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“ Ya Allah tambahkanlah ilmu kepada kami & kefahaman ”

“ Ya Allah tambahkanlah ilmu kepada kami & kefahaman ”. Digital Rights Management & Content Development. Jurry Hatammimi , SE, MM jurryhatammimi@gmail.com. PERATURAN. Kehadiran mahasiswa minimal 11 pertemuan Masuk kelas setelah menit ke-15 dianggap tidak hadir

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“ Ya Allah tambahkanlah ilmu kepada kami & kefahaman ”

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  1. “Ya Allah tambahkanlahilmukepadakami & kefahaman”

  2. Digital Rights Management & Content Development JurryHatammimi, SE, MM jurryhatammimi@gmail.com

  3. PERATURAN • Kehadiranmahasiswa minimal 11 pertemuan • Masukkelassetelahmenit ke-15 dianggaptidakhadir • Duplikasitugasbernilai 0 (nol) • Menulistugas & jawabanujiandalambentukpoin • Kontak personal (email, sms, telepon) terkaitdengannilaitidakakandilayani • Komponennilai : • Tugas : 40% • UTS : 30% • UAS : 30%

  4. KETIDAKHADIRAN • Mahasiswahanyadiizinkanuntuktidakmengikutiperkuliahan, jika: • rawatinap / kecelakaan (dibuktikandengansuratsakitdarirumahsakit, bukansuratdokterdanatausuratketeranganorangtua / wali) • keluargainti (orangtua / saudarakandung • / ipar) meninggal (dibuktikandengansuratketerangandarirt / rwsetempat) • ditunjuksebagaiwakilinstitusi IM Telkom untukkepentingantertentu

  5. CONTENT OVERVIEW

  6. “The digital content industry, which includes creative computer animation, digital games, edutainment programmes, mobile applications and services, interactive television, digital archiving, digital publishing as well as multi-industry and multimedia applications, will be further promoted and developed as a new growth area.”

  7. The networked world (satellite)

  8. The networked world (wired)

  9. The highways plan are ready

  10. What do we need now?

  11. What is content Any sound, text, still picture, moving picture or other audio-visual representation, tactile representation or any combination of the preceding which is capable of being created, manipulated, stored, retrieved and communicated electronically

  12. Networked Content is all content that accessible over publicly available electronic networks Definition of Content Definition of Network Content includes the following: • Text • Audio • Audiotext • Still Pictures • Moving Pictures • Software Including, but not limited to: • Advertising Content • Animation • Foreign Content • Live Events • Online Newspapers • Online Gaming/Gambling/ Computer Games Network is defined as an interconnected electronic channel for the distribution of content: In-Scope • TV (Free-to-air, Subscription, Digital, Interactive) • Radio (Analogue & Digital) • Online Networks (PC, WebTV, Wireless,e.g. 2.5G, 3G, 4G, Wi-Fi, Public Kiosks) • Electronic Billboards • Digitally Distributed Cinemas Out-of-Scope • Print (Newspapers, Books, Magazines, Billboards) • Traditional Cinemas • Electronic Offline Storage (CD, CD-ROM, DVD) • Company Intranets

  13. LatarBelakang (1) • Pengguna internet terbesardi Asia 2010 (internet world stats) : • China (420 juta) • Jepang (99 juta) • India (81 juta) • Korea Selatan (39,4 juta) • Indonesia (30 juta) • Indonesia : 2 juta (2000) -> 30 juta (2010) • Indonesia urutan ke-11 terbesardunia (2008)

  14. LatarBelakang (2) • Pengaksesdari mobile device : 22% (2009) -> 48% (2010) • Pengguna internet dariwarnet : 83% (2009) -> 64% (2010) • Akseskejejaringsosial : 58% (2009) -> 77% (2010) • Pengaksesberita online : 28% (2009) -> 37% (2010) • Pelangganseluler: 52 juta (2007) -> 91 juta (2008) -> 117 juta (2009) -> 180 juta (2010)

  15. The Content Industry Value Chain

  16. Impact of Content Industry • Employment creation • Capital investment • Export earnings • Provision of skills and capabilities to traditional, emerging and new industry sectors • Expression and Preservation of cultural identity

  17. Types of Mobile content (2.5G and 3G) and TV content • Information based content : content created based on information such as tourist attraction locations, nearest hotels with ratings and prices, etc. • Entertainment : content created for entertainment such as multi player gaming, folklore music and jokes, funny video clips, etc. • E-commerce : transactional based content such as m-shopping, Interactive advertising, etc. • Education : content utilized for educational purpose such as quick notes and formulas; interactive education content ,etc.

  18. Trends…. • Social networking: To organize and to lead • Fast broadband (>2Mbps): Time to development • Constant & frequent updates: Feedback from actual users • Funding can be at 3 levels: • Governmental/NGO based on social goodness(jobs, educating the young, etc.) • Industry led based on P&L and ROI considerations • Shared Public/Private partnership • Tools are being developed that cover many devices and also for connected/unconnected modes

  19. Trend: Creating & Managing On-Line Content • More people create, remix, publish, market and distribute content • Managing content for eCommerce & learning • Education sites • Video sites: individuals and commercial interests • News sites Focus Has To Be Rich, Localized, On-Line Content

  20. An India Example • 100,000 Community Service Centers to be deployed in India this decade • Multiple content and services models • Pay for usage and pay users who use the system for Government transactions

  21. 100,000 CSCs in India @ 1 per 6 Villages • CSC Services Basket • Government Services • Certificates • Application to Government Schemes • Surveys • Education , Capacity Building • Schooling, Higher Education • Vocational • Healthcare Services • Telemedicine – Specialist consultancy • Agriculture • Market linkages : Sales of produce, Purchase of seeds, Fertilizers, Pesticides • Agri consultancy • Financial Services • Loans, Deposits • Insurance • Commercial Services • Retailing • Payments CSC • CSC Location Demographics • 2, 500 Households • Household income Rs.4,000 (US$80 ) per month

  22. How About Indonesia? • AKUISISI Yahoo! terhadapKoprol (nilaiakuisisimencapai USD1 juta) • East Venture (Singapura) yang dipimpinBataraEtosudahinvestasidibeberapa start up sepertisitus e-commerce Tokopedia, portal gayahidup/direktoribisnislokalUrbanesia, mesinpencaribelanjaPriceArea, serta social media analytic Scraplr. • MerahPutih Inc, perusahaaninkubator digital danteknologi yang diresmikan 27 Januari 2011 (LintasBerita, Krazy Market, Info Kost, Ads On It, Daily Social, Gantibaju.com

  23. Books (1) William Rosenblatt, William Trippe and Stephen Mooney, Digital Rights Management: Business and Technology, Wiley, 1st edition, Indianapolis, 2001

  24. Books (2) Alfredo M. Ronchi, eCulture : Cultural Content in the Digital Age, Springer-Verlag Berlin Heidelberg, 2009

  25. Books (3) Bob Boiko, Content Management Bible, 2nd Edition, Wiley, 2005

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