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Media & Culture

For more details on the courses, please refer to the Course Catalog

교육과정
Code Course Title Credit Learning Time Division Degree Grade Note Language Availability
CMEM016 Planning of the Cultural Business 2 4 Major Master Entertainment Management Korean Yes
Seek to understand the application of culture technology (CT) to the value chain of cultural contents (manufacture-distribution-consumption/use). CT refers to the technology needed for planning, manufacture, processing, distribution, and consumption of contents and related services, and further, it means the comprehensive technology for improving the quality of life of mankind including knowledge in the fields of humanities and social science, design, and art, and emotional elements. Examine the application of CT to each main genre, and analyze the trend of integration between contents and services through utilization of CT. Further, discuss the future direction of contents and technology based on understanding of smart media environment and IoT system.
CMEM016 Planning of the Cultural Business 2 4 Major Master Entertainment Management Korean Yes
Seek to understand the application of culture technology (CT) to the value chain of cultural contents (manufacture-distribution-consumption/use). CT refers to the technology needed for planning, manufacture, processing, distribution, and consumption of contents and related services, and further, it means the comprehensive technology for improving the quality of life of mankind including knowledge in the fields of humanities and social science, design, and art, and emotional elements. Examine the application of CT to each main genre, and analyze the trend of integration between contents and services through utilization of CT. Further, discuss the future direction of contents and technology based on understanding of smart media environment and IoT system.
CMEM016 Planning of the Cultural Business 2 4 Major Master Entertainment Management Korean Yes
Seek to understand the application of culture technology (CT) to the value chain of cultural contents (manufacture-distribution-consumption/use). CT refers to the technology needed for planning, manufacture, processing, distribution, and consumption of contents and related services, and further, it means the comprehensive technology for improving the quality of life of mankind including knowledge in the fields of humanities and social science, design, and art, and emotional elements. Examine the application of CT to each main genre, and analyze the trend of integration between contents and services through utilization of CT. Further, discuss the future direction of contents and technology based on understanding of smart media environment and IoT system.
CMEM016 Planning of the Cultural Business 2 4 Major Master Entertainment Management Korean Yes
Seek to understand the application of culture technology (CT) to the value chain of cultural contents (manufacture-distribution-consumption/use). CT refers to the technology needed for planning, manufacture, processing, distribution, and consumption of contents and related services, and further, it means the comprehensive technology for improving the quality of life of mankind including knowledge in the fields of humanities and social science, design, and art, and emotional elements. Examine the application of CT to each main genre, and analyze the trend of integration between contents and services through utilization of CT. Further, discuss the future direction of contents and technology based on understanding of smart media environment and IoT system.
CMEM016 Planning of the Cultural Business 2 4 Major Master Entertainment Management Korean Yes
Seek to understand the application of culture technology (CT) to the value chain of cultural contents (manufacture-distribution-consumption/use). CT refers to the technology needed for planning, manufacture, processing, distribution, and consumption of contents and related services, and further, it means the comprehensive technology for improving the quality of life of mankind including knowledge in the fields of humanities and social science, design, and art, and emotional elements. Examine the application of CT to each main genre, and analyze the trend of integration between contents and services through utilization of CT. Further, discuss the future direction of contents and technology based on understanding of smart media environment and IoT system.
CMEM017 Digital Contents Seminar 2 4 Major Master Entertainment Management - No
This is a team-teaching subject where professionals of each field of digital contents such as game, animation, cartoon, etc. participate. Select various themes related to game, animation, cartoon, etc. and examine research data, and learn each field of digital contents in depth through group discussion.
CMEM017 Digital Contents Seminar 2 4 Major Master Entertainment Management - No
This is a team-teaching subject where professionals of each field of digital contents such as game, animation, cartoon, etc. participate. Select various themes related to game, animation, cartoon, etc. and examine research data, and learn each field of digital contents in depth through group discussion.
CMEM017 Digital Contents Seminar 2 4 Major Master Entertainment Management - No
This is a team-teaching subject where professionals of each field of digital contents such as game, animation, cartoon, etc. participate. Select various themes related to game, animation, cartoon, etc. and examine research data, and learn each field of digital contents in depth through group discussion.
CMEM017 Digital Contents Seminar 2 4 Major Master Entertainment Management - No
This is a team-teaching subject where professionals of each field of digital contents such as game, animation, cartoon, etc. participate. Select various themes related to game, animation, cartoon, etc. and examine research data, and learn each field of digital contents in depth through group discussion.
CMEM017 Digital Contents Seminar 2 4 Major Master Entertainment Management - No
This is a team-teaching subject where professionals of each field of digital contents such as game, animation, cartoon, etc. participate. Select various themes related to game, animation, cartoon, etc. and examine research data, and learn each field of digital contents in depth through group discussion.
CMEM018 Understanding of Popular Music and Business 2 4 Major Master Entertainment Management Korean Yes
Based on the general understanding of popular music and music industry, improve knowledge of on-site practices related to music industry/music business (music investment, production, distribution, marketing, service platform, music publishing, copyright, accounting, contract, etc.). Learn music business environment through various case analyses, and enhance practical ability.
CMEM018 Understanding of Popular Music and Business 2 4 Major Master Entertainment Management Korean Yes
Based on the general understanding of popular music and music industry, improve knowledge of on-site practices related to music industry/music business (music investment, production, distribution, marketing, service platform, music publishing, copyright, accounting, contract, etc.). Learn music business environment through various case analyses, and enhance practical ability.
CMEM018 Understanding of Popular Music and Business 2 4 Major Master Entertainment Management Korean Yes
Based on the general understanding of popular music and music industry, improve knowledge of on-site practices related to music industry/music business (music investment, production, distribution, marketing, service platform, music publishing, copyright, accounting, contract, etc.). Learn music business environment through various case analyses, and enhance practical ability.
CMEM018 Understanding of Popular Music and Business 2 4 Major Master Entertainment Management Korean Yes
Based on the general understanding of popular music and music industry, improve knowledge of on-site practices related to music industry/music business (music investment, production, distribution, marketing, service platform, music publishing, copyright, accounting, contract, etc.). Learn music business environment through various case analyses, and enhance practical ability.
CMEM018 Understanding of Popular Music and Business 2 4 Major Master Entertainment Management Korean Yes
Based on the general understanding of popular music and music industry, improve knowledge of on-site practices related to music industry/music business (music investment, production, distribution, marketing, service platform, music publishing, copyright, accounting, contract, etc.). Learn music business environment through various case analyses, and enhance practical ability.