Approach for the next generation digital contents

遊びASOBI
Approach for the next generation digital contents research promotion
Science and Technology for
play is diversity in Asian chaos
2007 亞洲藝術科學學會
2007 May 24,
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
Classical industrial
assets in Japan
Excellence of manufacturing
and inner quality control
systems as “Kaizen”
Living
conditions
solid basis
of
manufacturing
Social assets with new
technology
Popularization
of FO and digital
broadcasting
foundation of
advanced
Information infrastructure
◆Sound and firm basis of manufacturing and infrastructure
has brought about Japanese unprecedented development in
the 20th century.
◆The field of automobile, home electronics, consumer games
has grown up.
3
Share of ICT consumer electronic industry in Japan
car navigation
Digitalrecorder
camera
DVD
72.4
27.6
70.4
29.6
62.6
37.4
46.8
plasma TV
53.2
15.4
cell-phone handset
84.6
7.8
92.2
server 7.7
95.8
Desktop
computer
Router
switch 2.5
0%
97.5
20%
40%
60%
Left: share of Japanese companies
Right: the total of overseas
80%
100%
Structure situation of Mobile Contents in Japan
HUNDRED MILLION YEN
8000
7000
Up: mobile-commerce market
6000
Down: mobile-content market
4074
5000
4000
2593
3000
1709
1193
2000
1000
1793
2133
2002
2003
2603
3150
0
2004
Source :”surveillance study of mobile content business structure”
2005
Network trading market of image contents
HUNDRED MILLION YEN
1200
Entirety: image circulation on the internet
1000
Down: image circulation on the mobile-phone
800
522
600
328
400
508
200
133
0
335
71
2002
2003
2004
Adapted from “survey on creation and circulation of media software”
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 boxoffice 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
3rd 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.
Now is the time to
overcome “close nature” each other
and
develop cultural and artistic diversity in Asia
•
•
•
•
•
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/
29 fields of technology for Japanese “Strong Point”
outstanding performance in
technology for daily lives and home information appliances(in red)
Category
Electronics
Filed
Japan America
EU
Asia
14.9
0.6
0.0
Car Electronics
84.5
Energy transformation / Strage device
76.5
23.2
0.3
0.0
Digital home electric appliances
74.7
25.1
0.2
0.0
Ca t ego r y
F
i
le
d
J
a
p
a
n
Am
e
r
ic
a
EU
As
24.5
0.9
0.2ia
Display
74.5
Car El ectronics
41.8
0.0
0.0
Network
electornics
57.9
El ec t ro n i cs
84.5
14.9
0.6
0.0
Dis pl ay
41.8
1.7
0.0
Opt&Photonicdevice
56.3
74.5
24.5
0.9
0.2
Agriculture,Forestry&Fishing
ecological
manufacturing
technology
50.8
34.6
14.6
0.0
Network el ectorni
cs
57.9
41.8
0.0
0.0
space/ocean/earch technology of safe&secure
65.4
31.3
3.0
0.0
Frontier
Opt&Photonicdevi ce
56.3
41.8
1.7
0.0
societyof resource
reuse
88.0
3.0
8.6
0.0
Energy&resource
high manufacturi
ngsystem
technology f or s ocial infrastructure
distributed
energy
62.4
33.9
2.8
0.0
73.2
24.6
2.2
0.0
more
efficientf or
transformation&use
of energy
60.2
38.1
1.4
0.0
human/robot
production
52.1
40.0
7.8
0.0
hydrogen
energy
system
51.2
25.8
21.1
0.0
I n d us t r ia l i n fr a s tr u c tu r eproducti ve service indus try & service sector
59.5
38.4
0.7
0.0
economical recycle of utile resource
59.8
34.7
5.2
0.0
Emvironment
recycle/meintenance/managem
ent
of
social
i
nf
ra
60.3
18.1
21.6
0.0
technology of emvironment and energy
86.2
12.6
1.0
0.2
Nano-tech&material
technol ogy fof
or manufacturing,molding
play
technology
with nano-tech
63.4
36.0
0.6
0.0
So ci a l t ec h n o lo gy
69.4
23.3
6.2
0.4
new
material
structure
control
with
nano-tech
59.6
39.4
0.8
0.0
inheritance and mai ntenace of culture & technol ogy
64.2
24.0
11.8
0.0
technology of subsutance creation/sythesis/process
51.1
47.6
1.2
0.0
technology of surface reforming&interface control
87.6
8.6
3.8
0.0
Manufacturing
high manufacturing technology for social infrastructure
24.6
2.2
0.0
73.2
40.0
7.8
0.0
human/robot for production
52.1
38.4
0.7
0.0
Industrial infrastructure
productive service industry & service sector
59.5
technology for disaster prevention
80.7
18.8
0.3
0.0
Social infrastructure
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
18.1
21.6
0.0
60.3
23.3
6.2
0.4
Social technology
technology for play
69.4
inheritance and maintenace of culture & technology
24.0
11.8
0.0
64.2
Quoted from “Future Science and Technology in Japan toward the Year2035” National Institute of Science and Technology Policy
Closing “Digital Divide” starts from
HYPER-SENIOR
Nowadays everyone can express oneself regardless of age
[what to want to do with PC]
“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.
【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年8月-9月
*Definition of HYPER SENIOR:Those who have both
”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.
【Now is the time of Consumer Generated Contents】
高校生や素人が作りだす「ケータイ発のパーソナル文化」
-急成長するケータイ向け電子書籍市場-
億円
100
90
-2006年の文芸部門年間ベストセラー-
著者
タイトル(緑色は携帯小
説から書籍化)
携帯電話向け
P C /P D A 向け
46
発行部数
①「東京タワー」
リリー・フラン
キー
70
②「陰日向に咲く」
劇団ひとり
60
③「恋空(上・下)」
美嘉
50
④「容疑者Xの献身」
東野圭吾
50万部
⑤「天使がくれたもの」
Chaco
40万部
⑥「翼の折れた天使た
ち(空)(海)」
Yoshi
計120万部
⑦「明日の記憶」
荻原浩
37万部
⑧「ロサンゼルスBB連
続殺人事件」
西尾維新ら
28万部
⑨「名もなき毒」
宮部みゆき
29万部
⑩「Line」
Chaco
22万部
80
12
40
30
20
10
0
10
0.5
17.5
33
2002
2003
2004
48
2005 年度
(インプレスR&D「電子書籍報告書2006」)
200万部
80万部
計124万部
11
(トーハン、朝日新聞社調べ)
Wii WILL OFFER UNPRECEDENTED VIDEO GAME
EXPERIENCES FOR EVERYONE
Nintendo's Console Takes the Next Leap in Video Games
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).
GAME MACHINE LINKED TO THE REAL WORLD
Wii remote
・interface technology
・new advice on how to enjoy
(break a sweat etc.)
health package
Nintendo Wii
pointer
speaker
oscillatory function
Nike+iPod
(be scheduled to be available in summer)
・health care as though it were a game
Motion sensor
Build up a society with indigenous value
living
conditions
solid
basis of
manufacturing
Cultural value
human / life
Life
with
spiritual
welfare
content
appealing not only to
foundation of
advanced Information
infrastructure
technology
“Design” is important to
“integrate” SEEDS or NEEDS
which meet “the purpose”
functionality and
efficiency,
but also to feelings,
emotion, sentiment
and five senses
Metadata Exchange & circulation network model (concept)
Peer A
Creative Agent
Rights, License, Price,
Quality, ….
Peer B
Mediation Agent
Reputation,
Bush telegraph,……
Metadata
Peer C
Enjoyment Agent
Evaluation,
Metadata Exchange network
Metadata Communication Layer
Digital data
e-Authentication,
e-Payment
Broadband IP, Broadcasting, CD,DVD Logistic networks
Content Delivery Layer
Shop, Institute,
Content Holder,
Web Site, Theater,
Game center,….
Metadata circulation experiment system ( idea )
Digital Cinema Portal
Content Blog (Students)
2. Submit Comment
trailer
Site View Count
Work View Count
Work Comment
Link Situation
Track-back count
Play Time
Site Duration Time
Site Navigation
main
Server
Streaming
1. Browse/View
Meta Data Comment
DB
DB
3. Comment Registration
Select grade
Comment
Track-back
Content
Ranking
4. Marketing manager
User
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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.
PROPOSAL: Plant for Entertainment Science in East Asian
-3 pillars of Research-
East Asian countries
Standard of Internet
for the next
generation: Date
Transmission Speed
is 10gigabit which
a DVD can be
transferred for only4
seconds.
Possible to plan a computer for
enormous scientific calculation
as astronomy and high energy
issues、or high-definition
television set with great
precision.
Taiwan
Korea
China
Japan
(1)International Collaborative Research for
Entertainment Science
①Find and Plan common issues in East Asia
②International collaborative research
(common subjects:human resource, teaching material, contents)
③Discovery of New Art Field
④Find young human resource and exchange each other
Governing board of
Business-UniversityGovernment
collaboration
「TENORI-ON」 Toshio Iwai × YAMAHA(日本)
(HO in Japan)
(2)International comparative study of
Culture and Art for Entertainment business
①comparative study of culture in East Asian Countries
(nature-views、spatial representation、frame、symbol study)
②comparative study of digital content acceptance
③comparative study of Asian traditional culture and arts
(3)collaborative study for promotion
of distribution and IP protection on
digital art & technology
①study for the right of IP on digital content
②collaboration between safe & secure PKI foundation
And Digital-Cinema portal
③policy recommendation on promotion
of digital content distribution
Creation of digital content for science of amusement in Eastern Asia & foundation for promotion of distribution