• 제목/요약/키워드: Convergence Contents

검색결과 2,616건 처리시간 0.027초

차세대 융합형 콘텐츠 산업 분류체계에 관한 연구 (A Study on the Classification of Next Generation Contents Convergence Industry)

  • 길진호;신민수
    • 디지털콘텐츠학회 논문지
    • /
    • 제14권1호
    • /
    • pp.97-109
    • /
    • 2013
  • 오늘날 콘텐츠 산업의 가치와 중요성은 급속히 증대되고 있다. 특히 스마트 기기의 대중화로 인해 콘텐츠와 신기술들이 결합된 융합형 콘텐츠의 소비가 증가하고 있다. 이러한 융합형 콘텐츠를 기반으로 하는 차세대 융합형 콘텐츠 산업은 미래 산업을 선도하고 국가성장 동력원으로 인식되고 있다. 그러나 차세대 융합형 콘텐츠 분류체계가 아직 정립되지 않고 있는 상황이어서 산업의 범위를 규정하는데 어려움이 발생한다. 효과적으로 신산업 발굴하기 위해서 현재 콘텐츠, 기술과 산업을 재조명하여 콘텐츠 분야에서 융합트렌드를 이끌어갈 요인을 발견하고 융합 콘텐츠의 형태가 무엇인지를 파악할 필요가 있다. 존재하거나 새롭게 나타나는 융합기술 기반의 콘텐츠 산업 분류를 시도하는 것은 차세대 융합형 콘텐츠 산업 발굴을 위한 초기 연구로 중요하다. 이를 위해 본 연구에서는 차세대 융합형 콘텐츠 산업군을 발견하기 위하여 융합 콘텐츠 속성들을 분석하였고, 이를 바탕으로 컨조인트 분석을 실시하였다. 그리고 컨조인트 분석을 통해 나타난 주요 속성을 기반으로 차세대 융합 산업 군을 제안한다.

디지털콘텐츠서비스의 산업구조와 환경변화에 따른 융합에 관한 연구 (A Study on according Convergence to an Infrastructure and Environment Variation of Digital Contents Service)

  • 주헌식
    • 한국IT서비스학회:학술대회논문집
    • /
    • 한국IT서비스학회 2009년도 춘계학술대회
    • /
    • pp.588-592
    • /
    • 2009
  • The latest advances in great revolution for digital media and contents industries with Ubiquitous era. Because of spread and supply of various multimedia devices with combination digital with network, we need various type of digital contents. The Digital contents consists of Middleware industries, network business, contents service presenters and users. For supporting digital media. contents and media devices have been converging Digital contents convergence has been proceeding rapidly in media, broadcast and communication field. And also, whole Environment for these industries has been changing, too. Wee need another digital contents convergence for new type of products and services because of convergence of IT and broadcast. In addition, new business trends is very important about these new industrial change and developments with digital contents convergence.

  • PDF

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

  • 전병준;최동길
    • 통상정보연구
    • /
    • 제12권3호
    • /
    • pp.55-78
    • /
    • 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.

  • PDF

정보기술(IT)융합 콘텐츠가 노인의 작업수행능력에 미치는 영향 (Effects of IT Convergence-Contents on Occupational Performance in Elderly)

  • 김덕주;양영애
    • 보건의료산업학회지
    • /
    • 제9권2호
    • /
    • pp.33-46
    • /
    • 2015
  • This study was done on the basis that IT convergence-contents can help the elderly. The effects of IT convergence-contents were analyzed on the occupational performance of the elderly. This investigation was done with 100 elderly people above 65 years of age who lived in local community and two senior welfare centers in Busan and Kyeongbuk. The 100 elderly people were split into two groups of 50: the one group who has experience with IT convergence-contents was the experiment group, and the other group with no experience was the control group. In both groups, body functions, cognitive functions, activities of daily living and community participation were tested. The experimental group had higher scores for cognitive function, and activities of daily living than that of the control group. In conclusion, future studies can support continued IT convergence-contents at the local business community level rather than with smaller samples. This work lays the groundwork for follow-up studies to evaluate the effectiveness of IT convergence-contents.

다매체 융합공연을 위한 효율적인 협업제작과정 연구 (A Study on Effective Collaborative Production Processes for Multimedia Convergence Performances)

  • 김가은;박진원
    • 한국콘텐츠학회논문지
    • /
    • 제20권4호
    • /
    • pp.49-61
    • /
    • 2020
  • 최근 공연예술에서 장르 융합형 콜라보레이션과 기술 융합형 콜라보레이션의 물리적인 융합(convergence)은 서로 다른 목표와 이질적인 속성을 전략적으로 융합시킴으로서 대중의 기대수요에 부응하며 새로운 가치의 융합 콘텐츠를 이끌어내는 실험적인 형태로 발전하고 있다. 융합시도 중 발생되는 문제점을 보완하며 공연의 완성도를 높이기 위해서는 각 매체분야 전문가들의 효율적인 협업과정이 연구되고 개선되어야 한다. 본 논문에서는 다매체 융합공연 프로토타입(Prototype) 제작을 통해 시대의 요구에 상응하는 융합공연의 효율적인 협업제작방안을 연구하고자 한다. 공연제작과정을 프리프로덕션(Pre-Production), 프로덕션(Production)으로 분류하여 라이브 연극과 사전제작 영상 애니메이션, 두 매체를 활용한 융합공연의 효율적인 협업제작과정을 작품선정 및 연출방향 설정, 인적구성, 제작일정 계획수립, 시각화과정, 공연연습 및 리허설 등의 과정으로 연구하고자 한다. 융합공연 콘텐츠 기획, 제작방식의 변화, 융합 콘텐츠 간 특수성의 이해를 바탕으로 지속적인 다매체 융합공연을 위한 효율적인 협업제작과정 연구가 진행되어야 융합 콘텐츠 산업 발전 체계화 및 활성화가 가능할 것이다.

이종 학술콘텐트 간 연계.융합 사례연구 - KISTI CLICK 중심 - (Case Study of Connection and Convergence among Different Types of Academic Contents: Centered on the KISTI CLICK)

  • 이상기;최희윤;김선태;이태석;한희준;현미환;예용희
    • 한국비블리아학회지
    • /
    • 제19권1호
    • /
    • pp.5-17
    • /
    • 2008
  • 서로 다른 영역의 기술이나 서비스를 결합하여 새로운 형태의 제품이나 서비스를 창출하는 디지털 컨버전스가 급속하게 발전하고 있으며, 융합 대상이 기술 중심에서 콘텐트 중심으로 동종 콘텐트에서 이종 콘텐트로 확산되는 추세이다. 학술콘텐트 부분에서도 다양한 포맷과 유형의 학술콘텐트를 융합하여 새로운 서비스를 창출하려는 연구가 활발하다. 본고에서는 학술콘텐트 부분의 연계 융합 사례를 고찰하고 특징 및 장단점을 분석하였으며, 특히 KISTI의 이종 콘텐트 간 연계 융합 통합 모델인 CLICK을 중심으로 통합 플랫폼의 특징 문제점 및 해결책, 향후 연구과제를 제시하였다.

피쉬본분석을 통한 사회문제 해결형 콘텐츠 융합 교육 연구모델 도출 (A Study Model of Content Convergence Education for Social Problem Solving through the Analysis of Fishbone)

  • 이중만;박성원
    • Journal of Information Technology Applications and Management
    • /
    • 제27권4호
    • /
    • pp.49-62
    • /
    • 2020
  • In this study, the research model of VR·AR contents convergence education for solving social problems was presented after benchmarking the domestic and foreign realistic educational contents industry and policy trends and Fishbone diagram analysis. The goal was to create VR·AR content convergence talent for co-prosperity in the era of the fourth industrial revolution, and the target of education was students, researchers, and business personnel who are interested in VR AR technology education and contents business such as game animation, etc. The education model is based on understanding about storytelling of the socially disadvantaged, such as children and the elderly, and is technology education for content production including the application of virtual and augmented reality SW, and is a convergence education for content planning and business model strategy development.

콘텐츠의 융합요소 및 융합경로와 융합유형 분석 (An Analysis of the Convergence Factors, Convergence Passes, and Convergence Types in Content Industries)

  • 임명환;이중만
    • Journal of Information Technology Applications and Management
    • /
    • 제20권3_spc호
    • /
    • pp.295-314
    • /
    • 2013
  • These days a great mix of traditional and digital contents such as movie, broadcasting, advertisement, e-books, music, game, animation, cartoon, character, knowledge information, and art performance are widely available. Many more are yet to come, with improved quality and added features. It is expected that all these contents will be evolved into a new breed of convergence content through the process of consolidation, expansion, integration, and recreation. Across the digital ecosystem, a new formula is being added to the industrial structure : 'Information/Content-Platform/Device-Goods/Service.' In the near future, as a result of technological innovation and convergence, the business sector will lose its boundaries as well, as businesses will be forced to look beyond the product itself and focus more on multi-functionality. Especially, in the era of creative economy, more policies need to be crafted in order to procure a new growth engine for the future with the agenda for convergence between humanities and technology. Therefore, the purpose of this paper is to analyze the concept, factors, elements, types, and cases of convergence, which are the essence of content convergence. This analysis, with its focus on the convergence process, will help identify the effects and limits of content convergence as well as the prospects for convergence contents in the smart ecosystem under the creative economic system.

디지털 컨버젼스 환경에서의 분산 거래 모델에 관한 연구 (Distributed Transaction models in Digital Convergence Environment)

  • 이은서;김동환;오화용;장태규
    • 대한전기학회:학술대회논문집
    • /
    • 대한전기학회 2005년도 심포지엄 논문집 정보 및 제어부문
    • /
    • pp.230-232
    • /
    • 2005
  • This paper proposes a Distributed Transaction models based on the multimedia framework (MPEG-21) in digital convergence environment. Digital media market is growing up rapidly according to the extension of internet and universality of multimedia contents. So, importance of the effective management with the production and distribution of produced multimedia contents is becoming larger. For effective management of multimedia contents, the multimedia contents which are represented with different standard each other can be processed adaptively in the variable network environment. A free compatibility among the different terminals and standards are the essential particular should be offered for the digital convergence environment. A multimedia framework supports this compatibility and various multimedia services. In this paper, the Distributed Transaction models that multimedia contents can be circulated among the individual users safely and freely are proposed and the relation technologies are described.

  • PDF