Approach for the next generation digital contents research ...

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200
7

亞洲藝術科學學會

2007 May 24,

遊び
ASOBI

Approach for the next generation digital contents research promotion


Science and Technology for

play is diversity in Asian chaos


Koichi Sunada,Ph.D.

Chairman of the committee,

Committee of inquiry into Digital Content


for the Next Generation


Professor and Science Professor

Faculty of Design Kyushu University

Traditional Japanese Strong Points

3

solid basis

of

manufacturing


foundation of

advanced

Information infrastructure

Living
conditions

Classical industrial
assets in Japan

Social assets with new
technology

Excellence of manufacturing
and inner quality control
systems as “Kaizen”

Popularization

of FO and digital
broadcasting

3


Sound and firm basis of manufacturing and infrastructure

has brought about Japanese unprecedented development in
the 20
th

century.


Th攠晩敬d o映慵瑯浯bil攬 ho浥m敬散瑲oni捳, 捯n獵浥m g慭敳a
h慳agrown up.

Left: share of Japanese companies

Right: the total of overseas

2.5

7.7

7.8

15.4

46.8

62.6

70.4

72.4

97.5

95.8

92.2

84.6

53.2

37.4

29.6

27.6

0%

20%

40%

60%

80%

100%

Router switch

Desktop computer

server

cell
-
phone handset

plasma TV

DVD recorder

Digital camera

car navigation

Share of ICT consumer electronic industry

in Japan

Source :”surveillance study of mobile content business structure”

1793
2133
2603
3150
1193
1709
2593
4074
0
1000
2000
3000
4000
5000
6000
7000
8000
2002
2003
2004
2005
HUNDRED MILLION YEN

Up:
mobile
-
commerce market

Down: mobile
-
content market

Structure situation of Mobile Contents in Japan

Network trading market of image contents

Adapted from


survey on creation and circulation of media software”

71
335
508
133
328
522
0
200
400
600
800
1000
1200
2002
2003
2004
HUNDRED MILLION YEN

Entirety: image circulation on the internet

Down:
image circulation on the mobile
-
phone

for the quantum leap of entertainment content business


“Pokemon”, originally released as a
video game, is aired in 68 countries
and screened in 46 countries. The box
-
office gross of the globe reaches 280
million .



“The Grudge” ,a remake of Japanese
film ”Juen” got to the US box
-
office
champion in 2004.



A remake of “Shall we dance” won the
3
rd

of the US box
-
office rating.



successful examples for international
expanding as ”one source, multiuse”.
Japan’s image is improved by
Japanese successful brands in
overseas. It is the source of softpower
and extremely important as a national
strategy.


Japan imports more
contents from Korea and
China.


Each country has its own
way to play or gain the
consumer game, but the
way is overlapping gradually.


It is standard specification
for both PC and the next
generation consumer game
to have network connection.


The share of the online
content will automatically
expand.


Globalization of game
production, sales and
utilization

http://www.ghibli
-
museum.jp/welcome/

Now is the time to

overcome “close nature” each other

and

develop cultural and artistic diversity in Asia

29 fields of technology for Japanese “Strong Point”

Quoted from “Future Science and Technology in Japan toward the Year2035” National Institute of Science and Technology Policy

outstanding performance in

technology for daily lives and home information appliances

in red


Category
Filed
Japan
America
EU
Asia
Electronics
Car Electronics
84.5
14.9
0.6
0.0
Energy transformation / Strage device
76.5
23.2
0.3
0.0
Digital home electric appliances
74.7
25.1
0.2
0.0
Display
74.5
24.5
0.9
0.2
Network electornics
57.9
41.8
0.0
0.0
Opt&Photonicdevice
56.3
41.8
1.7
0.0
Agriculture,Forestry&Fishing
ecological manufacturing technology
50.8
34.6
14.6
0.0
Frontier
space/ocean/earch
technology
of
safe&secure
society
65.4
31.3
3.0
0.0
Energy&resource
reuse of resource
88.0
3.0
8.6
0.0
distributed energy system
62.4
33.9
2.8
0.0
more efficient transformation&use of energy
60.2
38.1
1.4
0.0
hydrogen energy system
51.2
25.8
21.1
0.0
Emvironment
economical recycle of utile resource
59.8
34.7
5.2
0.0
Nano-tech&material
technology of emvironment and energy
86.2
12.6
1.0
0.2
technology of manufacturing,molding with nano-tech
63.4
36.0
0.6
0.0
new material structure control with nano-tech
59.6
39.4
0.8
0.0
technology of subsutance creation/sythesis/process
51.1
47.6
1.2
0.0
Manufacturing
technology of surface reforming&interface control
87.6
8.6
3.8
0.0
high manufacturing technology for social infrastructure
73.2
24.6
2.2
0.0
human/robot for production
52.1
40.0
7.8
0.0
Industrial infrastructure
productive service industry & service sector
59.5
38.4
0.7
0.0
Social infrastructure
technology for disaster prevention
80.7
18.8
0.3
0.0
ecological and efficient system of distribution
75.9
3.6
19.6
0.0
improvement of constructional performance
71.6
15.2
12.6
0.0
environmental measure of transportation
60.5
22.8
16.5
0.0
technology for traffic safety
60.4
35.0
3.9
0.7
recycle/meintenance/management of social infra
60.3
18.1
21.6
0.0
Social technology
technology for play
69.4
23.3
6.2
0.4
inheritance and maintenace of culture & technology
64.2
24.0
11.8
0.0
Category
Fil ed
Japan
America
EU
Asia
Electronics
Car Ele ctroni cs
84.5
14.9
0.6
0.0
Di spl ay
74.5
24.5
0.9
0.2
Network ele ctornics
57.9
41.8
0.0
0.0
Opt&Photoni cdevi ce
56.3
41.8
1.7
0.0
hi gh manufacturing technology for social infrastructure
73.2
24.6
2.2
0.0
human/robot for producti on
52.1
40.0
7.8
0.0
Industrial infras tructure
productive servi ce i ndustry & service se ctor
59.5
38.4
0.7
0.0
re cycle/me intenance/manage me nt of social infra
60.3
18.1
21.6
0.0
Soci al technol ogy
technol ogy for pl ay
69.4
23.3
6.2
0.4
i nheritance and mai ntenace of cul ture & technol ogy
64.2
24.0
11.8
0.0
Closing “Digital Divide” starts from

HYPER
-
SENIOR









“Digital Divide” is a world
-
wide issue. It is apprehensive to widen economic
disparity with the development in IT between those who are familiar with IT
and those who are not as the elderly the disabled. ” 2000
WHITE PAPER
Information and Communications in Japan
” reveals that the internet
penetration rate is higher among the younger and the larger
-
income
household . Nevertheless, the recent survey by DENTSU has found that
46% of over 60 years
-
old is interested in PC, and it is middle
-
aged and over
who has the deepest attention to the BS digital broadcasts.

The middle
-
aged and elderly persons will be promising users under the right
conditions of hardware as internet access through TV.




[what to want to do with PC]






出典

電通熟年調査
99
、対象:東京
30km
圏の
40
-
74
歳男女個人
400
人、調査時
期:
99

8

-
9




Definition of HYPER SENIOR

周潳o w桯 桡h攠扯t栠
”spending power” and ”information spillover power”
among 60
-
74 years old. They are found and named
by Denstu conducted “survey on golden age” in
areas within 30km from Tokyo in 1999. In the survey,
HYPER SENIOR occupied 31% of whole 60
-
74.

Nowadays everyone can express oneself regardless of age


Now is the time of Consumer Generated Contents


11

タイトル(緑色は携帯小
説から書籍化)

著者

発行部数


「東京タワー」

リリー・フラン
キー

200
万部


「陰日向に咲く」

劇団ひとり

80
万部


「恋空(上・下)」

美嘉


124
万部


「容疑者
X
の献身」

東野圭吾

50
万部


「天使がくれたもの」

Chaco

40
万部


「翼の折れた天使た



ち(空)(海)」

Yoshi


120
万部


「明日の記憶」

荻原浩

37
万部


「ロサンゼルス
BB



続殺人事件」

西尾維新ら

28
万部


「名もなき毒」

宮部みゆき

29
万部



Line


Chaco

22
万部


2006
年の文芸部門年間ベストセラー-

(トーハン、朝日新聞社調べ)

10
17.5
33
48
0.5
12
46
0
10
20
30
40
50
60
70
80
90
100
2002
2003
2004
2005
年度
億円
携帯電話向け
PC/PDA向け
-急成長するケータイ向け電子書籍市場-

(インプレス
R&D
「電子書籍報告書
2006
」)

高校生や素人が作りだす「ケータイ発のパーソナル文化」






In addition to a healthy selection
of new games, Wii will enjoy one
of the largest launch libraries in
video game history thanks to its
built
-
in Virtual Console and
backward compatibility with
Nintendo GameCubeTM. The
Virtual Console provides
downloadable access to
Nintendo games from the NES®,
Super NES® and Nintendo® 64.
The Virtual Console also will
feature a "best of" selection from
Sega Genesis titles and games
from the TurboGrafx console (a
system jointly developed by NEC
and Hudson).


Wii WILL OFFER UNPRECEDENTED VIDEO GAME
EXPERIENCES FOR EVERYONE


Nintendo's Console Takes the Next Leap in Video Games

GAME MACHINE LINKED TO THE REAL WORLD

Nintendo Wii

Wii
remote


interface technology


new advice on how to enjoy



break a sweat etc.
)


health
package



be 獣sedu汥d 瑯⁢e ava楬ab汥l楮i獵mmer



health care
as though it were a game


Nike+iPod

speaker

pointer

Motion sensor

oscillatory function

Build up a society with indigenous value

Life

with



spiritual

welfare


solid

basis of

manufacturing

foundation of

advanced Information

infrastructure

living
conditions

content

Cultural value

human / life

technology

appealing not only to

functionality and
efficiency,

but also to

feelings,

emotion, sentiment
and five senses

“Design” is important to
“integrate” SEEDS or NEEDS
which meet “the purpose”

Metadata
Exchange & circulation network

model (concept)

Content Delivery Layer

e
-
Authentication,


e
-
Payment

Metadata Communication Layer

Metadata

Peer A

Creative Agent

Rights, License, Price,
Quality, ….


Peer B

Mediation Agent

Reputation,

Bush telegraph,……

Shop, Institute,

Content Holder,

Web Site, Theater,

Game center,….

Digital data

Broadband IP, Broadcasting, CD,DVD Logistic networks

Metadata Exchange network

Peer C

Enjoyment Agent

Evaluation,

Metadata circulation experiment system ( idea )

Digital Cinema Portal

Meta Data

DB

Comment

DB

Content Blog (Students)

2. Submit Comment

trailer

main

User

3. Comment Registration

Site View Count

Work View Count

Work Comment

Link Situation

Track
-
back count

Play Time

Site Duration Time

Site Navigation

Content
Ranking

1. Browse/View


Select grade


Comment


Track
-
back

4. Marketing manager

Server

Streaming

QuickTimeý Dz
êLí£ÉvÉçÉOÉâÉÄ
ǙDZÇÃÉsÉNÉ`ÉÉǾå©ÇÈǞǽDžÇÕïKóvÇ­Ç
•ÅB

History of STUDENT ACADEMY AWARD

At the Academy's Short Films Branch Executive Committee meeting on September 26, 1972, Herbert Klynn
introduced a proposal for a separate recognition for student films. The committee strongly believed that the
Academy would further achieve its purpose of advancing the arts and sciences of motion pictures through
educational activities if a program were begun to stimulate and encourage excellence in filmmaking by university
students
.
The concept of a student film awards program was recommended to the Academy's Board of Governors
which formed an Ad Hoc Committee to define the Student Film Awards. This committee presented its
recommendations to the Short Films Branch Executive Committee on July 9, 1973. A draft for rules for the first
national competition were presented to the Academy's Board of Governors and approved on September 4, 1973.

The announcement of the first Student Film Award winners took place December 20, 1973, in a ceremony hosted
by Academy member Jack Lemmon at the Academy Award Theater on Melrose Avenue. Lemmon contacted the
winners by telephone, and the audience was able to hear the winners' responses. In 1976, AT&T joined the
Student Film Awards program as sponsor. In 1981, an Honorary Foreign Film Award was added to the Student
Film competition to encourage excellence in student filmmaking outside the borders of the United States. In 1991,
the Academy's Board of Governors officially renamed the program "The Student Academy Awards" to more clearly
define the fact that this is the only student film competition sanctioned and sponsored by the Academy.




History of STUDENT ACADEMY AWARD

At the Academy's Short Films Branch Executive Committee meeting on September 26, 1972, Herbert Klynn
introduced a proposal for a separate recognition for student films. The committee strongly believed that the
Academy would further achieve its purpose of advancing the arts and sciences of motion pictures through
educational activities if a program were begun to stimulate and encourage excellence in filmmaking by university
students
.
The concept of a student film awards program was recommended to the Academy's Board of Governors
which formed an Ad Hoc Committee to define the Student Film Awards. This committee presented its
recommendations to the Short Films Branch Executive Committee on July 9, 1973. A draft for rules for the first
national competition were presented to the Academy's Board of Governors and approved on September 4, 1973.

The announcement of the first Student Film Award winners took place December 20, 1973, in a ceremony hosted
by Academy member Jack Lemmon at the Academy Award Theater on Melrose Avenue. Lemmon contacted the
winners by telephone, and the audience was able to hear the winners' responses. In 1976, AT&T joined the
Student Film Awards program as sponsor. In 1981, an Honorary Foreign Film Award was added to the Student
Film competition to encourage excellence in student filmmaking outside the borders of the United States. In 1991,
the Academy's Board of Governors officially renamed the program "The Student Academy Awards" to more clearly
define the fact that this is the only student film competition sanctioned and sponsored by the Academy.



Governing board of
Business
-
University
-
Government
collaboration


HO in Japan


(1)
International Collaborative Research for
Entertainment Science

(2)
International comparative study of
Culture and Art for Entertainment business

(3)
collaborative study for promotion
of distribution and IP protection on
digital art & technology


Find and Plan common issues in East Asia


International collaborative research


common subjects

human resource, teaching material, contents



Discovery of New Art Field


Find young human resource and exchange each other


comparative study of culture in East Asian Countries



nature
-
views

spatial representation

frame

symbol study



comparative study of digital content acceptance


comparative study of Asian traditional culture and arts


study for the right of IP on digital content


collaboration between safe & secure P
KI foundation

And Digital
-
Cinema portal


policy recommendation on promotion

of digital content distribution

Creation of digital content for science of amusement in Eastern Asia & foundation for promotion of distribution

East Asian countries

Taiwan

Standard of Internet
for the next
generation: Date
Transmission

Speed
is

10
杩g慢楴
w桩捨

a

䑖②
捡渠扥b
瑲慮獦敲e敤e景爠潮汹

獥捯湤s
.

Possible to plan a computer for
enormous scientific calculation
as astronomy and high energy
issues

or h楧i
-
d敦楮楴楯i
t敬ev楳ion 獥t⁷楴h gr敡t
pr散楳ion.


TENORI
-
ON


Toshio Iwai
×

YAMAHA

日本)

Korea

China

Japan


PROPOSAL: Plant for Entertainment Science in East Asian


3 pillars of Research