C-P-N-D Ecosystem-based Broadcasting/Media Virtual Reality (VR) Prospects
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1 2 : C-P-N-D / (VR) (Special Paper) 23 1, (JBE Vol. 23, No. 1, January 2018) ISSN (Online) ISSN (Print) C-P-N-D / (VR) a), b), c) C-P-N-D Ecosystem-based Broadcasting/Media Virtual Reality (VR) Prospects Jongseok Lee a), Kyoowon Suh b), and Sanghun Nam c) (C-P-N-D).. C-P-N-D.,,.,. C-P-N-D, /. Abstract The growth of virtual reality(vr), which is regarded as a part of the 4th industrial revolution, is being delayed differently from the prediction. In this study, we briefly analyze these reasons from the point of view of CPND ecosystem. Virtual reality is a technology in which a user wears a device and accesses a platform through a network to use various contents. Therefore, balanced development of C-P-N-D ecosystem fields is important for successful popularization of virtual reality. In Korea, content, platforms, and devices, except for the network, are evaluated as having low competitiveness. While efforts to secure competitiveness in individual fields are important, it is also necessary to nurture network-based platforms that can utilize killer content. It should be kept in mind that simple breeding of killer content alone can not build an entire virtual reality C-P-N-D ecosystem, and the broadcast / media sector also needs to take this approach. Keyword : Virtual Reailty, VR, Broadcasting/Media, C-P-N-D Ecosystem, Market Prospects a) (Hallym University Department of Business Administration) (Hallym Management Institute) b) (Hallym University Industry Academic Cooperation Foundation) c) (Seoul Media Institute of Technology Media Business) Corresponding Author : (Kyoowon Suh) suh7164@hallym.ac.kr Tel: ORCID: (HRF-LGR ). Manuscript received November 10, 2017; Revised December 12, 2017; Accepted December 12, Copyright 2017 Korean Institute of Broadcast and Media Engineers. All rights reserved. This is an Open-Access article distributed under the terms of the Creative Commons BY-NC-ND ( which permits unrestricted non-commercial use, distribution, and reproduction in any medium, provided the original work is properly cited and not altered.
2 (JBE Vol. 23, No. 1, January 2018).,, ,,.,. SDK,.,, ( ),,, / (, 2016;, 2016). (early adapter).,. - --(C-P-N-D). C-P-N-D,. /.. 1. Digi-Capital(2016) ,500 1,200.,,,.., (2010). (2010),,,,,,.. C-P-N-D. ( ), ( )., (C-P-N-D) 1). 1)
3 2 : C-P-N-D / (VR).,,.. C-P-N-D..,,. /, /, 360 /,... VRfocus(2016) 2018, 50%.,, ( 1 2) ), /,.. 3).., C-P-N-D.. (Unity), (Unreal), 1. VR (2018 ) Fig. 1. VR Application Market Forecast(2018 ) 2) Superdata Releases New VR Market Forecasts, Mar ),
4 (JBE Vol. 23, No. 1, January 2018). (Oculus Rift), (Googleplay Daydream), PS (PS Plus), HTC VR(Steam VR) /,..,,.,. VR,.., C-P-N-D. C-P-N-D. 4~5. C-P-N-D. 5G,..,,,. HMD HTC (Vive),, VR VR.. HMD C-P-N-D..,.,,. 2. / /, /.,, 4). (), /. Statista(2016) 2018 / 10% 5). /. 4) VR/AR Contents in Broadcasting,
5 2 : C-P-N-D / (VR),,,. /,. 3D TV,. 3D TV,. / C-P-N-D.,.., /. /. (2016) /, /, /. /, / /. /,, /. / /. /, /. /,. (),..,, /.. C-P-N-D. /. / /.,. /,. 5) Share of global virtual reality software revenue in 2018, by category, software-revenue-shareworldwide-by-category
6 (JBE Vol. 23, No. 1, January 2018).,, /.. /. (References) [1] H. C. Moon, Future prospects based on experience value of virtual reality(vr), Digi-Eco Report, [2] W. J. Sim, Comparison of Korea-China Virtual Reality (VR) Industry and Policy Implications, KIET Industry and Economy Focus, [3] A promising field for VR (Virtual Reality), brucem00n/vr (accessed Mar. 10, 2016). [4] B. Y. Jong, Virtual reality (VR) status and implications, Hallym ICT Policy Journal, Vol.28, No.7, pp.1-23, [5] L. J. Kim, Virtual reality technology trend, Broadcasting and Media, Vol.21, No.2, pp.51-60, [6] VR Journalism just seems one thing after another, 'Media Ethics' Controversy Ignites, html?idxno=58613 (accessed Jun. 08, 2016). [7] Share of global virtual reality software revenue in 2018, by category, (accessed Apr. 01, 2016). [8] Augmented and Virtual Reality Applications in Healthcare, store.frost.com/augmented-and-virtual-reality-applications-in-healthcare.html (accessed Aug. 31, 2016). [9] M. O. Kim(Trans), The Experience Economy, Harvard Business Press, 2006.(Original work Published 1999). [10] Superdata Releases New VR Market Forecasts, com/2016/03/superdata-releases-new-vr-market-forecasts (accessed Mar. 10, 2016). [11] E. S. Kim, J. Y. Kim, E. J. Yoo, T. J. Park, Study o Virtual Reality (VR) Operating System Prototype, Journal of Broadcast Engineering, Vol.22, No.1, pp.87-94, [12] B. C. Cho, Epistemological Study of the Spatial Experience by Use of Mobile Wearable Device, Journal of Broadcast Engineering, Vol.21, No.5, pp , [13] G. J. Lee, Research of Space Augmented Reality based Convergence Peroformance-Focused on Images used for Performing Arts, Journal of Broadcast Engineering, Vol.21, No.5, pp , [14] Seven Business Opportunities due to VR and AR Industry Rise, (accessed Mar. 10, 2017). [15] VR/AR Contents in Broadcasting, (accessed Aug. 22, 2017) : KAIST ~ : ~ : ~ : LINC+, 6, & - ORCID : - :, ICT, : KAIST ~ 2010 : ~ 2017 : ( ) ~ : - ORCID : - :, (), AR/VR/MR,
7 2 : C-P-N-D / (VR) : ~ 2017 : ( ), ~ : - ORCID : - : /,,,,
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