• Title/Summary/Keyword: entertainment contents

Search Result 607, Processing Time 0.03 seconds

A Study on the Alienation and Inheritance of the Right of Publicity (퍼블리시티권의 양도성과 상속성에 관한 연구)

  • Kwon, Sang-Ro
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2009.05a
    • /
    • pp.532-536
    • /
    • 2009
  • Recently the entertainment and sports/advertisement industry have developed rapidly, and the name or identities of celebrities such as entertainers or athletics for the advertisement so that following troubles are occurred continually. Some celebrities actually started a suit for there right of publicity was violated, and won the case. Meanwhile, the right of publicity has become a growing issue in the society. In the States, the right of publicity which controls using one's identity for commercial use, and it is recognized as a right of property separated from the right of privacy. But in Germany, the right of publicity is protected as a human right. On the other hand, in Korea, there is an argument that the mental human right and the right of publicity which has property-characteristic are not separated clearly, and also the attitude of precedent toward the right of publicity is not unified. Especially in Korea, where it is taking the written laws principally, it is not easy to recognize the right of publicity which is a monopoly and exclusion without basis such as any actual laws such as regulation of agreement or any conventional laws. Therefore, as the right protection of celebrities is becoming the social state and there is an agreement with the constituents of the society, now Korea shall progress legislation about the right of publicity, and prepare a legal basis which regulates the remedies for the realization condition, alienation, inheritance, objectives, duration and violation of the right of publicity.

  • PDF

A study on Mutual Authentication of Copyright between Korea-China and Trade Cooperation (한.중 저작권 상호인증과 통상협력과제)

  • Lee, Chan-Do
    • International Commerce and Information Review
    • /
    • v.16 no.1
    • /
    • pp.3-24
    • /
    • 2014
  • When the Korean Wave was sweeping over China, Asia, Other Countries, Some people worried that the ambiguity of the copyright act would obstruct export of the entertainment contents. To solve this problem, the copyright authentication was introduced in the copyright act, enforcement for its, etc. There are two authentication systems at copyright. One is right authentication protected by copyright, Other one is licence authentication received from the owner. This study is meant to seeking the problem of insufficient regulation related to copyright authentication. According to analysis of FGI in this study, the existing system does not support a proper and specific way how to suggest a long term perspective in the transaction of Korean Contents between Korea and China. The key to success of copyright authentication system between Korea and China depends upon the implementation of the system of copyright mutual authentication. To do so, In reality, laws, institutions, technologies, policies, and operations, etc. should be Inter-operability. Also we should realize that this system gives mutual benefits at transaction between the two countries. Thus, it is important for two countries to effort trade cooperation continuously.

  • PDF

An Exploratory Study for Identifying Key Factors in Online Games Development Strategy Utilizing Web Community (온라인게임 개발전략에 관한 탐색적 연구 : 게임 커뮤니티 활용을 중심으로)

  • Jung, Jai-Jin;Chang, Chung-Moo;Kim, Tae-Ung
    • The KIPS Transactions:PartD
    • /
    • v.11D no.4
    • /
    • pp.991-1002
    • /
    • 2004
  • Online game business has emerged as the most lucrative entertainment industry, with over 20 million platers. The popularity of online games can be attributed to the presence of numerous PC Bangs around the country, which have pushed online games into the mainstream culture while broadband internet services facilitated online game play. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the online game market continues to expand, with many new online game publishers entering the market, relatively little is known about which factors are strategically important for successful development of online games. A conceptual framework is proposed, and a structural equation modeling, for Identifying the factors affecting the market success of online games, is developed. The concept of online game community, idea generation, systematic development strategy, flexible development process, utilizing demo-version, outsourcing, etc, are ail introduced into the model, as the independent variables affecting the success level of online games directly and indirectly. Based on data collected from questionnaire survey, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between these variables. Statistical results show that utilizing online game community and system atic development strategy is the key for successful online game development. Other interesting results concerning game development strategy are also provided. It is hoped that this result might provide the useful guidelines for developing the successful online game contents. With a better understanding of key success factors, online game developers should be able to make adjustments in their development and marketing plans, providing them with a sustainable advantage over their competition.

The study of expressing Theme by symbolic images in film(Focusing on the Michelangelo Antonioni's film "Blow-up(1966)) (상징적 이미지를 통한 주제의제표현에 대한 연구 (미켈란젤로 안토니오니의 영화"확대(1966)"를 중심으로))

  • Lee, Tae-hoon
    • Journal of Digital Convergence
    • /
    • v.15 no.8
    • /
    • pp.401-407
    • /
    • 2017
  • The movie content, which is more firmly established as the best popular art, is the main entertainment content that reflects the current trend based on the most common contents and consensus on the culture of the global community. However, since modern films are more sensitive to popular tastes that appeal to amusement and stimulating emotions, reduction of opportunities for intellectual pleasure through appreciation of artistic expressions is inevitable and unavoidable. In this paper, however, we try to analyze the symbolic meaning of the short in the film, to grasp the inner nature of the film projected in the film, and ultimately to express the theme message. Effective symbolism exposes emotions to create moods and moods, and to express deeply with the audience, expressing the inner psychological state and will of the person. By conveying the meaning behind the surface image to the audience unconsciously, it is possible to transmit the message intentionally more effectively and strongly. In addition, it can be expected to create effects such as an associative action or an increase in contrast energy on the screen through collision of irony and image in the expectant emotion composition of the audience.

Policy Suggestions for Establishing Culture Technology Institute from Economic Point of View (경제성 관점에서 문화기술연구원설립에 대한 정책적 제언 -조직구조, 규모 및 설립시기를 중심으로-)

  • Lee, Yong-Kyu;Ju, Hye-Seong
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.10
    • /
    • pp.257-266
    • /
    • 2011
  • The establishment of Culture Technology Institute is now under discussion. In case of advanced countries (including USA, Japan and EU) practices market-oriented policies in the area of culture and entertainment industry. Therefore it is hard to find out Government-funded Institute which Korea could benchmark. In this situation, there are many different opinions about its organizational structure, size of organization and budget, and when the institute should be established. This study proposed a Consolidated-Decentralized model as a proper organizational structure after evaluating 4 different models based on 4 criterion. And based on results produced by the model developed for our research, this study suggested proposals that the number of research personnel and the size of budget should be larger than 300 persons and 1200 billion won respectively. However, the establishment of institute should be decided by not only economic factor but also various factors such as political element, externality, private company investment and effect on production inducement etc. If new institute focused on different area from ETRI, then the time and size of the institute could be decided by the result of policy analysis.

The Immersion Factors and Characteristics of Youtube Channels for Generation Z (Z세대가 즐기는 유튜브 채널의 몰입 요인과 특징)

  • Kang, MinJeong;Jeong, Eun-Ju;Cho, Hae-Yoon
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.2
    • /
    • pp.150-161
    • /
    • 2020
  • Generation Z(Gen Z), which is referred to people in their late teens to early 20s, becomes one of new major consumer groups in the society. More than 80 percent Gen Z use YouTube content as a main information channel. In this study, we investigate what kind of factors make Gen Z immersed when watching YouTube content. In the background study, we examined immersion and set the cognitive conditions of immersion as reality, fascination, control, and driving as a framework for analysis of case study. In the case study, we analyzed the most popular YouTube channels of each category among the Gen Z with the established framework and then identified 3 main factors: reality, 5 senses, and unpretentiousness and 8 characteristics of them. By conducting survey with Gen Z, we wanted to verify the validity of the characteristics and find out the difference among categories. Subjects answered on a five-point scale how the characteristics of each immersion factor corresponded to their favorite channels. As a result, seven characteristics: 1) familiarity of background, 2) reality of acting, 3)familiarity of material, 4)YouTubers' appearance and 5) voice, 6)multi-sensory, and 7)YouTuber's ability to resemble viewers influenced more than 50% of users' immersion. Although there was no significant difference among categories, the familiarity of the material and the five senses stimulus (YouTube's appearance, voice, audiovisual and surrogate taste) were the most important factors in the entertainment category.

IPTV and User Scenario-Based Interface in Home Network Service (홈 네트워크 환경에서 사용자 중심 시나리오를 활용한 IPTV 인터페이스 분석)

  • Lee, Jee-Hee;Kim, So-Hyun;Kim, Hyun-Suk
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.3
    • /
    • pp.92-100
    • /
    • 2010
  • Due to the development of digital appliance, role of TV causes both-way by introducing IPTV, and SNS service causes big change of watching environment and residence environment. There are good conditions on the role of integrated control because it is arranged in the living room which secures movement most effectively and because family members can easily use, and the degree of use is high. Therefore, we infer user's needs by analyzing user scenario and current role of TV in home network environment. Primarily, we collect surveys of development scenario and technology which companies suggest TV applied by home network service, and secondly, we comparatively study scenario which the companies mentioned above suggest through observing user scenario, and study the role of IPTV in the future through actual scenario-based experiment by ethnography. After analyzing user scenario through case study and experiment, there are integrated device studies mainly in company study because it can be made up inside home, security and entertainment. On the other hand, there are patterns of user behavior by scenario experiment mainly in auto-tainment, security, and it showed that it is insufficient for interaction between TV and home media peripheral. Through this paper, we analyze context of home user, and based on this, we could suggest effective use of service development. Also after analyzing user form, we could know it also should be considered of ratio between activity inside home and activity outside home.

Stereoscopic Free-viewpoint Tour-Into-Picture Generation from a Single Image (단안 영상의 입체 자유시점 Tour-Into-Picture)

  • Kim, Je-Dong;Lee, Kwang-Hoon;Kim, Man-Bae
    • Journal of Broadcast Engineering
    • /
    • v.15 no.2
    • /
    • pp.163-172
    • /
    • 2010
  • The free viewpoint video delivers an active contents where users can see the images rendered from the viewpoints chosen by them. Its applications are found in broad areas, especially museum tour, entertainment and so forth. As a new free-viewpoint application, this paper presents a stereoscopic free-viewpoint TIP (Tour Into Picture) where users can navigate the inside of a single image controlling a virtual camera and utilizing depth data. Unlike conventional TIP methods providing 2D image or video, our proposed method can provide users with 3D stereoscopic and free-viewpoint contents. Navigating a picture with stereoscopic viewing can deliver more realistic and immersive perception. The method uses semi-automatic processing to make foreground mask, background image, and depth map. The second step is to navigate the single picture and to obtain rendered images by perspective projection. For the free-viewpoint viewing, a virtual camera whose operations include translation, rotation, look-around, and zooming is operated. In experiments, the proposed method was tested eth 'Danopungjun' that is one of famous paintings made in Chosun Dynasty. The free-viewpoint software is developed based on MFC Visual C++ and OpenGL libraries.

The study of Internal Meaning of Mise-en-Scène in Realism Movie -How Hong Sang-Su Handles His Realism with Ordinary Life- (리얼리즘 미학에 나타난 미장셴의 내적 의미 연구 -홍상수 영화의 일상과 리얼리즘 중심으로-)

  • Jin, Seung-Hyun
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.2
    • /
    • pp.130-138
    • /
    • 2015
  • Korean movies with a great variety of styles have recently succeeded in drawing people's attention Rule number one is "the more entertainment, the more audiences". On the top of box offices are always the movies that have a number of spectacular scenes, pounding sounds and big budget characters. Hong Sang Su movies, however, receive attention from the public without above noted descriptions. One of his effective methods of expression is "realism" He has illustrated the trivial episodes with his own wits and ways. Not only has his style become famous and popular but he has many followers. He enjoys using ordinary emotion and sentiment that are likely to happen to everyone. This paper uses two tools. One is the traditional analysis of realism. The other is how he can approach the public meaningfully by listing common elements he frequently uses in his movies. Nevertheless, we can't fully understand his realism by explaining how he shows our everyday life and how much his movie looks like it. Though admitting there are so many preceding papers on his works but this paper will try to look deep into his realism through the analysis of Mise-en-Sc$\grave{e}$ne.

The Cyber Transformation of Marketing Mix Model : An Empirical Study of Korean On-line Shopping Malls (마케팅 믹스 모델의 사이버 전환에 관한 실증적 연구)

  • 이영순;서봉철
    • Journal of Distribution Research
    • /
    • v.7 no.1
    • /
    • pp.105-127
    • /
    • 2002
  • This paper presents an analysis of how the business models of organizations are getting transformed in the Marketspace created by the Internet. We use a research model comprising the transformation scores of four Ps(Product, Price, Promotion, and Place) as dependent variables and three dimensions, Demographics, Technology, and Community elements on the Websites, as explaining variables about the Cyber Transformation of the 4Ps. While most existing literatures have focused on Website's technology, our research model includes 22 five-point-scale items; 10 Demographics /Technology items and 12 Community items. To measure the 4P's transformation scores, the authors selected 14 workable items from the Marketspace Model by Dutta, Kwan, & Segev(1997). A sample of 123 shopping mall Websites comprising three categories(grocery, jewelry/accessory, and cosmetics) from the 100hot.co.kr list are evaluated and the data is analyzed by SPSSWIN 8.0 version. The result shows that there are five significant factors, Technology, Interaction, Connectedness, Business Features, and Domain, while the average transformation scores of 4Ps are at very low level. The factor scores are used in regression analysis for each P. Two factors, Technology and Interaction are influencing all four Ps; Connectedness is influencing only two, Product and Place. Organizations must not simply take their existing business models. They have to adopt the Technology items(navigation, logo, e-mail, guide, graphics) and to facilitate the Interaction items(consulting, number/quality of bulletin boards, participation, offline events) and Connectedness(club activation, contents, partner/site link, entertainment contents) in order to get transformed in the Marketspace successfully in the near future.

  • PDF