• Title/Summary/Keyword: Market activation of digital media

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Korea and America FTA and Area Broadcasting Contents Activation Plan of Digital Environment (한미 FTA와 디지털 환경의 지역방송 콘텐츠 활성화 방안)

  • Kim, Duk-Mo;Kim, Man-Ki
    • Journal of Digital Convergence
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    • v.6 no.4
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    • pp.73-81
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    • 2008
  • Market penetration of media capital and with domestic broadcasting and communication fusion affect from the contents competitive situation which is general, the digital conversion of ground group broadcasting which follows in like this change tried to point out the hereafter direction of broadcasting contents industry with Korean-American FTA compromises. Further with role of the program heightening of competitiveness plan for the ground group digital contents activation of local broadcasting and loca broadcasting accomplishes the funeral of succession development and area public opinion integration of politics, economy and culture of the community and being understood for a harmony, and proposed a politic alternative in the Broadcast Communications Commission which starts newly and Local Broadcasting Developmental Commission.

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DRM Market System for Cloud-based Media Service Platform (클라우드 기반 미디어 서비스 플랫폼을 위한 DRM 마켓 시스템)

  • Cho, Dueckyoun;Hwang, Seogchan;Jeong, Gunho
    • Journal of Korea Multimedia Society
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    • v.20 no.6
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    • pp.918-926
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    • 2017
  • Various types of media services are emerging due to the development of Internet and digital media production and distribution technologies. Various DRM technologies are being developed to prevent illegal copying of media contents and to protect the rights of content creators. There is a problem that the DRM provider and the content service provider must provide services in a mutually dependent manner through individual contracts. In this paper, we propose a cloud-based DRM market system which can be used only by content service providers when necessary for various DRM. The DRM market system is expected to show the effect of service activation for related small and medium sized companies by providing an interface that satisfies the requirements of DRM providers and contents service providers by using multi DRM technology.

Plans for 3D printers Diffusion -Focusing on production figures- (3D프린터 활성화를 위한 방안 -피규어 제작을 중심으로-)

  • Lee, Chang-Jo;Sohn, Jong-Nam
    • Journal of Digital Convergence
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    • v.12 no.9
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    • pp.335-341
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    • 2014
  • Due to the expiration of the 3D printer's patent, the articles covering the market activation and bright prospects for the future industry are being released. What are the requirements for the 3D printer to become popular like a general printer? To get the answer, on-line survey was performed for the activation of 3D printer. As a result, tit is observed that he public prefers creative printer and figure, and prefers to use through pay or free download rather than designing digital blueprint, which is output data. For the activation and popularization of 3D printer, figure is familiar to the public who are frequently exposed to image media contents, and it also has motivation factor to use and purchase 3D printer. For distribution of digital blueprint of figure content, the preparation of related law and regulation and activation of online market would be of help for activation of 3D printer.

Exportation of Korean TV programs in American Media Market (Focused on Digital Distribution) (국내 방송 프로그램의 미국 시장 수출 활성화 방안 (스마트 유통을 중심으로))

  • Lee, Moon-Haeng
    • The Journal of the Korea Contents Association
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    • v.15 no.10
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    • pp.127-137
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    • 2015
  • American media market produces and consumes video contents the most in the world. Recently, Korean media contents appeals more than ever to Americans who consume them through online streaming service. This phenomenon reveals a green light which shows a need to seek for new methods in concentrated export area of Korean broadcasting market. To revitalize the exportation in this market, more differentiated strategies of exportation are needed. Therefore, in this study, we find out the activation plans to increase the exportation in American market. Through secondary data analyses with articles, home pages of each Korea TV station and depth interviews of executives of exportation of Korean broadcasting company.

The design of marketing services for offline activation of the market (오프라인 시장의 활성화를 위한 마케팅 서비스의 설계)

  • Park, Jung-Eun;Ban, Min-A;Jeong, Ga-Yeon;Yoon, Dong-Eon;Oh, Am-Suk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.561-562
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    • 2021
  • 시대가 발전함에 따라 무선통신 기술인 사물인터넷이 점차 성장하고 있으며 모바일 중심으로 IT환경이 재편됨에 따라 전자상거래의 결제방식 또한 변화하고 있다. IT시대에 맞춰 개인의 실시간 위치정보를 기반으로 홍보할 수 있는 지능적 마케팅 수단으로 하이브리드 비콘을 활용하여 고객이 매장근처를 지나치거나 방문할 때, 프로모션 및 쿠폰 정보를 전송하여 실시간 마케팅이 가능하게 한다. 하이브리드 비콘은 고주파의 특성상 매장 안팎의 고객 위치를 정교하게 구분 및 제공할 수 있으며, 블루투스의 연결이 끊기더라도 일정시간 동안 마케팅 서비스를 제공하는 강점이 있다. 본 논문에서는 하이브리드 비콘의 고주파와 저전력에 대한 강점을 활용하여 오프라인 매장에서의 고객에게 프로모션 정보나 모바일 적립 서비스를 제공함으로서 오프라인 시장의 마케팅 및 O2O시장 성장을 목표로 한다.

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Business Model of New Media Platform in K-Content Use (한국 방송 콘텐츠의 뉴미디어 플랫폼 비즈니스 모델)

  • Kim, Young-Hwan;Jung, Hoe-Kyung
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.431-438
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    • 2016
  • This study focused on the Korean-wave content consumed in the global market and analyzed success/failure factors of services through business model analysis. It aims to offer an effective new media content platform model. ViKi, Drama Fever, Maaduu.com which are representative global OTT were researched on management strategy by case analysis. The success of the global OTT platform is organized into three factors, target customer coverage, revenue model and community activation. Clear and wide coverage of target customer is important to determine the value of the service. Also, revenue model based on the pay service and community for Korean-wave fandom are essential to make good performance in new media platform business.

Analysis of Visual Attention in Negative Emotional Expression Emoticons using Eye-Tracking Device (시선추적 장치를 활용한 부정적 감정표현 이모티콘의 시각적 주의집중도 분석)

  • Park, Minhee;Kwon, Mahnwoo;Hwang, Mikyung
    • Journal of Korea Multimedia Society
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    • v.24 no.11
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    • pp.1580-1587
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    • 2021
  • Currently, the development and sale of various emoticons has given users a wider range of choices, but a systematic and specific approach to the recognition and use of emoticons by actual users is lacking. Therefore, this study tried to investigate the subjective perception and visual attention concentration of actual users on negative emotional expression emoticons through a survey and eye tracking experiment. First, as a result of subjective recognition analysis, it was found that emoticons are frequently used because their appearance is important, and they can express various emotions in a fun and interesting way. In particular, it was found that emoticons that express negative emotions are often used because they can indirectly express negative emotions through various and concretely expressed visual elements. Next, as a result of the eye tracking experiment, it was found that the negative emotional expression emoticons focused on the large elements that visually emphasized or emphasized the emotional expression elements, and it was found that the focus was not only on the facial expression but also on the physical behavioral responses and language of expression of emotions. These results will be used as basic data to understand users' perceptions and utilization of the diversified emoticons. In addition, for the long-term growth and activation of the emoticon industry market in the future, continuous research should be conducted to understand the various emotions of real users and to develop differentiated emoticons that can maximize the empathy effect appropriate to the situation.

Regional Broadcasting Program Factors Influence Public Relations for The Traditional Market Unity: Focused on (전통시장 융합을 위한 지역 방송 프로그램 요인이 공중관계성에 미치는 영향: 광주방송<시장이 좋다>를 중심으로)

  • Shin, Il-Gi;Choi, Yun-Seul;Shin, Hyun-Sin
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.1-8
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    • 2015
  • To identify the satisfaction level towards Gwangju regional TV broadcasting company's program, "I Like the Market" and the effect of market vitalization on the market merchants' public relationships, this study carried out survey targeting 256 merchants who are residing at the region. The research results demonstrated that the satisfaction level towards the program and market vitalization via the program exert significant effect on the public relationships. Specifically, satisfaction level towards the program for the vitalization of regional broadcast exert effect in the following order; devotion, relationship and reliability. Meanwhile, market vitalization exert positive effect on the relationship, reliability and devotion, in the order mentioned. This implies that the development of quality program for the regional residents plays an important role in the convergence of regional broadcast and in increasing broadcasting company's brand image. Accordingly, positive interaction via regional vitalization when it comes to the formation of regional broadcast program going forth may be needed for regional broadcast policies.

A study on the User Experience of Online Hobby Platform -Focused on the Art Field- (온라인 취미 플랫폼의 사용자 경험 연구 -미술 분야를 중심으로-)

  • Youn, Soo-Jin;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.8
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    • pp.401-406
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    • 2020
  • This study is an analysis of the user experience of online hobby class platform, focusing on the art field, which reduces space-time constraints and lowers accessibility. To this end, I investigated cases of online hobby class platforms and conducted surveys to measure user experience for university students and office workers in their 20s and 30s in Korea. As a result, we found the gap between the elements satisfying the user experience and the current domestic service, and suggested a way to narrow it down. This study is meaningful in that it proposed ways to further promote online hobby class platforms in the future leisure culture market. It is hoped that this study will be used as data on the user experience of future online hobby platforms and further help discuss practical activation measures.