative*attention' were shown to have significant effects for 'full-click'. Through the research results, it is expected that by presenting an optimized content strategy for content purposes, it can contribute to the operation and production strategy of corporate Facebook operators and content producers.

A case study of a testing duties of on-line games (온라인게임 테스트 직무에 관한 사례 연구)

  • Eun, Kwang-Ha;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.10 no.1
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    • pp.435-443
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    • 2012
  • Online game has been made of total products which user was given the experimental properties of a variety such as fun and the total of hardware and software products. Through this processes, The company earned a profitable benefits, in addition to the user was given satisfactory service. In this sense the parts of the game production process, the service earlier in the game testing a variety of ways needs to the user through the game as a condition for providing the content can be. Contact a professional game testing job is done systematically through the game's completion of a game developed by companies to see that service to complement previous significant. In this study, search for independent testing cases and the systematical cases as experts needs a range of the testing services.

STRIDE-based threat modeling and DREAD evaluation for the distributed control system in the oil refinery

  • Kyoung Ho Kim;Kyounggon Kim;Huy Kang Kim
    • ETRI Journal
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    • v.44 no.6
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    • pp.991-1003
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    • 2022
  • Industrial control systems (ICSs) used to be operated in closed networks, that is, separated physically from the Internet and corporate networks, and independent protocols were used for each manufacturer. Thus, their operation was relatively safe from cyberattacks. However, with advances in recent technologies, such as big data and internet of things, companies have been trying to use data generated from the ICS environment to improve production yield and minimize process downtime. Thus, ICSs are being connected to the internet or corporate networks. These changes have increased the frequency of attacks on ICSs. Despite this increased cybersecurity risk, research on ICS security remains insufficient. In this paper, we analyze threats in detail using STRIDE threat analysis modeling and DREAD evaluation for distributed control systems, a type of ICSs, based on our work experience as cybersecurity specialists at a refinery. Furthermore, we verify the validity of threats identified using STRIDE through case studies of major ICS cybersecurity incidents: Stuxnet, BlackEnergy 3, and Triton. Finally, we present countermeasures and strategies to improve risk assessment of identified threats.

A Study on Subcontract Animation in Korea during the Industrialization Era - Centered around Animations in 1970-80s - (산업화시대 한국 하청애니메이션에 대한 연구 - 1970-80년대 애니메이션을 중심으로 -)

  • Kim, Jong-Ok
    • Cartoon and Animation Studies
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    • s.43
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    • pp.47-75
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    • 2016
  • This study has analyzed the history of the subcontract animation in Korea that began with Golden Bat of TBC Animation Division in 1966 to 1980s and shed the light on the history of subcontract animation that has been processed over 30 years in Korean animation. For this purpose, through the outlined status of subcontract animation, such as, production company, production status, scale of industry and so forth, the status of the OEM industry then has been checked and it links the solidified background of animation into subcontract production industry with the situation in time for analysis. In addition, on the basis of the foregoing, it is intended to broaden the horizon of the history of animation through the analysis on new search for facilitating the creative animation by overcoming the issues and limits generated by the subcontract animation industry. 1970s was the time that the national objective is to advance heavy-chemical industry and export-led economic growth. From the late 1970s, the animation has been spot lighted as the main-stream export industry through the overseas subcontract orders for animation. Expansion of the subcontract animation production has been influenced from the national policies on public culture, dispersion of color TV, facilitation of video production market and other media changes of the time that led the decline of animation audiences in theaters, and another cause would be in lack of platform of broadcasting companies that avoided the independent animation production for its economic theory. The subcontract animation industry may have the positive evaluation in the aspect of expanding the animation environment, such as, structuring of animation infra, development of new human resources and etc. However, the technology-incentive 'production'-oriented advancement has created distorted structure in advancing the professional human resources due to the absence of 'pre-production' of planning and others as well as the insufficient perception on 'post production (post work)', and it was unable to formulate domestic market by re-investing the capital accumulated for OEM industry into the production of creative animation and it has been assessed as negative aspect. Animation is a cultural and spiritual product of a country. Therefore, the systematic support policy for the facilitation of the creative animation, such as, development of professional human resources, creation of outstanding work, formation of market to make the pre-circulation structure and so forth has to be sought. However, animation is an industry, but there is no perception that it is a cultural industry based on the creativeness, not hardware-oriented manufacturing business. Such a lack of recognition, there was no policies to make the market and facilitate the creative animation by the animation of Korea for this period through the long-term plan and investment for independent work production. Such an attempt is newly begun through diverse searches for protection and advancement of creative animation in Korea after 1990s.

A Heat Shock Simulation System for Testing Performance of EWP (EWP 성능 검사를 위한 열 충격 모사시스템)

  • Yoo, Nam-Hyun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.14 no.3
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    • pp.553-558
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    • 2019
  • Global auto parts companies are making efforts to develop EWP(: Electric Water Pump) which is one of the core parts of environment friendly car. In eco-friendly automobiles, an independent cooling system is used rather than a cooling system that is linked to an internal combustion engine. Therefore, the research and development of the water pump operating separately from the engine and the related production system are being actively carried out. In order to overcome the shortcoming of EWP of PPS material suitable for injection system, G company which is a global parts company that researches and develops EWP around SUS and is in the process of developing robot-based production equipment for mass production. In this paper, a heat shock simulation system is designed and implemented that works with the robot-based production system to test the performance of the produced EWP. By using this system, it is possible to test the EWP in an virtual environment similar to the actual environment, thereby reducing the defect rate of the product. At the same time, all the data produced during the entire process for testing can be stored, which can be utilized in the future development of CPS(: Cyber Physical System) of EWP system based on big data.

Development of Demand Prediction Model for Video Contents Using Digital Big Data (디지털 빅데이터를 이용한 영상컨텐츠 수요예측모형 개발)

  • Song, Min-Gu
    • Journal of Industrial Convergence
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    • v.20 no.4
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    • pp.31-37
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    • 2022
  • Research on what factors affect the success of the movie market is very important for reducing risks in related industries and developing the movie industry. In this study, in order to find out the degree of correlation of independent variables that affect movie performance, a survey was conducted on film experts using the AHP method and the importance of each measurement factor was evaluated. In addition, we hypothesized that factors derived from big data related to search portals and SNS will affect the success of movies due to the increase in the spread and use of smart phones. And a prediction model that reflects both the expert survey information and big data mentioned above was proposed. In order to check the accuracy of the prediction of the proposed model, it was confirmed that it was improved (10.5%) compared to the existing model as a result of verification with real data.Therefore, it is judged that the proposed model will be helpful in decision-making of film production companies and distributors.

A study of other backers' social group size and social presence on web-based crowdfunding platforms impacting participation intent (웹기반 크라우드펀딩 플랫폼에서 프로젝트 후원자 사회 집단 크기와 사회적 실재감이 소비자 참여의도에 미치는 영향 연구)

  • Shim, Woo Joo;Lee, Eun-Jung
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.397-404
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    • 2021
  • The web-based crowdfunding platform provides small-cap companies the opportunity to reduce financial risks and to reliably produce new products through pre-orders. Meanwhile, crowdfunding projects are also helping companies as a channel to test new products before mass production. Despite these advantages, from the point of view of businesses and consumers, it is true that web-based crowdfunding platforms have limitations in the retail environment. For example, the limited social elements of a web-based platform are somewhat in conflict with the basic characteristics of crowdfunding projects - which inevitably demand high social influences for the success. As such, understanding the mechanisms of social factors of crowdfunding platforms from the consumers' perspective is important. Therefore, in this study, we empirically tested the effect of social factors of crowdfunding platform on consumer participation and evaluation. Based on the Social Influence Theory and Social Presence Theory, we developed a conceptual framework where the social group size and social presence of other backers were the independent variables and the purchaser's intention to participate as the dependent variable. In the results, the size of the social group size and the perceived social presence have a significant positive effect on purchaser's participation intent. In addition, the social presence had a greater influence on the purchaser's intention to participate than the size of the sponsor's social group. We believe that our findings contribute to the extant literature by empirically demonstrating the valid effect of social factors of crowdfunding platforms on consumer evaluations.

Composition Technique for Independent Real-time Advertisement on Mobile UCC Phonepage (모바일 UCC 폰피에 독립적인 실시간 모바일 광고 합성 기법)

  • Kim, Jong-Keun;Ko, Hee-Ae;Sim, Kun-Ho;Zhao, Mei-Hua;Lim, Young-Hwan
    • The KIPS Transactions:PartD
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    • v.17D no.5
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    • pp.371-382
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    • 2010
  • One of the advantages of the mobile internet is that it is accessible everywhere. However, producing the mobile internet contents is hard because the standards of the contents are different depending on the telecommunications companies and the mobile phone terminals. Because of this, mobile contents production has not been activated and profit models are rarely found. In order to vitalize the mobile contents, we developed the Mobile UCC (User Created Contents) Phone Page Service with which general users can produce and provide the mobile phone pages easily. In addition, we began to provide advertisement on the UCC phone pages as a profit model. However, as mentioned already, the contents that meet each of the standards should be prepared in advance to be compatible with the different standards. For this reason, only one advertisement could be provided on one UCC phone page. Previous studies were focused on the standardization of different standards by integrating them. Though the standardization may be applicable to the mobile phones that will be newly released, it is hardly applied to the conventional mobile phones. To solve the abovementioned problems and improve the drawbacks of the conventional studies, we proposed in this article the technology to synthesize the phone page contents and independent advertisement at the moment when the UCC phone page prepared by the users is provided in real time. This technology allows to provide various advertisement on one UCC phone page and administrate the start, end and frequency of specific advertisements. This method was applied in this study to vitalize the mobile contents and improve the profit model.