본『CG, 3D를 중심으로 한 영상 콘텐츠 분야 특허맵 보고서』는 CG, 3D를 중심으로 한 영상 콘텐츠 분야의 기술산업의 경향과 우리나라 기술수준에 대한 국내외 특허 분석을 통하여 2011년도 기술의 투자 방향을 점검하고 동시에 전략적이고 내실 있는 연구기획이 가능하도록 한국 콘텐츠진흥원의 요청에 의해 한국특허정보원이 작성하는 보고서임
분석 목적
-주요경쟁사의 관련기술 출원동향을 파악본 분석을 통해 CG, 3D를 중심으로 한 영상 콘텐츠 분야에 대한 한국, 미국, 일본의 출원공개 및 등록된 특허정보를 체계적으로 분석함으로써,관련분야 경쟁사의 특허출원 및 권리취득 현황을 파악하고, 특허를 통해 공개된 관련기술의 DB를 구축함
-특허분쟁 가능성에 대비 개발 중인 또는 개발 계획에 있는 기술과 관련하여 발생할 수 있는 특허분쟁에 대비하기 위해 개발기술과 밀접한 관련성이 있는 특허를 도출하고 분석함으로써, 대응방안 마련을 위한 기초자료를 제공함
분석범위
본 분석에서는 연구 성과의 파급효과 및 연구의 필요성을 고려하여 선택된 10개의 기술 소분류 분야를 특허분석대상으로 하였으며, 2000. 1. 1 ~2010. 12. 20 현재까지 출원/공개된 한국, 일본 공개특허와 2000. 1. 1 ~2010. 12. 20 까지 출원/등록된 미국등록특허를 분석 대상으로 함
[출처:CG, 3D를 중심으로 한 영상 콘텐츠 분야 특허조사보고서]
파일을 첨부 했습니다.
목차
I. 개 요·····································································································································1 1. 분석 배경 및 목적 ················································································································2 1.1 분석 배경 ·····························································································································2 1.2 분석 목적 ·······························································································································2 2. 분석범위 ····································································································································3 2.1 분석대상 특허 ·······················································································································3 3. 분석기준 ····································································································································4 3.1 기술 분류 ·······························································································································4 1) 분석대상 기술분류 ···············································································································4 2) 분석대상 기술범위 ···············································································································5 3.2 분석 방법 ·······························································································································6 1) 정량분석 방법 ·······················································································································6 2) 정성분석 방법 ·······················································································································6 3.3 분석 지표 ·······························································································································7 4. 3D 입체 기술 개요 ···············································································································10 4.1 3D 입체 영상의 구현 원리 ····························································································10 1) 3D 입체 영상의 지각 원리 ······························································································10 2) 3D 입체 영상의 재생 방식 ······························································································11 4.2 3D 입체 기술의 역사와 파급효과 ··················································································14 1) 3D 입체 기술의 역사 ········································································································14 2) 3D 입체 기술의 파급효과 ································································································15 5. 3D 입체 콘텐츠 제작기술을 둘러싼 이슈 및 향후 전망 ··········································16 5.1 3D 입체 콘텐츠 제작 기술이 산업 전반에 미치는 영향 ··········································16 1) 영화 ·······································································································································17 2) 방송 ·······································································································································18 3) 게임 ·······································································································································19 4) 홈비디오 ·······························································································································20 5) 디스플레이 ···························································································································20 6. 국내외 시장 동향 ··················································································································22 6.1 국외 동향 ·····························································································································22 6.2 국외 동향 ·····························································································································23
II. 정량 분석·····················································································································25 1. 전체 동향 ································································································································26 1.1 전체 대상 건수. ··················································································································26 1.2 3D 입체영상 분야 특허 동향 ··························································································27 1) 연도별 특허 동향 ··············································································································27 2) 포트폴리오 ··························································································································28 3) 국가별 특허 동향 및 점유율 ··························································································29 4) 전 세계 국가별 주요 출원인 ··························································································32 1.3 CG 분야 특허 동향 ···········································································································34 1) 연도별 특허 동향 ··············································································································34 2) 포트폴리오 ··························································································································35 3) 국가별 특허 동향 및 점유율 ··························································································36 4) 전 세계 국가별 주요 출원인 ··························································································39 1.4 각국의 세부기술별 포트폴리오 ·······················································································41 2. 기술별 동향 ····························································································································43 2.1 기술 분야별 연도별 특허동향 ·························································································43 1) 한국의 세부 기술 분야별 전체 출원동향 ····································································43 2) 미국의 세부 기술 분야별 등록동향 ··············································································44 3) 일본의 세부 기술 분야별 출원동향 ··············································································45 2.2 기술 분야별 출원인 국적 분포 ·······················································································46 1) 한국의 세부 기술 분야별 출원인 국적 분포 ······························································46 2) 미국의 세부 기술 분야별 출원인 국적 분포 ······························································47 3) 일본의 세부 기술 분야별 출원인 국적 분포 ······························································48 3. 주요출원인 동향 ·················································································································49 3.1 주요 기업의 역점분야 및 공백기술 ···············································································49 1) 한국특허의 기업별 역점분야 및 공백기술 ··································································49 2) 미국특허의 기업별 역점분야 및 공백기술 ··································································50 3) 일본특허의 기업별 역점분야 및 공백기술 ··································································51 3.2 기술 분야별 주요 출원인 ·································································································52 4. 최근 동향 ································································································································55 4.1 기술 분야별 최근 동향 ·····································································································55 1) 한국의 기술 분야별 출원동향 ························································································55 2) 미국의 기술 분야별 등록동향 ························································································56 3) 일본의 기술 분야별 출원동향 ························································································57 4.2 주요출원인의 최근 동향 ···································································································58 1) 한국의 기업별 역점분야 ··································································································58 2) 미국의 기업별 역점분야 ··································································································60 3) 일본의 기업별 역점분야 ··································································································62 5. 한국의 기술경쟁력 비교분석 ····························································································64 5.1 질적 수준을 고려한 각국의 시장력 분석 ·····································································64 1) 카메라 분야 ························································································································65 2) 3차원 계측 분야 ················································································································65 3) 편집 분야 ····························································································································66 4) 게임/가상현실 분야 ··········································································································66 5) 의료/교육/광고 분야 ········································································································67 6) 방송/통신/문화예술 ··········································································································67 7) 모델링 ··································································································································68 8) 랜더링 ··································································································································68 9) 애니메이션 ··························································································································69 5.2 미국특허로 본 각국의 기술력 비교 ···············································································70 5.3 국가별 기술수준 ·················································································································71 5.4 기술별 연구개발 방향 ·······································································································72 5.5 국가별 연구개발 방향 ·······································································································73 5.6 특허활동지수(국가별) ········································································································74 5.7 특허활동지수(기술별) ········································································································75 5.8 국가 간 기술흐름 ···············································································································76
III. 심층 분석···················································································································77 1. K-PEG 평가 ····························································································································78 1.1 시스템 개요 ·························································································································78 1.2 평가 항목 ·····························································································································80 1.3 특허평가 보고서의 구성 및 해석 방법 ·········································································81 1) 특허평가 보고서의 구성 ··································································································81 2) 특허평가 보고서 해석방법 ······························································································82 1.4 평가 결과의 활용방법 ·······································································································83 1.5 K-PEG을 이용한 한국등록특허 평가 ·············································································84 1) 특허평가 리스트 및 보고서 - 카메라분야 ···································································84 2) 특허평가 리스트 및 보고서 - 3차원 계측 분야 ·························································95 3) 특허평가 리스트 및 보고서 - 편집 분야 ···································································100 4) 특허평가 리스트 및 보고서 - 게임/가상현실 분야 ·················································106 5) 특허평가 리스트 및 보고서 - 의료/교육/광고 분야 ··············································113 6) 특허평가 리스트 및 보고서 - 방송/통신/문화예술 분야 ······································118 7) 특허평가 리스트 및 보고서 - 휴먼팩터 분야 ···························································121 8) 특허평가 리스트 및 보고서 - 모델링 분야 ·······························································124 9) 특허평가 리스트 및 보고서 - 랜더링 분야 ·······························································132 10) 특허평가 리스트 및 보고서 - 애니메이션 분야 ·····················································147 2. 핵심특허 분석 ······················································································································156 2.1 핵심특허 데이터 선정기준 ·····························································································156 1) 정량적 팩터 ······················································································································156 2.2 분야별 핵심특허 현황표 ·································································································157 2.3 한국특허 리스트 및 분석 ·······························································································158 2.4 미국특허 리스트 및 분석 ·······························································································209 2.5 일본특허 리스트 및 분석 ·······························································································269 3. 특허분포도(Themescape) 분석 ························································································367 3.1 카메라 기술 ·······················································································································367 3.2 3차원 계측 기술 ···············································································································369 3.3 편집 기술 ···························································································································371 3.4 가상현실/게임 기술 ········································································································373 3.5 교육/의료/광고 기술 ······································································································375 3.6 방송/통신/문화예술 기술 ······························································································376 3.7 휴먼팩터 기술 ···················································································································378 3.8 모델링 기술 ·······················································································································379 3.9 랜더링 기술 ·······················································································································381 3.10 애니메이션 기술 ·············································································································383 Ⅵ. 결론································································································································384 1. 결론 및 시사점 ····················································································································385 1.1 결론 ·····································································································································385 1.2 시사점 ·································································································································387
표 1 전체 분석 구간과 대상 출원/등록 건수 ······································································3 표 2 기술분류표 ···························································································································4 표 3 분석대상 기술범위 ·············································································································5 표 4 분석 지표 ·····························································································································7 표 5 연평균 증가율 산술식 ·······································································································9 표 6 입체 영상의 재생 방식 ···································································································11 표 7 입체 영상 기술의 역사 ···································································································14 표 8 각 산업 분야에 대한 3D 입체 콘텐츠 제작 기술의 영향 ····································· 16 표 9 방송 콘텐츠 분야에서의 3D 기술 적용 사례 ···························································18 표 10 전 세계 3D TV 판매 규모 예측 (단위: 백만 대) ··················································20 표 11 분류대상 건수 ·················································································································26 표 12 국가별 주요 출원인(전체)-3D 입체영상 ···································································33 표 13 국가별 주요 출원인(전체) ····························································································40 표 14 기술별 주요 출원인(한국) ····························································································52 표 15 기술별 주요 출원인(미국) ····························································································53 표 16 기술별 주요 출원인(일본) ····························································································54 표 17 국가별 영향력 지수와 기술력 지수 ···········································································70 표 18 국가 간 기술흐름표 ·······································································································76