• Title/Summary/Keyword: 게임개발 구성요소

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Integrating AI Generative Art and Gamification in an Art Education Model to Enhance Creative Thinking (AI 생성예술과 게임화 요소가 통합된 미술 교육 모델 개발 : 창의적 사고 향상)

  • Li Jun;Kim Yoojin
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.425-433
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    • 2023
  • In this study, we developed a virtual artist play lesson model using gamification concepts and AI-generated art programs to foster creative thinking in freshman art majors. Targeting first-year students in the Digital Media Art Department at Sichuan Film & Television University in China, this course aims to alleviate fear of artistic creation and enhance problem-solving abilities. The educational model consists of four stages: persona creation, creative writing, text visualization, and virtual exhibitions. Through persona creation, students established their artist identities, and by introducing game-like elements into writing experiences, they discovered their latent creativity. Using AI-generated art programs for text visualization, students gained confidence in their creations, and in the virtual exhibitions, they were able to enhance their self-esteem as artists by appreciating and evaluating each other's works. This educational model offers a new approach to promoting creative thinking and problem-solving skills while increasing learner engagement and interest. Based on these research findings, we expect that by developing and implementing educational strategies that cultivate creative thinking, more students will grow their artistic capacities and creativity, benefiting not only art majors but also students from various fields.

A Study on the Efficient Modularization of Virtual World Creation in Unreal Engine (언리얼엔진에서의 가상세계 창작을 위한 효율적 모듈화 연구)

  • Min-Jun, Oh
    • Journal of Industrial Convergence
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    • v.20 no.11
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    • pp.19-25
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    • 2022
  • In the development of existing games, it is judged that virtual world production was done by arranging game elements one by one. What is noteworthy here is the question of whether quality virtual worlds were efficiently produced in preparation for investment. In this study, we propose a methodology that can build an efficient virtual world based on the concept of modularization in an unreal engine. First, precedents were analyzed and five reference elements for modularization were extracted. In addition, the concept of an instance production pipeline was proposed by dividing it into four stages, and the minimum-unit instance modules for urban virtual world production were compressed into four. Finally, an urban virtual world constructed based on the minimum unit module and reference elements was implemented and presented. In conclusion, research on the production method centered on this efficiency is thought to be able to focus the time that designers or artists had to spend on production only on ideas and creativity. The limitations of the research are that the basic minimum module is limited to the city, and the derived reference elements and production pipelines have not been verified when implementing them with an unreal engine. Therefore, it is expected that various virtual world creation plans will be derived through more advanced modular research.

A Study of Transmedia Contents : Storytelling and Conceptualization (트랜스미디어 콘텐츠 연구 : 스토리텔링과 개념화)

  • Shin, Dong-Hee;Kim, Hee-Kyung
    • The Journal of the Korea Contents Association
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    • v.10 no.10
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    • pp.180-189
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    • 2010
  • Cultural contents refers to cultural and artistic contents that are saved, sold, and enjoyed in various digital media. In responding to rising content contents, OSMU has been utilized to make one content into various types of products. Recently, transmedia contents are replacing the role of OSMU. Transmedia contents builds up the united content with blending of various contents through plural media and they have emerged in the part of creating digital contents under the convergence paradigm. Transmedia contents becomes invasive and permeates fully the audience's lifestyle by developing content available across multiple forms of media. This study discusses the differences between OSMU and transmedia contents. It attempts to clearly define transmedia contents and to conceptualize the components of transmedia contents. In doing so, this study seeks a new method of storytelling utilizing transmedia contents. The discussions in this study should be useful for transmedia content developers to improve their work. Implications and directions for future study are discussed.

지역특화산업육성을 통한 동서경제협력방안

  • Song, Tae-Baek
    • Journal of Global Scholars of Marketing Science
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    • v.3
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    • pp.79-97
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    • 1999
  • 지방자치제도의 본격적인 실시로 인하여 성숙되어 가고 있는 지방화시대에 있어서 지방자치단체가 가장 필요로 하는 것은 지역의 경제성장을 통하여 지역주민의 복지를 향상시키는 것이라고 할 수 있다. 지역주민의 복지향상은 광범위한 부문에서 다양하게 나타날 수 있지만, 가장 기본적으로는 지역내의 고용을 안정케 하며, 지역내의 소득수준을 향상시켜 주민들이 높은 삶의 질을 경험하게 하는 것이라고 할 수 있다. 그러나, 지금의 우리현실은 자기 지역의 경제발전만을 맹목적으로 추구할 것이 아니라 이웃과 더불어 힘을 합쳐도 어려운 난관을 헤쳐나가기 어려운 처지에 직면해 있다. 따라서, 서로가 자기의 몫을 주장하면서 다툴 것이 아니라 힘을 합쳐야 할 시점에 도달하였다. 이러한 관점에서 본 연구는 지리적으로는 인접하고 있지만 정서적으로는 가깝고도 먼 전라남도와 경상남도가 고부가가치를 창출할 수 있는 특화산업의 적절한 배치를 통하여 높은 수준의 경제번영을 이룩하면서, 동시에 기존의 쌓여있는 지역감정의 벽을 뛰어넘어 동서경제협력을 이루고 궁극적으로는 동서화합을 도출할 수 있는 방안을 모색하려고 한다. 각 지자체에 적합한 특화산업의 육성은 인접한 지자체들이 상호의존적이라는 측면에서 여러 가지의 지역문제를 동시에 하결할 수 있을 뿐만아니라 한정된 자원의 합리적인 이용과 더불어 국토의 균형있는 개발을 가능하게 할 수 있다는 측면에서 많은 긍정적인 요소를 내포하고 있다. 전라남도와 경상남도가 지역에 적합한 특화산업의 육성을 통하여 동서경제협력을 유도하기 위한 방안으로는 우선적으로 역내의 산업구조를 고도화시키고, 산 학 연 관의 협조체계를 구성하며, 지자체간의 협조적인 게임을 유도하여 가시적인 빠른성과의 도출을 위한 방안을 모색하고 타 지자체에 입지한 경쟁력있는 특화산업에의 지역민의 투자를 유도하고, 공동브랜드의 사용 및 시장의 공동개척등을 고려할 수 있을 것이다.

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Development of Smart Contents Platform for providing Digital Sinage Environment (디지털 사이니지 환경제공을 위한 스마트 콘텐츠 플랫폼 개발)

  • Yun, Chang Ok;Choi, Yo-Seph;Yun, Tae-Soo
    • Journal of Korea Society of Industrial Information Systems
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    • v.20 no.2
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    • pp.25-37
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    • 2015
  • In recent years, the advance on the high-end converging technology has improved to the changes on digital signage technology in many ways. Digital signage has to be designed to give information through systemed structure among the constituent for developing the information delivery responding to the environmental conversion, not feeding user information. Therefore, this paper proposes a smart contents platform which supplies various from of digital signage contents. In the digital signage circumstance, the smart contents platform is a way for an effective information transmission, game and the advertising interface by recognizing user interaction and the environmental information. This platform is composed of base hardware, middleware and middle device. Each component module is managed by the smart contents platform. Furthermore, it serves various live contents experiences via gathering and analyzing user and environmental information with linking various sensors and devices. It is a new way of information delivery which serves contents producing and providing circumstances in parallel.

A Study on Design and Implementation for Web-toon Archives (웹툰 아카이브 설계 및 구축에 관한 연구)

  • Lee, Jae-Na;Kim, Yong;Oh, Hyo-Jung;Kim, Geon
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.26 no.4
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    • pp.123-149
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    • 2015
  • As a mixture of both words 'Web' and 'Cartoon'. Webtoon is a sort of cartoons that come up with development of information technology. Web-toon is not just a cartoon but an OSMU for culture industries such as movies, dramas, games and more. While Web-toon's value is increasing, activities of securing and managing it as archives seem quite slow. To preserve web-toon as a web archives and digital contents which has long-term archival value effectively web archiving system should be required. This study analyzes webtoon's type and features. Also, requirements for web archiving system are extracted from case analysis of existing digital archives. With the results, this study proposes a method to design and implement web-toon archives based on OAIS reference model.

Implementation of Smart Learning Model for Improving Digital Communication Competencies of Middle Aged (중장년층의 디지털 커뮤니케이션 역량 강화를 위한 스마트러닝 모델 적용)

  • Lee, Jeong Eun;Jin, Sun MI
    • The Journal of the Korea Contents Association
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    • v.14 no.4
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    • pp.522-533
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    • 2014
  • The capability of the digital communication would need to be strengthened for leveraging collaborative knowledge building and problem solving skills of the middle aged people. It was developed and implemented a smart learning model by utilizing the formative intervention based on the logic of change laboratory to target learners of 'K organization', As a results, smart learning model was composited several activities and supporting systems such as learning instructions of Smart Pad, communication games and SNS, using self-diagnosis and making posters and role-playing video by the internet applications. This research is significant that it finds efficient method to fit design of smart learning and the needs of target learners by using them as testbed which is mixed with different background and digital communication experiences.

Development of RPG-based Cognitive Behavioral Group Therapy for Reducing Delinquency in Adolescents (청소년의 비행 문제 감소를 위한 롤플레잉게임형식 인지행동 집단치료 프로그램의 개발)

  • Bae, Seonghoon;You, Sungeun
    • Korean Journal of School Psychology
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    • v.16 no.3
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    • pp.471-499
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    • 2019
  • The purpose of this study was to develop a program that reduces adolescent delinquency and enhances adolescents' social problem-solving, emotional regulation, and self-control skills and to assess the effectiveness of the program. The program was administered in the form of a role-playing game ("RPG") to increase the participants' motivation to participate in and the effectiveness of the therapy. The subjects in this study were 36 adolescents who engaged in delinquent behavior and their 18 homeroom teachers in middle schools located in Seoul and Gyeonggi Province. The subjects were randomly assigned to the experimental group or the comparison group. The experimental group received the proposed RPG-based cognitive behavioral group therapy while comparison group received problem-solving group therapy. Teachers in the experimental group were educated about how to guide their students following each therapy session while teachers in the comparison group did not receive any education. The dependent variables in this study were incidences of delinquent behavior and social problem-solving, emotional regulation, and self-control skill level. Each variable was assessed before treatment, immediately after the end of the full treatment program, and two months after the end of the full treatment program. At the end of the full treatment program, the experimental group engaged statistically significantly in fewer delinquent behaviors and displayed statistically significantly higher levels of social problem-solving, emotional regulation, and self-control skills than the comparison group. These differences persisted until the assessment two months after the end of the full treatment program. Moreover, the experimental group reported higher levels of satisfaction with the treatment program than the comparison group. The findings of this study suggest that this RPG-based cognitive behavioral group therapy program is effective at reducing adolescent delinquency, improving adolescents' social and emotional management techniques and strategies for avoiding delinquency, and in motivating delinquent adolescents to engage more actively in treatment.

The Recognition Method for Focus Level using ECG(electrocardiogram) (심전도를 이용한 집중도 인식 방법)

  • Lee, Dong Won;Park, Sangin;Whang, Mincheol
    • The Journal of the Korea Contents Association
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    • v.18 no.2
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    • pp.370-377
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    • 2018
  • Focus level has been important mental state in user study. Cardiac response has been related to focus and less clarified. The study was to determine cardiac parameters for recognizing focus level. The sixty participants were asked to play shooting game designed to control two focus levels. Electrocardiogram was measured during task. The parameters of time domain and frequency domain were determined from ECG. As a result of independent t-test, RRI, SDNN, rMSSD and pNN50 of time domain indicator were statistically significant in recognizing focus level. LF, HF, lnLF and lnHF of frequency domain were observed to be significant indicator. The rule base for recognition has been developed by the combination of RRI, rMSSD and lnHF. The rule base has been verified from another sixty data samples. The recognition accuracy were 95%. This study proposed significant cardiac indicators for recognizing focus level. The results provides objective measurement of focus in user interaction design in the fields of contents industry and service design.

Sensing and Control Virtual Environment Using Zigbee Sensor Technology (지그비 센서를 활용한 가상현실 제어)

  • Joo, Jae-Hong;Lee, Hyeon-Cheol;Hur, Gi Taek;Kim, Eun Seok
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.243-247
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    • 2007
  • User interface is one of important factors to enhance one's presence in virtual reality systems. Due to the performance improvement of hardware, the virtual reality system is extensively utilized in games, broadcastings, educations, cultural contents, and so on. And, it is enlarged the necessity for researches on mobile interface to control the virtual reality system guaranteeing user's unrestricted movement. In this paper, we present a mobile interface, ZA sensor which is constructed with a Zigbee module and a Accelerometer to control the virtual environment. And, we propose a method of constructing the virtual reality system using the ZA sensor as a input device and practical applications of the system.

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