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1 – 10 of over 51000At the end of this study, students should analyze the re-orientation of innovation music business model strategy to create a new market using the Blue Ocean Strategy of Sun-Eater…
Abstract
Learning outcomes
At the end of this study, students should analyze the re-orientation of innovation music business model strategy to create a new market using the Blue Ocean Strategy of Sun-Eater Records Company. Furthermore, they should be able to implement the business model transformation in the music industry in this digital media era based on data and technological capability. Students should analyze the digital content strategy that is relatable and relevant to music customers/users through content creation. Finally, they need to create the content strategy applicable to promotion and marketing innovatively in the music business.
Case overview/synopsis
This study analyzes how a Jakarta-based independent music company, Sun Eater Records, changed its strategy in response to the Covid-19 pandemic. The adverse effect of the pandemic on this company included a massive drop in sales of products and revenues from tours, festivals and outdoor music performances. Music industry stakeholders were confused and frustrated because of the restriction and the implementation of the social distancing policy, as most of their business models depended on live music showcases and selling records. The protagonist of this study, Kukuh Rizal Arfianto, is the director and co-founder of Sun Eater Records. Kukuh’s experience during the pandemic is used to capture the dilemma faced by the music industry players in Indonesia. This agile businessman transformed this music company by embracing digitalization. Inspired by the business models of Disney and 88 Rising (Music Management), Sun Eater Records developed various derivatives digital products. The company did not only sell music through digital content, it also developed several complementary products with music as their main theme. These innovative creations include mini-documentary, virtual concerts, compilation albums serial, digital comics, and Covid-19 Campaigns. The company is quite active in leveraging digitalization to survive in this business compared to other industry players. This study provides communication and design students opportunities to analyze how to draft an effective content strategy in the industry, in this case, the music industry.
Complexity academic level
This case is designed mainly for Management, Innovation, and Digital Communication course at the Bachelor's level program.
Supplementary materials
Teaching notes are available for educators only.
Subject code
CSS 11: Strategy.
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Keywords
Purpose – With the rapid proliferation of digital technology for creating and disseminating content in different forms – textual, music, video – both firms and consumers have a…
Abstract
Purpose – With the rapid proliferation of digital technology for creating and disseminating content in different forms – textual, music, video – both firms and consumers have a number of alternative technology and formats available for creating and consuming content. While this has led to more value for consumers, the firms have had mixed results. Some firms have seen their value erode through the adoption of newer formats as compared to the older ones (e.g., streamed music format vs. CD format), and other firms have been generally reluctant to embrace newer technology and formats for the similar reasons.Design/methodology/approach – In this chapter, we review the research issues in designing and pricing such digital content and formats and the various strategies that firms can adopt in ensuring that both firms and consumers benefit through the use of newer formats.Findings – We review and discuss the extant research in this domain and identify research issues for future research.Value/originality – As more traditional products morph into digital services, it is critical that these issues are addressed so that the content creation industry can survive in the short term and prosper in the long term.
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The purpose of this paper is to identify the modes of digital content creation for digital libraries and discuss the associated copyright issues with the types of digital content.
Abstract
Purpose
The purpose of this paper is to identify the modes of digital content creation for digital libraries and discuss the associated copyright issues with the types of digital content.
Design/methodology/approach
Prevalent copyright laws in India in the context of digital content have been studied and issues related to specific types of digital content have been discussed.
Findings
In addition to two known types of digital content, namely born digital and turned digital, a third type, gained digital has been delineated. It is found that extant copyright laws, particularly in India, allow scope for forming opinions with regard to digital content thereby giving room for insecurity for digital content creators.
Research limitations/implications
Copyright laws in the context of World Intellectual Property Organization and India only have been discussed.
Practical implications
The paper will be useful to digital content creators and digital library managers/administrators to understand copyright issues relevant to the digital library.
Originality/value
The classification of digital libraries based on content as has been delineated in this paper is an original work and has reported for the first time. The linking of digital content with the copyright issues makes it useful.
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Jason Morris and Victoria Knight
The purpose of this paper is to set out an approach to innovation in criminal justice settings that gives service users a “voice” through the co-production of digital content…
Abstract
Purpose
The purpose of this paper is to set out an approach to innovation in criminal justice settings that gives service users a “voice” through the co-production of digital content designed for services that promote desistance. The authors describe the benefits and challenges of involving service users in co-creating mediated digital content within a co-production framework.
Design/methodology/approach
This paper presents a new methodology for developing desistance-oriented programmes. The authors draw on a distinctive co-production exemplar within a prison setting that captures the perspectives of people who have shared their voices and the authors begin to explore the impact that co-production has had for them and for the service.
Findings
The testimonies of service users involved in this exemplar provide insights into the benefits and challenges of co-production in the criminal justice system more broadly.
Practical implications
Co-production is a credible service design strategy for developing digital services in prisons and probation; Complementary Digital Media (CDM) provides a promising pedagogical approach to promoting desistance; CDM enables service users to share their voice and stories to assist their peers. Digitally enabled courses to promote desistance can be well suited to peer support delivery models.
Originality/value
CDM is a novel approach that uses co-production to create highly tailored content to promote desistance in discrete target groups. CDM can be used to digitalise processes within traditional offending behaviour programmes (OBPs). It can also enable the development of innovative toolkit approaches for flexible use within day-to-day therapeutic conversations between service users and criminal justice staff or peer supporters. CDM thereby offers practitioners in criminal justice settings an entirely new set of evidence-informed resources to engage service users.
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Alexander Ivanyukovich, Maurizio Marchese and Fausto Giunchiglia
The purpose of this paper is to provide support for automation of the annotation process of large corpora of digital content.
Abstract
Purpose
The purpose of this paper is to provide support for automation of the annotation process of large corpora of digital content.
Design/methodology/approach
The paper presents and discusses an information extraction pipeline from digital document acquisition to information extraction, processing and management. An overall architecture that supports such an extraction pipeline is detailed and discussed.
Findings
The proposed pipeline is implemented in a working prototype of an autonomous digital library (A‐DL) system called ScienceTreks that: supports a broad range of methods for document acquisition; does not rely on any external information sources and is solely based on the existing information in the document itself and in the overall set in a given digital archive; and provides application programming interfaces (API) to support easy integration of external systems and tools in the existing pipeline.
Practical implications
The proposed A‐DL system can be used in automating end‐to‐end information retrieval and processing, supporting the control and elimination of error‐prone human intervention in the process.
Originality/value
High quality automatic metadata extraction is a crucial step in the move from linguistic entities to logical entities, relation information and logical relations, and therefore to the semantic level of digital library usability. This in turn creates the opportunity for value‐added services within existing and future semantic‐enabled digital library systems.
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Md. Habibur Rahman, Azree Ahmad and Sohaimi Zakaria
The purpose of this study is to review the literature on digital content management (DCM) published between 2001 and 2021, as well as to provide insights and research directions…
Abstract
Purpose
The purpose of this study is to review the literature on digital content management (DCM) published between 2001 and 2021, as well as to provide insights and research directions for the future.
Design/methodology/approach
This study followed the systematic literature review framework PRISMA for reviewing existing literature on DCM. The PRISMA checklist helps the researcher in refining the reporting of the review paper. Data was collected from Scopus and Web of Science (WoS) databases. A total of 136 documents were selected for analysis from Scopus and WoS.
Findings
Based on current papers, this study attempted to discuss some key DCM trends and themes. Seven themes have been identified in the literature: virtual reality and its implications on DCM; personal DCM; microservices based DCM; model for DCM; DCM using Bluetooth Low Emergency technology; DCM software; and DCM codification. This study identifies influential authors, top contributing countries, top contributing institutions, most cited papers, most common title words and contributions by fields.
Originality/value
The findings of this study, as well as future research projects, open the path for more research and contributions to the field.
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The purpose of this column is to explore issues regarding library self‐assessment and provisioning of digital content.
Abstract
Purpose
The purpose of this column is to explore issues regarding library self‐assessment and provisioning of digital content.
Design/methodology/approach
This is not a research paper per se but rather exploratory. The method used was to review the literature on the subject and supply the opinions of the author in relation to the subject.
Findings
There is substantial evidence in the literature that libraries are being called upon to substantiate their value within their parent institutions, and that digital content plays an important role in that regard.
Practical implications
Libraries need to be engaged in constant and recursive self‐assessment, most importantly in the area of the provisioning of digital content.
Originality/value
This column synthesizes the issues of library self‐assessment and the provision of digital content from several perspectives.
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Building on a proposed four-phase model of the design revolution, I outline an expanded domain to which design ideas may be applied, and offer a design theory that has general…
Abstract
Building on a proposed four-phase model of the design revolution, I outline an expanded domain to which design ideas may be applied, and offer a design theory that has general application to the expanded design domain. Numerous disciplines within the domain of design, which have been separately developed, are converging through digital devices and software such as computer-aided design programs. I refer to this “Connection” as the first phase of the design revolution. In the second “Expansion” phase of the design revolution, I expect that the domain where principles of design are applied will be expanded beyond the visual to include all five human senses. The design theory that I propose is a logical application of design principles to various disciplines in the second phase of the revolution. In the third “Application” phase of the design revolution, the design theory will be applied not only to conventional objects of design such as products and services, but also to institutions and systems such as governments, firms, and households. Finally, in the fourth “Integration” phase of the revolution, various parts of the world will be integrated into a holistic system under a single design theory.
The purpose of this paper is to introduce digital librarians to a new encoding standard for developing semantically‐rich controlled vocabularies which will enhance searching of…
Abstract
Purpose
The purpose of this paper is to introduce digital librarians to a new encoding standard for developing semantically‐rich controlled vocabularies which will enhance searching of digital content.
Design/methodology/approach
Literature‐based review.
Findings
SKOS Core serves as an efficient and practical segue from traditional knowledge organization systems such as thesauri and classification systems to more complex and logic‐driven Semantic Web languages.
Practical implications
Librarians with a need to provide semantically‐rich access to digital resources will find SKOS Core a useful addition to their metadata tool kits.
Originality/value
Provides a useful and practical introduction to a new Semantic Web tool which should be of great interest to librarians tasked with integrating knowledge organization systems into digital libraries.
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Cheng-Wei Chiang, Yi-Hui Liu and Chien-Po Wang
This paper aims to present an augmented reality (AR) application to aid the elderly in library reference search. The application supports the elderly in searching books and videos…
Abstract
Purpose
This paper aims to present an augmented reality (AR) application to aid the elderly in library reference search. The application supports the elderly in searching books and videos in a large library when librarians have insufficient time to meet their needs. The elderly searching in a large library could be difficult for them due to the vast area, complicated online library catalogs and their physical deterioration, such as failing eyesight, tendinitis and memory problems. Our system, SearchAR, fully supports the 3D images of object content based on books and videos in Ling Tung University (LTU) library catalogs. Using the latest AR technology, users can use mobile phone to scan the quick response (QR) code in front of the LTU library, and then the elderly can experience LTU library map labeled by different colors in real-time and understand the locations of the video areas and book shelves areas. Later, they can use SearchAR to scan the QR codes on bookshelves, books or videos to view the 3D graphics without reading complicated catalogs and content. The results show that among the images, the elderly recognition of the “3 D images” was the highest, and the experimental group using AR technology as a searching aid shows a higher searching effectiveness than the control group; 60 per cent of the elderly felt they saved more time for searching books and videos with the help of SearchAR, and it was easy to arouse their association; the elderly indicated that combined image of the library map and the labels with different colors are clear and simple; the content of books and videos are easy associated with the 3D images; the elderly mentioned that using SearchAR is a great experience without any reading complicated online catalogs. Finally, this study concludes that AR technology does enhance the elderly searching ability in LTU large library.
Design/methodology/approach
The SearchAR application was an integrating library catalog, which provides AR and 3D graphics. The elderly can also use SearchAR to see a library map and every library element via 3D graphics before they start searching in a wide area.
Findings
This makes it easier for elderly to navigate a library without using complicated online catalogs, and it reduces time spent on reading and searching.
Originality/value
AR has been used for a variety of guiding and educational purposes. However, AR has been rarely applied to supplement traditional library services for elderly.
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