• Title/Summary/Keyword: 게임개발 성과

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'EVE-SoundTM' Toolkit for Interactive Sound in Virtual Environment (가상환경의 인터랙티브 사운드를 위한 'EVE-SoundTM' 툴킷)

  • Nam, Yang-Hee;Sung, Suk-Jeong
    • The KIPS Transactions:PartB
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    • v.14B no.4
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    • pp.273-280
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    • 2007
  • This paper presents a new 3D sound toolkit called $EVE-Sound^{TM}$ that consists of pre-processing tool for environment simplification preserving sound effect and 3D sound API for real-time rendering. It is designed so that it can allow users to interact with complex 3D virtual environments by audio-visual modalities. $EVE-Sound^{TM}$ toolkit would serve two different types of users: high-level programmers who need an easy-to-use sound API for developing realistic 3D audio-visually rendered applications, and the researchers in 3D sound field who need to experiment with or develop new algorithms while not wanting to re-write all the required code from scratch. An interactive virtual environment application is created with the sound engine constructed using $EVE-Sound^{TM}$ toolkit, and it shows the real-time audio-visual rendering performance and the applicability of proposed $EVE-Sound^{TM}$ for building interactive applications with complex 3D environments.

Study on the Creation and Usage of Cultural Contents for 'Geotaji Folk Tale' ('거타지' 설화의 문화콘텐츠 창작과 활용)

  • Lee, Kyu-Hoon
    • The Journal of the Korea Contents Association
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    • v.8 no.8
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    • pp.119-127
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    • 2008
  • The object of this study is to find ways of a creation and an usage of cultural contents, based on the survey of the culture archetype facts, the culture elements and the narrative structure of 'Geotagi folk tale'. This story takes its place as our cultural archetype, because of its perfect narrative structure and the myth-like features in the story line. Additionally, various cultural elements implied in the text have the world wide universality as well as the unique traditional characters of Korea. Thus, for above reason, 'Geotagi folk tale' can be helpful in creating the new cultural contents. In creating and using the cultural contents of 'Geotagi folk tale', the first way is to build up the Digital contents including the data base of the original text and others, and the creation of graphics. The second way is to create the story bank utilizing hypertext. The third way is to make flash animations or games concerning the folk tale. and the fourth way is to to develop the symbols of the folk tale as animation characters.

Media-Content Repertoire Development and Difference Analysis: Focus on the Entertainment Content (미디어-콘텐츠 레퍼토리 개발 및 유형별 특성 분석: 엔터테인먼트 콘텐츠를 중심으로)

  • Lee, Minjoo;Ryu, Sunghan;Kim, Young-Gul
    • The Journal of the Korea Contents Association
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    • v.15 no.2
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    • pp.196-207
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    • 2015
  • This study introduced the concept of 'Media-content repertoire', which indicates the set of favorite media-content combinations of media users and extracted five media user types based on those combinations. We used the range of media(i.e., smartphone, tablet, PC, and TV) and entertainment content(i.e., movie, broadcasting, music, and game) for the analysis. Also, we investigated the differences between those types including demographic variables, individual characteristics, and content buying behavior and we found that statistically significant differences exist among them. Those include 'non-user'(i.e., lower level of media use), 'screen user'(i.e., 50s, TV-centered media use), 'variety seeker'(i.e., 20s. heavy public transport user), 'selective focus'(i.e., 20,30s, movie&broadcasting-centered media use), and 'heavy user'(i.e., high level of media use and consumption). The results provide both academic implications(e.g., extension of media repertoire concept) and practical implications(e.g., direction to the target marketing for each user type).

The Study on a Business Model that Respect the Responsibility of Journalism as Well as Business Profit: Based on Incumbent Senior Reporters (신문기업이 저널리즘의 정체성을 견지하며 수행할 수 있는 수익사업에 관한 연구: 현직 언론사 간부기자들의 인식을 중심으로)

  • Kim, Jin-Kuk;Kim, Young-Hwan
    • Korean journal of communication and information
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    • v.59
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    • pp.162-179
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    • 2012
  • The purpose of this study is to find a way to revive newspaper industry against digital new media revolution such as the internet, SNS(Social Network Service). To this end, indepth-interviews were conducted with the target incumbent senior reporters. The research areas are consisted of four subjects. For instance Awareness about the newspaper business crisis, the need for profitable business, potential conflicts of journalism and business, and desirable business. As a result of my research, executive reporters said that There is no management strategy Against the rapid expansion of social media and Therefore Business diversification is required. In short, They said that alternative business model should be developed, in which public and business interest are commonly respected, such as Information & Culture (internet, broadcasting, film, game, music), play, exhibition, publishing, and education.

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Visualizing Motion Data as Sequential Images in Comic Book Layout (만화책 형식 동작 데이터 시각화)

  • Lee, Kang-Hoon
    • Journal of the Korea Computer Graphics Society
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    • v.15 no.4
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    • pp.31-40
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    • 2009
  • Captured motion data is widely used today in a variety of areas including film production, game development, sports analysis, and medical rehabilitation. The ability of analyzing and processing motion data has increased rapidly for last decades. However, it is still difficult for users to quickly understand the contents of motion data consisting of a series of time-varying poses. One typical approach is to visualize consecutive poses in sequence while adjusting three-dimensional view, which is often time-consuming and laborious especially when users need to repeatedly control time and view in order to search for desired motions. We present a method of visualizing motion data as a sequence of images in comic book layout so that users can rapidly understand the overall flows of motion data, and easily identify their desired motions. The usefulness of our approach is demonstrated by visualizing various kinds of motion data including locomotion, boxing, and interaction with environments.

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An Educational Effect on the Process of Design for 3D Simulation of Disaster Response System (재난 대응 3D 시뮬레이션 설계과정을 통한 교육적 효과)

  • Song, Eun-Jee;Suh, Don-Hee
    • Journal of Practical Engineering Education
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    • v.8 no.1
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    • pp.23-29
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    • 2016
  • Our society is endemic in safety insensitivity, yet we have been concerned for safety education and disaster drill since the Sewol Ferry accident. However, the practical training costs very high, and it has its limit to increase reality. Recently, industry fields put emphasis on virtual reality (VR) as alternatives, so various contents are invented by using advantages of VR. The paper explores crucial application in 3-dimensional simulation for fire drill, suggests novel design, and contemplates about educative result through designing process. In order to construct and materialize the suggested system, practical 3D spatial information model and various disaster-drill scenarios are necessary. Also, to apply game elements for augmentation in users' utility, educations based on computer science and visual art are inevitable, which requires skills in programing and modeling respectively. Thus, this study investigates educational effect of convergence field through the suggested system designing process.

Battery Pack of Elastically Adhering Protection Circuit Module (보호회로가 탄성적으로 부착된 전지 팩)

  • Cho, Kyeung-Ho;Yang, Hae-Sool
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.7
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    • pp.1740-1749
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    • 2009
  • As mobile devices evolve and digital convergence trend is here to stay, mobile phones are built with multiple functions including cameras, MP3s, TVs and game consoles. As a consequence, such multi-functional mobile phones come to spend more power, facilitating development of next-generation ultra-capacity lithium ion battery. In addition, environmental regulations and rising oil prices cause demand for hybrid cars to keep rising. Accordingly, more and more attention is being paid to medium and large batteries and more efforts are being made to realize lower battery prices, higher outputs and stability. This study presented a patent technology related to the lithium ion battery packing that allows reducing processes related, increasing productivity and recycling parts other than the body. The lithium ion battery pack to which protection circuits are elastically attached provides short circuit protection for the circuit and the body and makes electric connection of the circuit and the body easier.

A Dynamic Event Filtering Technique using Multi-Level Path Sampling in a Shared Virtual Environment (공유가상공간에서 다중경로샘플링을 이용한 동적 이벤트 필터링 기법)

  • Yu, Seok-Jong;Choe, Yun-Cheol;Go, Gyeon
    • Journal of KIISE:Software and Applications
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    • v.26 no.11
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    • pp.1306-1313
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    • 1999
  • 본 연구는 인터넷 기반 공유가상공간에서 시스템의 확장성을 유지하기 위하여 이동객체를 대상으로 하는 이벤트 필터링 기법을 제안하고자 한다. 제안된 다중격자 모델 기법은 이동객체의 경로 상에서 대표적인 이벤트를 샘플링하는 방식을 사용한다. 이 방식은 메시지 트래픽의 양을 동적으로 조절하기 위하여 이동객체 간의 관심정도 정보를 수치적으로 변환하여 이벤트 갱신빈도에 반영한다. 대량의 이동객체를 생성하여 제안된 기법을 적용한 성능평가 실험에서 기존의 방식에 비하여 평균 메시지 전송량이 50%이상 감소하는 것으로 확인할 수 있었다. 다중격자 모델은 참여자의 수와 메시지 트래픽 상황에 따라 가상환경의 공유 QoS를 동적으로 조절할 수 있으며, 인터넷 상에서 다수 사용자를 위한 3차원 가상사회 구축 및 온라인 네트워크 게임 개발 등에 활용될 수 있을 것이다.Abstract This paper proposes an event filtering technique that can dynamically control a large amount of event messages produced by moving objects like avatars or autonomous objects in a distributed virtual environment. The proposed multi-level grid model technique uses the method that extracts the representative events from the paths of moving objects. For dynamic control of message traffics, this technique digitizes the DOIs of the avatars and reflects the interest information controlling the frequency of message transmission. For the performance evaluation, a large number of moving objects were created and the model was applied to these avatar groups. In the experiments, more than 50% of messages have been reduced in comparison with the existing AOI-based filtering techniques. The proposed technique can dynamically control the QoS in proportion to the number of users and the amount of messages where a large number of users share a virtual space. This model can be applied to the development of 3D collaborative virtual societies and multi-user online games in the Internet.

A Study on Character Design through Successful Cases of OSMU in Early Childhood Educational Contents (유아 교육 콘텐츠에서 OSMU 성공사례를 통한 캐릭터 디자인 연구)

  • Lee, Yu-Seop;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.451-457
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    • 2019
  • Reflecting the current craze for early childhood education, the demand for learning contents has soared, kids content is emerging as a key topic of the contents industry. The industry developing digital content for young learners is called the 'angel industry', it is attracting a lot of attention because of the increased demand for early childhood education. This paper selects characters used in successful digital products to study character design for OSMU children's educational contents. Through advanced research, analysis criteria were prepared and analyzed to derive general success strategies for character design. As a result, common design features in the analyzed characters were found and confirmed the need for further research. Hopefully, this study will contribute to OSMU character design and lead to improved development of educational contents and commercialization of various characters.

A Study on the Web Application for Sailing Ship Location Information interface based by RIA (RIA기반의 선박항해정보를 위한 웹 애플리케이션 구축 "평택항 원양어선 항해정보현황 사례를 중심으로")

  • Jung, Hoe-Jun;Park, Dea-Woo;Han, Kyung-Don
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.613-616
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    • 2009
  • Information present condition is using situation board by manual processing that is consisted of ship arrangement plan and letterpress and magnet etc. in Pyeongtaekhang's deep-sea fishing vessel company. Study that mark open sea far from land ship information of underway 37 ships that is accepted in every time in internet web application environment that is based on Ubiquitous Network in PC that is linked to internet. 3 through practical use of RIA of Flash technology base compose Digital Dash-Board in width grid structure only and do ship sailing addition that is operating in 6 oceans and latitude, hardness indication as well as various informations to do visual display do. Emphasized in dynamic Web Application construction because can heighten the convenience to operator and user, and take advantage of real time data.

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