• Title/Summary/Keyword: Contents

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A Study on Contents Manufactur ing System for Massive Contents Production

  • Ji, Su-Mi;Lee, Jeong-Joong;Kwon, Sang-Pill;Kim, Jin-Guk;Yu, Chang-Man;Lee, Jeong-Gyu;Jeon, Se-Jong;Jeong, Tae-Wan;Kang, Dong-Wann;Park, Sang-Il;Song, Oh-Young;Lee, Jong-Weon;Yoon, Kyung-Hyun;Han, Chang-Wan;Baik, Sung-Wook
    • Journal of Korea Multimedia Society
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    • v.13 no.12
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    • pp.1832-1842
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    • 2010
  • This paper introduces a new automatic processing system: "Contents Factory" for the mass production of contents. Through the contents factory, we provide an authoring environment to improve the usability and the efficiency in producing contents. The contents factory integrates recycling techniques for contents resources, contents development engines, authoring tools, and interfaces into a total processing system. Since it is multi-platform based including mobile devices as well as PCs, one can easily produce complete PC and mobile contents from raw resources. We produced an example, "Sejong square" via the contents factory in order to demonstrate its effectiveness and usability.

Reproduction based Multi-Contents Distribution Platform

  • Lee, Byung-Duck;Lee, Keun-Ho;Han, Seong-Soo;Jeong, Chang-Sung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.2
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    • pp.695-712
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    • 2021
  • As the use of smart devices is being increased rapidly by the development of internet and IT technology, the contents production and utilization rate are showing higher increase, too. In addition, the type of contents also shows very diverse forms such as education, game, video, UCC, etc. In the meantime, the contents are reproduced in diverse forms by reprocessing the original contents, and they are being serviced through the contents service platform. Therefore, the platform to make the contents reprocessing easy and fast is needed. As the diverse contents distribution channels such as YouTube, SNS, App Service, etc, easier contents distribution platform is needed, and the development of the relevant area is expected. In addition, as the selective consumption of the contents having easy accessibility through diverse smart devices is distinguished, the demand for the platform and service that can identify the contents consumption propensity by individual is being increased. Therefore, in this study, to vitalize the online contents distribution, the contents reproduction and publishing platform, was designed and materialized, which can reproduce and distribute the contents based on the real-time contents editing technology in URL unit and the consumer propensity analysis technology using the data management-based broadcasting contents distribution metadata technology and the edited image contents streaming technology. In addition, in the results of comparing with other platforms through the experiment, the performance superiority of the suggested platform was verified. If the suggested platform is applied to the areas of education, broadcasting, press, etc, the multi-media contents can be reproduced and distributed easily, through which the vitalization of contents-related industry is expected.

A Study on Business Processes and Corresponding Classifications of Digital Contents Industries (디지털 컨텐츠 산업의 업무프로세스 및 분류체계에 관한 연구)

  • 임춘성;최봉균;윤용기
    • The Journal of Society for e-Business Studies
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    • v.7 no.3
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    • pp.105-120
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    • 2002
  • The importance of contents industry is growing up in various industries because of internet and digital economy. Recently, contents industry is challenging to new businesses such as total service industry with digital contents. It is important to classify digital contents to use it in contents industries and information and telecommunication service industries. Previous contents classification frameworks is based on contents quality, business model and application methods. They didn't consider business processes, interfaces of business unit and interactions in contents industries. In this paper, we present core business processes in digital contents industries, a corresponding digital contents classification, and analysis method of digital contents industry.

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"Contents Syndication" 사례

  • 원상훈
    • Proceedings of the Korea Database Society Conference
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    • 2001.11a
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    • pp.347-369
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    • 2001
  • o Contents 가치 증대, 보다 편리한 Contents유통, Contents 확보 비용 절감 효과 o 수익 극대화를 위한 최적의 Contents 제공, Customized Contents 제공 o 효율적인 Contents생산 및 유통 인프라 구축 (중략)

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A study on Convergence of the Digital Contents Industry and Possibility of Exportation (디지털콘텐츠 산업의 융합화와 수출 가능성)

  • Chun, Byung-June;Choi, Dong-Gil
    • International Commerce and Information Review
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    • v.12 no.3
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    • pp.55-78
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    • 2010
  • This study analyses recent development of digital contents industry. The purpose of this study is to show how the convergence phenomenon is occurring in the digital contents industry. Furthermore, this study examines the influence of digital convergence on the digital contents industry. The characteristics of the digital contents industry falls roughly into three features. To begin with, technical aspect of the industrial feature is that digitalized contents can be used in various digital devices, namely OSMU(One Source Multi Use). The second feature is related to protection of copyright against illegal file sharing and downloading. One final point is that platform for distribution channels has been universal by digital convergence. To sum up, the notable feature of digital contents industry is high value-added. Also, digital contents industry is composed of users, digital device, network, and universal contents. Users are the key component of digital contents industry, who is distinguished from consumers. Digital devices such as mobile phone, PDA can play all kinds of digital contents and make users communicate in two-ways. Portable devices also allow the users to consume digital contents at any place. Digital contents can be distributed by both wire and wireless networks. And most of transactions can be made through networks. There are three key issues about digital convergence. Entry barriers for market become lowered; the age of contents users is changed from old generation to young generation. And the form of contents devices is changing rapidly. Traditional contents field such as movie, music, broadcasting, publishing, animations are combined into one digital contents territory. As a result, this paper suggests that digital convergence phenomenon will be accelerating for the future. According to the result of this study, the advent of digital convergence and e-Commerce will have significant influence on trade of digital contents.

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A Study on the Contents Development Process for Successful Market Entrance

  • Jung, Jai-Jin
    • Journal of Korea Multimedia Society
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    • v.10 no.12
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    • pp.1704-1713
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    • 2007
  • Contents industry is growing into a versatile area whose contents can be embodied through not only traditional media such as theater and TV, but also new ones such as the internet, mobile unit, PDA, DMP, etc. In addition, highly advanced computer technology and contents are harmoniously combined for image development featuring multi-channels, which produces various contents, and thus, creating synergy effects with other key industries such as IT, strengthens the domestic economy as an industry of value expansion and new high value items. To this end, this study is to present development plans that are highly productive and valued to domestic contents development companies. For this, the focus was put on the fact that concurrent engineering, which is the mechanism bringing very beneficial effects to existing analog product development processes, and the team system have significant, positive effect on the company productiveness and competitive market values among digital contents related companies, especially contents businesses.

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Case-based Filtering by Using Degree of Membership for Digital Contents (디지털 콘텐츠를 위한 소속도를 이용한 사례기반 필터링)

  • Kim, Hyung-Il
    • The Journal of the Korea Contents Association
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    • v.10 no.10
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    • pp.9-18
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    • 2010
  • As digital contents become vast in quantity, it takes long time for users to search the digital contents they want, which is a problem that has arisen. Therefore, it is required to have the technology that analyzes vast digital contents and extracts the appropriate contents for users in order to provide them with contents they want. For a fast searching of digital contents suitable for users, it is necessary to have the technology of filtering for digital contents. In this paper, we propose a method of filtering digital contents suitable for individual users. The method suggested in this paper is to analyze case-based information in digital contents and provide the digital contents suitable for individual users. The case for using digital contents is used for analysis of users' preference. Various simulations were conducted to confirm the effectiveness of the proposed method.

A Study on Market Penetration Strategy for Smart Contents Providers (스마트콘텐츠 기업의 시장진입 전략에 관한 연구)

  • Lee, Chul Sun;Kim, Jong Ho
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.8 no.4
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    • pp.263-272
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    • 2012
  • Lately, as domestic smart phone users exceeds 10 millions, Korea entered into real smart era in which smart contents market grows very quickly. One of feature for smart contents market is that there is few entry barrier for market penetration. So, it is essential for domestic digital contents providers to transform existing digital contents into smart contents to protect the entry of foreign firms into domestic market and to take advantage of opportunities to advance to foreign contents markets. The objective of this study is analyzing strategies of abroad companies which has penetrated into smart contents market successfully and classifying them systematically and the way to execute the proposed strategies. Future works of companies and governments to expand smart contents markets can be summarized as follows. First, they must prepare reliable data to elicitate proper market penetration strategies. Second, it is highly desirable to fuse contents industry and culture industry together. Third, it is urgent to formulate policies to promote SOHO contents companies.

Policy Vision on the Cultural Contents Industry as a New Growth Power in the 21 Century (21세기 신성장 동력, 문화콘텐츠 정책의 방향)

  • Kim, Jeong-Hun
    • 한국디지털정책학회:학술대회논문집
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    • 2007.06a
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    • pp.171-180
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    • 2007
  • The purpose of this paper is to find an policy vision and action plans for the growth of the Korean cultural contents industry as a new growth power in the 21th century. For this purpose, I referred to sundry records to analyze the characteristics, industrial situation and the prospects of the cultural contents industry. I also made an analysis on the outcome of the cultural contents policy with the help of the official concerned in the Ministry of Culture and Tourism, which made it possible for me to draw a few urgent problems of Korean cultural contents industry. With these preceding analyses, I proposed the strategy and action plans of the government policy for the Korean cultural contents industry as follows : strengthening the creative power of the cultural contents industry, systemizing the healthy circulation of the cultural contents, and improvement of the cultural welfare on the basis of contents.

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Success Factors of Digital Contents Distribution Websites (디지털콘텐츠 유통 웹사이트의 성공요인(에 관한 연구))

  • Choi, Yong-Soek;Kwon, Hyeog-In
    • Journal of Information Technology Applications and Management
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    • v.13 no.4
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    • pp.215-235
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    • 2006
  • Recently, Development of IT and digital-tech, and this is becoming factor of digital contents industry development. But, problem that is more suitable e-business model's necessity and quality enemy of distribution web-site to digital contents as transaction this firm dispute by transaction special quality and Payment-system increase of digital contents increases rapidly was risen. In this study, Digital Contents qualify estimation very important persons of digital contents as sequence of study that investigate from target's viewpoint which is serviced through web-site that digital contents is not factors of web-site service method whether digital contents distribution web-site factors effect that is some in customer satisfaction from general viewpoint of actuality digital contents distribution and is the actual proof enemy. This paper's goal that these study finding leads as digital contents industry discusses individual enterprise's success and failure as field of business in quickening period yet but domestic digital contents industry field will be roared and may can have competitive power by enterprises which wish to already started business or inaugurate an enterprise enter in field with successful beginning and direction and develop continuously.

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