Search by item HOME > Access full text > Search by item

JBE, vol. 23, no. 1, pp.19-25, January, 2018

DOI: https://doi.org/10.5909/JBE.2018.23.1.19

C-P-N-D Ecosystem-based Broadcasting/Media Virtual Reality (VR) Prospects

Jongseok Lee, Kyoowon Suh, and Sanghun Nam

C.A E-mail: suh7164@hallym.ac.kr

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

Reference:
[1] H. C. Moon, Future prospects based on experience value of virtual reality(VR), Digi-Eco Report, 2016.
[2] W. J. Sim, Comparison of Korea-China Virtual Reality (VR) Industry and Policy Implications, KIET Industry and Economy Focus, 2017.
[3] A promising field for VR (Virtual Reality), https://www.slideshare.net/ brucem00n/vr-59362272 (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, 2016.
[5] L. J. Kim, “Virtual reality technology trend”, Broadcasting and Media, Vol.21, No.2, pp.51-60, 2016.
[6] VR Journalism just seems one thing after another, 'Media Ethics' Controversy Ignites, http://www.pdjournal.com/news/articleView. html?idxno=58613 (accessed Jun. 08, 2016).
[7] Share of global virtual reality software revenue in 2018, by category, https://www.statista.com/statistics/528739/virtual-reality-software-revenue-share-worldwide-by-category (accessed Apr. 01, 2016).
[8] Augmented and Virtual Reality Applications in Healthcare, https:// 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, https://www.vrfocus. 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, 2017.
[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.704-713, 2016.
[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.672-688, 2016.
[14] Seven Business Opportunities due to VR and AR Industry Rise, http://platum.kr/archives/77302 (accessed Mar. 10, 2017).
[15] VR/AR Contents in Broadcasting, https://brunch.co.kr/@mentats1/4 (accessed Aug. 22, 2017).

Comment


Editorial Office
1108, New building, 22, Teheran-ro 7-gil, Gangnam-gu, Seoul, Korea
Homepage: www.kibme.org TEL: +82-2-568-3556 FAX: +82-2-568-3557
Copyrightⓒ 2012 The Korean Institute of Broadcast and Media Engineers
All Rights Reserved