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      • KCI등재

        콘텐츠 등급분류신청의 ‘정당한 권리’에 관한 법리

        정해상 법무부 2022 선진상사법률연구 Vol.- No.99

        Applying certain restrictions by assigning a rating of content has an essential problem that limits freedom of expression along with the positive aspects of youth protection and information provision to content users. Therefore, it must be a principle to perform a minimum function to achieve the purpose of Content Rating. The Content Rating System is a procedure that can achieve the legislative purpose of the system of evaluation and control of content if only the submission and explanation of content are faithfully carried out. Therefore, the qualifications and procedures of Application for the Rating will also focus on the submission of the content and a faithful explanation of the content. Application for the Rating and procedure is inherently a very technical and simple process. The Content Rating System is an area of evaluation and control of content for the purpose of distribution or provision. The proof of 'Legitimate Right' is an area such as copyright. Nevertheless, it is very awkward in legal policy to interpret 'Legitimate Right' as the possession of copyrights that can be 'produced or distributed'. In addition, according to the interpretation of the legal text, there is an inherent problem that causes a serious obstacle to the content service industry. This is especially true in the case of the online service industry, which forms various rights relationships for copyrights and uses them for business. Applying with data that can be checked or confirmed in advance in practice is a procedural regulation that can be allowed to prevent illegal distribution of content. However, the applicant's 'Legimate Right' is not the existence of copyrights, but the existence of rights that enable distribution or provision. This is because the confirmation of legitimate rights is only an incidental and formal procedure that expects the content to be legally distributed or provided, and is not a procedure that recognizes that the applicant has legitimate copyright, etc. First of all, it should be considered that foreign content providers are increasing and as the OTT industry is revitalized, numerous contents are widely serviced to consumers in various methods and processes. It is believed that expanding the scope of application for the rating will realize the legislative purpose of The Content Rating System and will help establish a legitimate distribution order.

      • KCI등재

        Content Distribution for 5G Systems Based on Distributed Cloud Service Network Architecture

        ( Lirong Jiang ),( Gang Feng ),( Shuang Qin ) 한국인터넷정보학회 2015 KSII Transactions on Internet and Information Syst Vol.9 No.11

        Future mobile communications face enormous challenges as traditional voice services are replaced with increasing mobile multimedia and data services. To address the vast data traffic volume and the requirement of user Quality of Experience (QoE) in the next generation mobile networks, it is imperative to develop efficient content distribution technique, aiming at significantly reducing redundant data transmissions and improving content delivery performance. On the other hand, in recent years cloud computing as a promising new content-centric paradigm is exploited to fulfil the multimedia requirements by provisioning data and computing resources on demand. In this paper, we propose a cooperative caching framework which implements State based Content Distribution (SCD) algorithm for future mobile networks. In our proposed framework, cloud service providers deploy a plurality of cloudlets in the network forming a Distributed Cloud Service Network (DCSN), and pre-allocate content services in local cloudlets to avoid redundant content transmissions. We use content popularity and content state which is determined by content requests, editorial updates and new arrivals to formulate a content distribution optimization model. Data contents are deployed in local cloudlets according to the optimal solution to achieve the lowest average content delivery latency. We use simulation experiments to validate the effectiveness of our proposed framework. Numerical results show that the proposed framework can significantly improve content cache hit rate, reduce content delivery latency and outbound traffic volume in comparison with known existing caching strategies.

      • KCI등재

        언어모델을 활용한 콘텐츠 메타 데이터 기반 유사 콘텐츠 추천 모델

        김동환 한국지능정보시스템학회 2023 지능정보연구 Vol.29 No.1

        With the increase in the spread of smart devices and the impact of COVID-19, the consumption of media contents through smart devices has significantly increased. Along with this trend, the amount of media contents viewed through OTT platforms is increasing, that makes contents recommendations on these platforms more important. Previous contents-based recommendation researches have mostly utilized metadata that describes the characteristics of the contents, with a shortage of researches that utilize the contents’ own descriptive metadata. In this paper, various text data including titles and synopses that describe the contents were used to recommend similar contents. KLUE-RoBERTa-large, a Korean language model with excellent performance, was used to train the model on the text data. A dataset of over 20,000 contents metadata including titles, synopses, composite genres, directors, actors, and hash tags information was used as training data. To enter the various text features into the language model, the features were concatenated using special tokens that indicate each feature. The test set was designed to promote the relative and objective nature of the model’s similarity classification ability by using the three contents comparison method and applying multiple inspections to label the test set. Genres classification and hash tag classification prediction tasks were used to fine-tune the embeddings for the contents meta text data. As a result, the hash tag classification model showed an accuracy of over 90% based on the similarity test set, which was more than 9% better than the baseline language model. Through hash tag classification training, it was found that the language model’s ability to classify similar contents was improved, which demonstrated the value of using a language model for the contents-based filtering. 스마트 기기의 보급률 증가와 더불어 코로나의 영향으로 스마트 기기를 통한 미디어 콘텐츠의 소비가 크게 늘어나고 있다. 이러한 추세와 더불어 OTT 플랫폼을 통한 미디어 콘텐츠의 시청과 콘텐츠의 양이 늘어나고 있어서 해당 플랫폼에 서의 콘텐츠 추천이 중요해지고 있다. 콘텐츠 기반 추천 관련 기존 연구들은 콘텐츠의 특징을 가리키는 메타 데이터를 활용하는 경우가 대부분이었고 콘텐츠 자체의 내용적인 메타 데이터를 활용하는 경우는 부족한 상황이다. 이에 따라 본 논문은 콘텐츠의 내용적인 부분을 설명하는 제목과 시놉시스를 포함한 다양한 텍스트 데이터를 바탕으로 유사한 콘텐츠를 추천하고자 하였다. 텍스트 데이터를 학습하기 위한 모델은 한국어 언어모델 중에 성능이 우수한 KLUE-RoBERTa-large 를 활용하였다. 학습 데이터는 콘텐츠 제목, 시놉시스, 복합 장르, 감독, 배우, 해시 태그 정보를 포함하는 2만여건의 콘텐츠 메타 데이터를 사용하였으며 정형 데이터로 구분되어 있는 여러 텍스트 피처를 입력하기 위해 해당 피처를 가리키는 스페셜 토큰으로 텍스트 피처들을 이어붙여서 언어모델에 입력하였다. 콘텐츠들 간에 3자 비교를 하는 방식과 테스트셋 레이블링에 다중 검수를 적용하여 모델의 유사도 분류 능력을 점검하는 테스트셋의 상대성과 객관성을 도모하였다. 콘텐츠 메타 텍스트 데이터에 대한 임베딩을 파인튜닝 학습하기 위해 장르 분류와 해시태그 분류 예측 태스크로 실험하였다. 결과적으로 해시태그 분류 모델이 유사도 테스트셋 기준으로 90%이상의 정확도를 보였고 기본 언어모델 대비 9% 이상 향상되었다. 해시태그 분류 학습을 통해 언어모델의 유사 콘텐츠 분류 능력이 향상됨을 알 수 있었고 콘텐츠 기반 필터링을 위한 언어모델의 활용 가치를 보여주었다.

      • SCIESCOPUS

        Predicting content consumption from content-to-content relationships

        Han, Jinyoung,Choi, Daejin,Chung, Taejoong,Chuah, Chen-Nee,Kim, Hyun-chul,Kwon, Ted Taekyoung Academic Press 2019 Journal of network and computer applications Vol.132 No.-

        <P><B>Abstract</B></P> <P>As the majority of Internet traffic today is attributed to content-centric applications, there has been ever-increasing demand for highly scalable and efficient content delivery. An accurate prediction on future content consumption is essential for such demand. To address such an issue, this paper introduces a new computational approach, <I>Content Network (CN)</I> that can capture the relations among contents, and its potential applications. We conduct a measurement study to investigate how contents are inter-related from the viewpoint of content spreading on one of the popular BitTorrent portals: The Pirate Bay. Based on the large-scale dataset that contains 18 K torrents and 9 M users, we construct the CN and investigate its structural properties. Our key finding is that contents in the same community in the CN (i) belong to the same content category with 94% probability, (ii) are uploaded by the same content publisher with 76% probability, and (iii) have the similar titles with 51% probability, which implies that contents in the same community collectively contain common (shared) interests of users. Our trace-driven study demonstrates that the proposed CN model is useful in (i) content recommendation for increasing sales and (ii) content caching for networking efficiency. We believe our work can provide an important insight for content stakeholders, e.g., content providers for efficient publishing strategies, network engineers for networking efficiency, or content marketers for accurate recommendation.</P>

      • KCI등재후보

        콘텐츠 가치평가 활성화 방안 수립 연구

        이동욱,최재영 (사)디지털산업정보학회 2014 디지털산업정보학회논문지 Vol.10 No.3

        The content industry is the core of the creative economy. The content industry is a fast-growing and high value-added industry, but becomes a high risk market on the other hand. Content related enterprises are difficult business environment. Thus, the accurate evaluation of content on its value is essential. But, it is hard to assess the value of content because of its intangible characteristics. This study is enabled improving the financing conditions of enterprises through the vitalization of value assessment for contents. Improve financial accessibility is required composition, means of access financial diversification, financial ecosystem to vitalization of value assessment for contents. In addition, the system should be established to support the economic activities of the creative content sector companies. The content industry should develop a new strategy for sustained growth. But, we believe that the accordance and cooperation from related parties, including contents producers, contents developers and governmental departments, are definitely required to boost the game contents industry. We hope that the more efficient methods are vitalizing the contents industry.

      • KCI우수등재

        4차 산업혁명시대 콘텐츠와 문화콘텐츠

        김기덕 인문콘텐츠학회 2019 인문콘텐츠 Vol.0 No.52

        It can be said that it was around 2000 that the concept of contents and cultural contents emerged in Korean society including the Human Contents of Association. This period was in sync with the atmosphere of the times when digital technology spread on a full scale. The full-scale spread of this digital technology in this period is currently defined as the 3rd industiral revolution. Therefore, the emergence of such terms as contents, cultural contents and human contents and their social utility are closely related to the 3rd industrial revolution. This study attempted to discuss this relatedness from a perspective of the 'media'. That is, the full-scale spread of digital technology understood as the 3rd industrial revolution led to the diffusion of the media as its specific presentation, which is thought to have necessarily resulted in requiring contents contained in the media, and furthermore cultual contents and human contents. This study started by asking a question of 'how contents, cultural contents and human contents emerging in the 3rd industrial revolution will take shape if current technological development can be said to be the 4th industrial revolution. In this study, the core of the 4th industrial revolution technology is thought to be the context. Technologies currently presented as the emblem of the 4th industrial revolution is actually the deepening of digital technology in the 3rd industrial revolution. Accordingly, there are arguments that negate its classification. But technologies of the 4th industrial revolution is not simply the extension of digital technology but also its intelligence. The core of intelligence consists in collecting and grasping the user's context and assisting in applying it. Then the 4th industrial revolution can be the heyday of the contents specialist. If technologies of the 4th industrial revolution extract the user's context, the importance of contents will also be presented in planning cultural contents based on it and the planning of cultural contents will be made even easier. More ardent discussion over the orientation of cultural contents in the 4th industrial revolution is expected to set the direction for cultural contents studies and human contents studies. In addition, the accurate understanding and application of the core of technogies in the 4th industrial revolution is expected to make it easier to create contents in the cultural contents industry and produce the more abundant outcome. 한국사회에서 콘텐츠, 문화콘텐츠 개념이 출현한 것은 2,000년이었다. 이 시기는 디지털기술이 본격적으로 확산되는 시대분위기와 맞물려 있었다. 이 시기 이러한 디지털기술의 전면적 확산을 현재 3차 산업혁명이라고 규정한다. 필자는 3차 산업혁명의 핵심을 ‘미디어’의 차원에서 정리하여 보았다. 즉 3차 산업혁명으로 이해되는 디지털기술의 전면적 확산은 그 구체적인 표상으로서 미디어의 확산을 가져왔으며, 그 결과 필연적으로 그 미디어에 담기는 콘텐츠, 더 나아가 문화콘텐츠·인문콘텐츠를 요청할 수밖에 없었다고 생각한다. 과연 3차 산업혁명시대에 출현한 콘텐츠, 문화콘텐츠, 인문콘텐츠는 4차 산업혁명시대에서는 어떻게 될 것인가. 필자는 그것을 해명하기 위해 4차 산업혁명 기술의 핵심은 컨텍스트(context)라고 보았다. 현재 4차 산업혁명의 표상으로 제시되는 기술들은 실제로는 3차 산업혁명시대 디지털 기술의 심화이다. 따라서 그 구분을 부정하는 주장도 나오는 것이다. 그러나 4차 산업혁명의 기술들은 단순한 디지털기술의 확장만이 아니라 지능화(intelligence)되었다는 점에 있다. 지능화의 핵심은 사용자의 컨텍스트(context)를 수집하고 파악하여, 그것을 응용할 수 있도록 해준다는 점에 있다. 그렇다면 4차 산업혁명시대는 오히려 콘텐츠전문가의 전성시대가 될 수 있다. 4차 산업혁명의 기술들이 이용자의 컨텍스트를 추출해준다면, 그에 기반한 문화콘텐츠 기획에서는 역시 콘텐츠의 중요성이 제기될 것이고, 또한 문화콘텐츠 기획이 더 용이해질 것이다. 마지막 장에서는 이러한 이해선상에서 연구와 교육을 수행하는 인문콘텐츠학회 구성원들이 나아갈 방향을 제시해보았다. 그것은 기술친화적인 연구와 교육으로 압축될 수 있다. 아무쪼록 본 글을 계기로 4차 산업혁명시대 문화콘텐츠의 향방에 대한 보다 활발한 논의가 이루어져서, 문화콘텐츠학에 대한 방향정립과 함께 인문콘텐츠학회가 이 시대 문화콘텐츠산업을 선도할 수 있기를 희망한다.

      • KCI등재

        콘텐츠산업육성과 콘텐츠 분쟁조정제도에 관한 연구

        성낙인 ( Nak In Sung ) 세계헌법학회 한국학회 2012 世界憲法硏究 Vol.18 No.3

        Only the best of the best can survive in the highly knowledge-based society of the 21st century. The era of traditional analogue ages has gone and now is the era of digital ages and contents industry of this age is also evolving from the traditional analogue based one into a fusion and convergence typed digital one. As an institutional support, Korea Creative Content Agency(Kocca) was established in accordance with Article 31 of the Framework Act on the Promotion of Cultural Industries and Content Dispute Resolution Committee(CDRC) was established in accordance with Article 29 of the Content Industry Promotion Act. Both Korea Creative Content Agency and Content Dispute Resolution Committee will achieve common purpose of promoting content industry toward new Korea as a world-class content powerhouse in the 21st century, with their respective function of, on the one hand promoting the development of contents industry, on the other hand adjusting content-related dispute which may hinder future progress of contents industry, before or after their outbreak. In this way they can provide convenience not only to content industry but also to many content users. The Content Dispute Resolution Committee starting on April 27th 2011, is initially consisted of 20 committee members including one Chairman and is composed of 4 divisions: the 1st division on game, the 2nd division on edutainment, the 3rd division on broadcasting and the 4th division on general content areas such as publishing, music, performance, painting, character, cartoon, animation, advertising, fashion, handicraft and data-base etc. Besides general content dispute, dispute between the entertainment industry personnel will be also handled by the same committee in the level and context of realization of contents industry. When the parties of the dispute accepts the proposed mediation decision and that agreed mediation decision is written and notified to the parties in document form by Content Dispute Resolution Committee, then the mediation decision has the same judicial effect as the court of law. This mediation as administration ADR(alternative dispute resolution) model is the efficient system seeking to protect rights of the people in the stage prior to a trial through the effective utilization with low cost and high speed.

      • KCI등재

        콘텐츠 투어리즘을 활용한 지역활성화 가능성 모색

        안지영 중앙대학교 외국학연구소 2017 외국학연구 Vol.- No.42

        This study aims to explore the direction of the development of local cultural content in Korea by introducing content tourism and studying the successful cases that have contributed to regional revitalization in Japan. Japanese animation content tourism is already gaining popularity around the world and it has been influencing cultural content and local economic revitalization through secondary synergy effects. Japanese animation content will continue to be developed in various forms even after the end of the year. In reference to the development of local content associated with the revitalization of a region in accordance with the efforts of the local community , the following suggestions should be considered. First, attention should be given to community efforts and communication to revitalize the region. In the case of Lucky Star, it is no exaggeration to say that the writers, local business associations, and fans from the region have created new content through effective communication. This successful case has led to the development of secondary content derived from the primary content. If local content is linked with content development through continuous communication, it will lead to more diverse contents as well as the expansion of new economic activity. Second, it should be noted that there is a content production company based in the region, and educational facilities for human resource development is at the center of regional content development. Both Kyoto Animation Co., Ltd. and P.A. Works are based in local communities, not large metropolitan areas. In addition, the development of future content specialists suggests that there is a focus on the future development of contents for regional revitalization. This process began with a fundamental reflection on local content development, and it is thought that it is possible to develop more meaningful content in the future. Third, it is necessary that the views of the existing local culture not be limited. It is important to expand upon local content and increase the recognition of that content The case of the Bonbori Festival exemplifies the revitalization of the region can be realized by reproducing the imaginary festival in animation, not the traditional festival as it has been experienced in the past, but by transforming the idea. This will provide a basis for forming a unique local character over the long term, and it will likely enhance the competitive nature of the process.

      • A Study on the Trends of Converged Content in Foreign Countries

        임재웅 ( Jae-woong Lim ),이재훈 ( Jae-hoon Lee ),표정재 ( Jung-jae Pyo ) K·기업경영연구원 2019 KBM Journal(K Business Management Journal) Vol.3 No.1

        오늘날 초고속 정보통신망의 구축과 멀티미디어 기술의 개발 및 활용, 그리고 인터넷 이용의 급속한 확대 등은 융합 콘텐츠라는 새로운 산업 분야를 탄생시켰다. 융합 콘텐츠 산업은 고도의 정보통신 기술과 창조성 등의 무형적인 요소와 지식과 정보를 기반으로 한 기술·지식 집약 산업으로 21세기의 정보화 시대에 적합한 중요한 산업이다. 본 연구에서는 해외의 융합 콘텐츠 산업에 대해 알아보고자 하며, 따라서 한국 콘텐츠 산업에 활성화 방안을 모색하고자 하는 목적이 있다. 첫째, 융합 콘텐츠의 개념과 유형에 고찰하고자 한다. 둘째, 융합 콘텐츠 산업별 시장동향에 대해 살펴보고자 한다. 셋째, 융합형 콘텐츠 6대 분야에 VW, CG, VR, e-러닝, 모바일 콘텐츠, 양방향 콘텐츠의 환경 동향에 대해 자세히 검토하고자 하였다. 이번 연구를 통하여 다음과 같은 결과를 도출하였다. 첫째, 융합 콘텐츠의 상용화는 갈수록 증가하고 있지만, 제품의 기술 평가에 대한 제3의 기관에서 객관적으로 평가가 부족함에 따라 소비자가 신뢰할 수 있는 근거를 찾기 어려운 것이 현실이다. 둘째, 해외 VW 시장의 급속한 성장은 세계적으로 가상세계의 이용을 가능하게 하는 인프라스트럭처적 요소인 광대역의 보급과 PC, 모바일 디바이스의 발전이 계속되어 소비자층의 저변이 확대됨에 따른 방안을 모색해야 한다. 셋째, CG 및 VR은 국방, 디자인, 건축, 제조 등 산업으로의 확산이 빠르기 때문에 산업적 파급효과도 주목해야 한다. 넷째, 스마트폰은 어느 장소에서든지 SNS나 게임을 쉽게 접근하고 이용할 수 있다는 장점을 가지고 있다. 다섯째, 앞으로 e-러닝 서비스 중 일부는 e-러닝을 이용할 수 있는 매체의 다양화된 소셜 네트워크 등 다양한 솔루션으로 인해 학습자가 콘텐츠 접근성이 더욱 쉬워지고 있는데 이는 e-러닝 콘텐츠의 분야 주성장요인이 될 것이다. 본 연구의 시사점은 융합 콘텐츠는 제품에 활용될 뿐만 아니라, 개발업자와의 관련 연구기관의 연구 내용의 기술 이전을 통하여 교육기관과 인재 양성기관에서 교육자료로 활용이 가능할 것으로 기대된다. 그러나 융합 콘텐츠 시스템의 활용 분야가 갈수록 확대되고 있다는 점을 고려한다면 융합 콘텐츠 시스템의 제품 품질 평가를 위한 정확한 평가 기준의 확립과 확대는 필요하다. 각각의 융합 콘텐츠 시스템 요건에 맞는 객관적인 테스트를 통해 실제 기능이 정상적으로 작동하고 있는지를 자세히 검증해야 한다. 이는 고품질의 융합콘텐츠 생산을 유도하고, 이를 통해 품질 경쟁력을 갖춘 제품만이 최종적으로 시장 파악이 가능하기 때문이다. The construction of high-speed information and communication networks, the development and utilization of multimedia technologies, and the rapid dissemination of Internet use have created a new industrial field called convergence content. Integrated Content Industry is an important industry suitable for the information age of the 21st century, as it is an information-intensive industry based on knowledge and information and intangible factors such as high level of information communication technology technology and creativity. The purpose of study is to find out about converged content industry abroad, and thus seek ways to revitalize the Korean content industry. Specifically, first, I would like to consider the concept and type of convergence content. Second, we would like to look at the market trends by industry. Third, we would like to examine in detail the environmental trends of VW, CG, VR, e-learning, mobile content, and two-way content in six areas of convergent content. In this study, the following results are derived First, the commercialization of converged content is increasing, but it is difficult for consumers to find a reliable basis due to the lack of assessment objectively by third-party organizations along with the technical evaluation of their products. Second, the rapid growth of the overseas VW market should seek ways to expand the base of the consumer base as broadband PC and mobile devices continue to evolve, which are infrastructure elements that enable the virtual world to take advantage of worldwide. Third, industrial ripple effects should also be noted because CG and VR are rapidly spreading to industries such as defense, design, architecture, and manufacturing. Fourth, smartphone has the advantage of being able to easily use SNS or game anywhere. Fifth, some of the future e-learning services e-learning services will make it easier for learners content accessibility due to a variety of solution such as the diversified social network of media that can use e-learning, which will be a major growth factor in the field of e-learning content. The implication of this study is that convergence content is expected not only to be used in products, but also to be used as educational materials in educational institutions and talent training institutions through technology transfer of research contents of related research institutions with developers. However, considering that the field of application of the converged content system is gradually expanding, it is necessary to establish and expand accurate evaluation criteria for product quality evaluation of the converged content system.

      • KCI등재

        콘텐츠 향유와 이용자 복지 확대를 위한 정책방안 연구

        이기현 한국문화관광연구원 2019 문화정책논총 Vol.33 No.1

        This study explores policy measures that can be implemented to enhance content enjoyment and user welfare, as away of moving beyond the current industrial approach to content. To the extent that content involves socio-cultural values, before It is considered as a product, content users retain a right to enjoy contents that is a cultural right. The content ecosystem is evolving as the media environment changes, which means that the user’s status as a source of purchasing power and productivity in the market is changing, and the content enjoyment is becoming more indispensable from a user-oriented viewpoint. Sustainable user welfare aims to activate autonomous cultural practices by cultivating users’ creative abilities, and is also an essential issue for the development of the content industry. In this paper, we review examples of content polices adopted around the world and suggest policy directions for expanding content enjoyment in the future, such as reinforcing content usage ability, increasing content usage satisfaction, and improving content usage environment. 이 연구는 콘텐츠에 대한 기존의 산업적 접근시각을 넘어서 콘텐츠 향유와 이용자 복지의 확대를 위한 정책적 방안을 탐구하고 있다. 콘텐츠는 경제적 재화이기 이전에 사회문화적 가치를 지니며, 동시에 콘텐츠 이용자들은 문화적 권리로서 콘텐츠를 향유할 권리를 지닌다. 이러한 이용자 중심의 시각에서 콘텐츠 향유가 중요한 이유는, 미디어 환경의 변화에 따라 콘텐츠의 생태계가 진화하며 시장에서의 구매력과 생산력의 근원으로서 이용자의 위상이 변하고 있기 때문이다. 지속가능한 이용자 복지는 이용자들의 창의적 능력을 배양하여 자율적인 문화적 실천이 활성화되는 것을 목표로 하며, 이는 콘텐츠 생태계의 발전적 진화를 위해서도 필수적인 사항이다. 이러한 관점에서는 기존 정책사례에 대한 검토를 통해 향후 콘텐츠 향유 확대를 위한 미래 정책 방안으로서 콘텐츠 이용 능력의 향상, 콘텐츠 이용 만족도의 제고, 콘텐츠 이용 환경의 개선 등을 논의하고 있다.

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