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학술저널

한국영화의 디지털 시각효과 핵심기술 개발요소와 수요자 타당성 연구

A Basic Feasibility Study on The Development Factor of Digital VFX Core Technology and End-User‘s Validity of Korean Cinema Industry

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This paper has examined the leapfrogging thesis with the case of catch-up in digital core cinema by the Korean VFX firms. Despite the disadvantages implied by the technological regime of digital cinema and the risks facing early entrants in trajectory choice and initial market formation, the Korean VFX firms had achieved a path-creating catch-up in the sense they chose a different path from the Hollywood fore-running firms. As they have been closely watching the technological trends and the standard setting process, there was less risk of choosing the right or wrong technological trajectory. Also, despite the lack of sufficient capability and core knowledge base, the Korean VFX firms had some complementary asset, such as the experience of Digital Animation, Compositing, Match moving, and were able to develop the prototype digital actor and crowd simulation, Fluid dynamation, given the accesses to the foreign knowledge via overseas R&D posts and acquisition of a foreign company. To secure the initial market size, the Korean targeted the world wide market from the beginning, and their sources for competitive advantages were the speedy setting up the production system for mass production of products at the initial stage. The success of the Korean firms do suggest that the period of paradigm shift, like this toward development of digital core technology in Korean Cinema industry, can serve as a window of opportunity for late-comers while penalizing the forerunner.

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