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 QuickTimeý Dz êLí£ÉvÉçÉOÉâÉÄ Ç™Ç±ÇÃÉsÉNÉ`ÉÉǾå©ÇÈǞǽDžÇÕïKóvÇ Ç• 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. 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
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