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2004/2/171 Some Viewpoints on Developing Digital Content Industry Dr. Ming-Yuhe Chang Associate Professor Department of Multimedia and Entertainment Science.

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Presentation on theme: "2004/2/171 Some Viewpoints on Developing Digital Content Industry Dr. Ming-Yuhe Chang Associate Professor Department of Multimedia and Entertainment Science."— Presentation transcript:

1 2004/2/171 Some Viewpoints on Developing Digital Content Industry Dr. Ming-Yuhe Chang Associate Professor Department of Multimedia and Entertainment Science Southern Taiwan University Email: changmy@mail.stut.edu.tw

2 2004/2/172 Outline What are the definition and the range of digital content? Technology Some viewpoints on game development Suggestions to succeed in game development

3 2004/2/173 Definition A definition in UK Digital Content is a varied and wide-reaching sector, which includes publishing, software, web development, graphic design, computer games, and broadcasting. Definition in Taiwan Government: Digital content is the technology, products, or services, excluding hardware, made from digital materials of image, character, video, audio, etc.

4 2004/2/174 Range Digital Game Computer Animation e-Learning Digital Audio-Visual Service Mobile Content Service Networking Service Content Software e-Publishing/Digital Archive

5 2004/2/175 Digital Game Audio-visual entertainment systems operating on information hardware platform TV Game (e.g., PS2, GameCube, Xbox) PC Game (e.g., console and online games) Handheld Game (e.g., Game Boy Advance, Nokia N-Gage, etc.) Mobile Game (Java games) Arcade Game

6 2004/2/176 Sony PSX 120 GB HD TV Tuner DVD Writer

7 2004/2/177 Computer Animation A sequence of images/graphics produced by operating computer-aided tools applied to entertainment or businesses. Entertainment: TV program, game, movie/film, broadcasting, etc. Businesses: architecture, industry design, advertisement, etc.

8 2004/2/178 Rank 1 Cost $90m US B.O. 320m International B.O. 373.1m

9 2004/2/179 e-Learning Access to synchronous or non-synchronous learning activities by operating a digital device,e.g., a computer, PDA, etc. Content created Content tools Content service Others: content management, evaluation, etc.

10 2004/2/1710 Digital Audio-Visual Service A multimedia service made through the processes of photographing, broadcasting, and playing digital content to the audience. Digitization services: digitizing traditional music, film, TV program, broadcast, etc. Digital services: digital music, KTV, MOD (Movie-on-Demand), etc.

11 2004/2/1711

12 2004/2/1712 Mobile Content Service A service provides the audience with data or content service in mobile environment. Short message service Mobile data service (GIS/GPS) Mobile multimedia message service others

13 2004/2/1713 Kgt i-mode service

14 2004/2/1714 Networking Service A service provides the users with network content, connection, storage, communication, broadcasting. ICP (Internet Content Provider) ASP (Application Service Provider) ISP (Internet Service Provider) IDC (Internet Data Center) Others: e.g., Internet Presence Provider (IPP)

15 2004/2/1715 Content Software Software to create digital content applications and services. Content authoring tools Content platform systems Content applications Content consultant services Others…

16 2004/2/1716 e-Publishing/Digital Archive Using information technology and network delivery generates and publishes digital content in digital storage. e-Paper e-Magazine e-Book On-line Database Others: e.g., Digital Library.

17 2004/2/1717

18 2004/2/1718 Game/ Animation Technics HLSL (High Level Shader Language): –Cg (nVidia) with vertex or pixel shading for OpenGL and DirectX 9.0 Rendermonkey (ATI) for texture editing QUAKE 3

19 2004/2/1719 Other Technics e-Learning SCORM, XML, Stream media Digital Audio-Visual mpeg4/7/21, MIPS, microsoft TV e-Publishing Smart Paper, pocket PC, tablet PC

20 2004/2/1720 Some Viewpoints on Game Development The following are good for Taiwan to develop digital content industries in Chinese world. The culture with the characteristic of diversification Leading the industries, including TV program, fashion music, and publishing in southeast Asia and the Chinese world Leading the information hardware industries

21 2004/2/1721 Trends on digital game The main stream of marketing belongs to TV Game (e.g., PS2, GameCube, and Xbox) in USA and in Japan. The development of TV Game is towards TV Game operating on heterogeneous network. PC online game is still the main stream in Chinese market. The rapid growth of wireless communication bring Mobile Game a new opportunity. Some Viewpoints on Game Development

22 2004/2/1722 SWOT (Strength, Weakness, Opportunity, Threat) Analysis on digital game Strength: –familiarity with Chinese marketing and leading the marketing, –mastering the operating know-how in online game business, –flourishing creativity, and –powerful support by government. Some Viewpoints on Game Development

23 2004/2/1723 SWOT (Strength, Weakness, Opportunity, Threat) Analysis on digital game Weakness: –The progress of core technology falls behind lots of foreign companies. –There exists a lack of practice and experience in developing TV Game. –The style of game and art design does not match the taste of international audience. –Smaller capital from small or middle enterprises. –Lack of sufficient and excellent manpower. Some Viewpoints on Game Development

24 2004/2/1724 SWOT (Strength, Weakness, Opportunity, Threat) Analysis on digital game Opportunity: –Same language, i.e., mandarin, with Chinese for the ease to open China market, –The rapid growth of users in broadband network, and –TV game and online game mastering the main stream of market. Some Viewpoints on Game Development

25 2004/2/1725 SWOT (Strength, Weakness, Opportunity, Threat) Analysis on digital game Threat: –A strong competitor: Korea fully promote game industry. –Copyright protection problem in Chinese game market –A blurry market in China –Too many PC games already but not so much attention on developing TV games Some Viewpoints on Game Development

26 2004/2/1726 A successful company developing games should perform excellently in the following aspects: Game design, project management and execution, Mastering the core technology (e.g., real-time rendering, content delivery network, digital rights management, MPEG, and mobile network), Hiring high-level manpower for high productivity with high quality, Managing the well relationship with international publishers, Mastering the business information in global, Protecting intellectual property right, Raising funds as well, and Well government administration and tax systems. Suggestions to succeed in Game Development


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