• Title/Summary/Keyword: 게임콘텐츠

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A Study of User Interests and Tag Classification related to resources in a Social Tagging System (소셜 태깅에서 관심사로 바라본 태그 특징 연구 - 소셜 북마킹 사이트 'del.icio.us'의 태그를 중심으로 -)

  • Bae, Joo-Hee;Lee, Kyung-Won
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.826-833
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    • 2009
  • Currently, the rise of social tagging has changing taxonomy to folksonomy. Tag represents a new approach to organizing information. Nonhierarchical classification allows data to be freely gathered, allows easy access, and has the ability to move directly to other content topics. Tag is expected to play a key role in clustering various types of contents, it is expand to network in the common interests among users. First, this paper determine the relationships among user, tags and resources in social tagging system and examine the circumstances of what aspects to users when creating a tag related to features of websites. Therefore, this study uses tags from the social bookmarking service 'del.icio.us' to analyze the features of tag words when adding a new web page to a list. To do this, websites features classified into 7 items, it is known as tag classification related to resources. Experiments were conducted to test the proposed classify method in the area of music, photography and games. This paper attempts to investigate the perspective in which users apply a tag to a webpage and establish the capacity of expanding a social service that offers the opportunity to create a new business model.

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A Study on the meaning of Database follow the application of Visual Contents (전시콘텐츠 적용 환경에 따른 데이터베이스 의미 고찰)

  • Kim, Min-Su;Yoon, Se-Kyun
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.17-26
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    • 2005
  • Nowadays, display-contents are developing to an informative environment. that is under the logic of the media operating system. To perceive the media-environments and produce the cultural contents, the cultural designers seek to understand a skin structure from making up for shape. To appreciate operating system in data and database is not only systematization of form and contents of visual contents but also variety contents into multiple-platform and integrative environments. These days, the spectacle exhibition try to express for their surface design between algorithm of data and database. the information is expressing aesthetic which means presents the integrated contents through the play instinct environment to end-user. That was given web or game to participation is developing with the cellular device and ubiquitous computing system. in the linear perspective, the end-user should be immerse more and more hyper-simulation system because of the operating algorithm of database. To do this, human have need to get the information-ability from multi-platform society. In the virtual environment, database offer the experience of an unheard-of event to end-user that prepare the participants the circumstances priority of signifiers. To do that already based on a fixed sensibility endow with narrative of the freshness- experience.

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Exploring the possibility of using early childhood education contents in the elderly dementia prevention program (노인 치매예방프로그램에서 유아교육 콘텐츠의 활용가능성 탐구)

  • Yang, Su-Kyung;Park, Jung-Hwan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.8
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    • pp.495-500
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    • 2020
  • As the prevention of dementia is more important than the treatment after the onset, attention has focused on the prevention of dementia in the elderly. For this study based on 11 integrated programs, we analyzed the domestic research trends of dementia prevention programs for the elderly from 2000 to 2018 in the study of Yang Su-gyeong, Ko Bo-sook, and Park Jeong-hwan (2019) We reviewed the literature research on the elderly's dementia prevention program centered on play. By activity type, music, language, and physical activity were 4 (40.0%), respectively, and games, art, and work were 3 (30.0%), respectively. Dance, literature, traditional play, and recreation were 2 (20.0%), and yoga and life were 1 (10.0%), respectively. In this study, for the purpose of exploring the possibility of using the contents of early childhood education in the elderly dementia prevention program, play shows very positive aspects such as physical exercise ability, positive emotions, and emotional characteristics for the elderly. It is considered that if dementia prevention programs are developed using the contents of early childhood education for the elderly, they will be able to utilize leisure time positively while providing continuous services and maintaining group experiences and mental health.

Boosting Film-Induced Tourism in Gyeongbuk (경북 영상관광의 현황과 발전방안)

  • Choi, Jeong-Su
    • Journal of the Economic Geographical Society of Korea
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    • v.11 no.2
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    • pp.203-215
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    • 2008
  • Film-induced tourism in Gyeongbuk and Korea is concentrated on the on-location set, one-off events and film tourism as part of a holiday(visiting film locations or studios as an activity within a larger holiday) among several forms of film-induced tourism. Film-induced tourism in Gyeongbuk has been increased since the opening of the KBS on-location set of Mungyeong. The on-location set has brought the growth of film-induced tourism and thus many local governments have competed with one another for the construction of the on-location set without considering the management of the on-location set. This study is aimed at suggesting ways to minimize these negative problems and to boost film-induced tourism. First of all, we should find ways to sustain each characteristic of the on-location set. Second, we should develop the new tourism destinations by diversifying the forms of film-induced tourism through the opening of the film-related events and the construction of the film-related facilities. Last, film-induced tourism should be enlarged to contents tourism. It needs to enlarge the role of the Gyeongbuk Film Commission. The Gyeongbuk Film Commission should take exclusive responsibility of developing the film-related tourism commodities.

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A Study on Factors of Internet Overdependence for Adults Using the Decision Tree Analysis Model (성인층의 인터넷 과의존 영향요인: 의사결정나무분석을 활용하여)

  • Seo, Hyung-Jun;Shin, Ji-Woong
    • Informatization Policy
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    • v.25 no.2
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    • pp.20-45
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    • 2018
  • This study aims to find the factors of Internet overdependence in adults, through the decision tree analysis model, which is a data mining method using National Information Society Agency's raw data from the survey on Internet overdependence in 2016. As a result of the decision tree analysis, a total 16 nodes of Internet overdependence risk groups were identified. The main predicated variables were the amount of time spent per smart media usage in weekdays; amount of time spent per smart media usage in weekends; experiences of purchasing cash items; percentage of using smart media for leisure; negative personality; percentage of using smart media for information search and utilization; and awareness on good functions of the Internet, all of which in order had greater impact on the risk groups. Users in the highest risk node spent the smart media for more than 5 minutes per use and less than 5~10 minutes in weekdays, had experiences of cash item purchase, and had lower level of awareness on the good functions of the Internet. The analysis led to the following recommendations: First, even a short-time use has higher chances of causing Internet overdependence, and therefore, guidelines need to be developed based on research on the usage behavior rather than the usage time. Second, self-regulation is required because factors that affect overindulgence in games, such as the cash items, increase Internet overdependence. Third, using the Internet for leisure causes higher risk of overdependence and therefore, other means of leisure should be recommended.

A Study on the Gaze Flow of Internet Portal Sites Utilizing Eye Tracking (아이트래킹을 활용한 인터넷 포털사이트의 시선 흐름에 관한 연구)

  • Hwang, Mi-Kyung;Kwon, Mahn-Woo;Lee, Sang-Ho;Kim, Chee-Yong
    • Journal of the Korea Convergence Society
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    • v.13 no.2
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    • pp.177-183
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    • 2022
  • This study investigated through eye tracking what gaze path the audience searches through portal sites (Naver, Daum, Zoom, and Nate). As a result of the layout analysis according to the gaze path of the search engine, the four main pages, which can be called to be the gateway to information search, appeared in the form of a Z-shaped layout. The news and search pages of each site use an F-shape, which means that when people's eyes move from top to right in an F-shape, they read while moving their eyes from left to right(LTR), which sequentially moves to the bottom. As a result of analyzing through the heat map, gaze plot, and cluster, which are the visual analysis indicators of eye tracking, the concentration of eyes on the photo and head copy was found the most in the heat map, and it can be said to be of high interest in the information. The flow of gaze flows downward from the top left to the right, and it can be seen that the cluster is most concentrated at the top of the portal site. The website designer should focus on improving the accessibility and readability of the information desired by the user in the layout design, and periodic interface changes are required by investigating and analyzing the tendencies and behavioral patterns of the main users.

Cybersickness and Experience of Viewing VR Contents in Augmented Reality (증강현실에서의 가상현실 콘텐츠 시청 경험과 사이버 멀미)

  • Jiyoung Oh;Minseong Jin;Zion Park;Seyoon Song;Subin Jeon;Yoojung Lee;Haeji Shin;Chai-Youn Kim
    • Science of Emotion and Sensibility
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    • v.26 no.4
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    • pp.103-114
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    • 2023
  • Augmented reality (AR) and virtual reality (VR) differ fundamentally, with AR overlaying computer-generated information onto the real world in a nonimmersive way. Despite extensive research on cybersickness in VR, its occurrence in AR has received less attention (Vovk et al., 2018). This study examines cybersickness and discomfort associated with AR usage, focusing on the impact of content intensity and exposure time. Participants viewed 30-minute racing simulation game clips through AR equipment, varying in racing speed to alter content intensity. Cybersickness was assessed subjectively using the Simulator sickness questionnaire (SSQ; Kennedy et al., 1993). Findings revealed a progressive increase in cybersickness with longer exposure, persisting even after removing the AR equipment. Contrarily, content intensity did not significantly influence cybersickness levels. Analysis of the SSQ subscales revealed higher oculomotor (O) scores compared to nausea (N) and disorientation (D), suggesting that discomfort primarily stemmed from oculomotor strain. The study highlights distinct differences in user experience between AR and VR, specifically in subjective responses.

Analysis on elements of policy changes in character industry (캐릭터산업의 정책변인연구)

  • Han, Chang-Wan
    • Cartoon and Animation Studies
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    • s.33
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    • pp.597-616
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    • 2013
  • Character industry is not only knowledge-based industry chiefly with copyrights but also motive power for creative economy to take a role functionally over the fields of industries because it has industrial characteristic as complement product to promote sale value in manufacturing industry and service industry and increase profit on sales. Since 2003, the national policy related to character has aimed to maximize effect among connected industries, extend its business abroad, enforce copyrights through the improvement of marketing system, develop industrial infrastructure through raising quality of character products. With the result of this policy, the successful cases of connected contents have been crystallized and domestic character industry has stepped up methodically since 2007. It is needed to reset the scales of character industry and industrial stats because there are more know-how of self industry promotion and more related characters through strategy of market departmentalization starting with cartoon, animation, games, novels, movies and musicals. Especially, The Korea government set our target for 'Global Top Five Character Power' since 2009 and has started to carry out to find global star characters, support to establish network among connected industries, diversify promotion channels, and develop licensing business. Particularly, since 2013, There have been prospered the indoor character theme park with time management just like character experimental marketing or Kids cafes using characters, the demand market of digital character focusing on SNS emoticon, and the performance market for character musical consistently. Moreover, The domestic and foreign illegal black markets on off-line have been enlarged, so we need another policy alternative. To prepare for the era of exploding character demand market and diversifying platform, it is needed to set up a solid strategy that is required the elements of policy changes in character industry to vitalize character industry and support new character design and connected contents. the following shows that the elements of policy changes related to the existing policy, the current position of market. Nowadays, the elements of policy changes in domestic character industry are that variety of consumers in the digital character market according to platform diversification, Convergence contents of character goods for the Korean waves, legalization of the illegal black contents market, and controling the tendency of consumers in departmentalized market. This can help find the policy issue entirely deferent with the existing character powers like US, Japan or Europe. In its final analysis, the alternatives are the promotion of models with contract copyrights of domestic and foreign connected contents, the diversification of profit models of platform economy, the additive development of target market related to enlarging the Korean waves, and the strategy of character market for the age-specific tendency according to developing character demand market.

Analysis on designer's cognitive thinking process in 3D animation design (3D 애니메이션 제작을 위한 디자이너의 인지적 사고과정 분석)

  • Kim, Kie-Su
    • Cartoon and Animation Studies
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    • s.20
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    • pp.1-14
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    • 2010
  • The success of a three-dimensional blockbuster movie, AVARTA, brought an public attention on the expansion of three-dimensional computer applications, and it allows experts predict further hardware technology developments to support the such applications. Futhermore, an internet based infra structure and three-dimensional structure, third generation network community, advanced computer networks have influenced advancement in computer technology within the 3D game industry and the spread of 2D computer animation technologies. This advancement of computer technologies allow the industry to overcome a limitation of generating cultural design contexts existed within 2D network community. However, despite of the expansion of 2D and 3D computer technologies, a limitation of analysing designers' intentions on morphology of digital contents and user interface still exists. Therefore, the purpose of this study is to analyze (1) present conditions of the 3D industry and (2) protocols of designers' cognitive design processes based on their design communication, contents, and tools. Analysis was conducted based on literature reviews and case precedent analyses. For the analysis, a 2D Avarta sketch character was designed and then applied into a 3D game system. Observations how designers solve cultural problem within the structure via Avarta were conducted. Outcomes were then coded for further analysis.

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An Interactive Knowledge-based Planning System (인터렉티브 지식베이스 기반의 계획시스템)

  • Jeon, Hyoung-Bae;Han, Eun-Ji;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.139-150
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    • 2009
  • This paper attempts to investigate the establishment of an interactive knowledge base for action planning by virtual agents and an interactive knowledge-based planning system. A fixed knowledge base is unable to properly handle a change in circumstances because fixed planning is only available under a fixed knowledge base. Therefore, this paper proposes the establishment of an interactive knowledge base which is applicable to diverse environments and an artificial intelligence planning system in which an interactive knowledge base is available. The interactive knowledge base proposed in this paper consists of motivation, behavior, object and action. The association relationship between knowledge base and its input is set using an automation tool. With this tool, a user can easily add to or amend the components of the knowledge base. With this knowledge base, a character plans all action items and chooses one of them to take an action. Since a new action can be applicable by updating the knowledge base even when the character environment changes, it is very useful for virtual reality content developers. This paper has established a relationship between scalable interactive knowledge base components and other components and proposes a convenient input tool and a planning system algorithm effective for an interactive knowledge base. The results of this study have been verified through testing in a virtual environment ('virtual library').

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