• Title/Summary/Keyword: 게임콘텐츠

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Analysis of Squash & Stretch Principle for Animation Action (애니메이션 동작을 위한 Squash & Stretch 원칙의 분석)

  • Lee Nam-Kook;Kyung Byung-Pyo;Ryu Seoc-Ho
    • Journal of Game and Entertainment
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    • v.1 no.1
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    • pp.47-54
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    • 2005
  • Squash & Stretch principle is playing an essential principle for animation action. The application of this principle gives the illusion of weight and volume to an animation character, and makes it possible that an animation action be the smooth and soft by escaping from the stiffness and rigidity. If an action of human or object on animation is expressed like a real world, it seems to be unnatural. Any action without Squash & Stretch will look rigid, uninteresting and not alive. It can be applied to movement of all objects, characters' actions, dialogues and facial expressions with a basic rule of mass, volume and gravity. Any action will not be well expressed without this principle. To be a good animation action, it should be deeply applied in 3D animation, not only 2D animation. Thus, a systemic analysis of Squash & Stretch principle is required.

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A Study on the Analysis and Application Strategy of the Characters Developed by the Local Governments - Focused on the Characters of 31 Cities and Goons of Gyeonggi Province - (지방자치단체 캐릭터 분석 및 활용전략에 관한 연구 - 경기도 31개 시ㆍ군의 캐릭터를 중심으로 -)

  • 정현원;한광식
    • Archives of design research
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    • v.16 no.4
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    • pp.129-140
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    • 2003
  • As the importance of Culture Technology (music, publication, mobile, film, video, cartoon, animation, character, game, broadcasting etc) is increased, the field of character industry recently has been recognized as an independent brand value beyond the existing view point of simple designing; it also has been given much attention as a main axis leading the cultural industry of the 21 st century. The character of a local government plays roles such as a symbolic part of a region, parts of tourism and public relations, and a profit-making function, which results into generation of regional image and activation of regional economy. However, the present application strategy of the character is only limited to an early stage of regional advertisements. In this context, this study is aimed to investigate and analyze the character development of local governments, especially 31 cities and goons of Gyeonggi Province, comparing with those of local governments of Japan. In the long run, this will provide some suggestions for strategy of character applications. Then, this research is expected to be used as basic reference materials for character development of other local governments and government agencies.

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A Study of Development of Auxiliary Devices for the Continuing Participation of Beginner Level Golfers (초보 골퍼들의 지속적 운동참여를 위한 보조기구 설계 연구)

  • Kim, Soo-Hyun
    • Journal of the Korea Convergence Society
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    • v.11 no.8
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    • pp.147-152
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    • 2020
  • The purpose of this study was to develop an auxiliary device useful for promoting continued participation in the golf among young golfers and female beginner-level golfers who were gradually increasing in number but often losing interest in the golf and gave up playing golf due to difficulty with posture, boredom from golf itself, slow improvement of skill, etc., in the process of learning the golf. For that, a hardware device fitted with various sensors was attached to the lower part of golf club grip to develop a platform capable of collecting and transmitting the data on each golfer's swing posture, driving distance, etc. If a smartphone app, which can analyze and store those data, is developed and synchronized, each golfer's postures can be identified and golfers can correct the posture on their own. Moreover, the smartphone app provides the contents for self-comparison and comparison with others and will be able to infuse the beginner-level golfers with internal motivation for continued participation in the golfing exercise if the game-type elements are added.

A Study on role of Science Museum for STEAM Education (융합교육에 있어서 과학관의 역할 연구)

  • Yoon, Young-doo;Choi, Hun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.6
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    • pp.1353-1358
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    • 2015
  • The creative economy is the industrialization era, the information age, knowledge-based economy, linking the new economic paradigm. The core words of the creative economy are stand for creativity, innovation, consumer protection and utilization of intellectual property. Creative ideas are combined with software technology will make innovative ecosystem-based structured market such as Apple, Google, Facebook. Intangible assets attributable to creativity than ever before in human history that is important as the economic value. In addition, innovative ideas, creativity and economic growth beyond the knowledge and information society is required. Because the core has a fusion of science and technology, industry, culture and industry convergence, various genres of creative activity support, and cultural and high-tech fusion industries, such as content creation and job creation through economic traction is needed. In this study, we analyze the case of the US Smithsonian Institution proposes the direction of Science Museum in creative workforce.

A Study on the Flattening of 3D Mesh data of Shoes (신발 곡면의 3차원 격자 데이터의 평면화에 관한 연구)

  • Kim Young-Bong;Lee Yun-Jung
    • Journal of Game and Entertainment
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    • v.2 no.1
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    • pp.64-70
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    • 2006
  • CAD system is a very important technology in designing many products which we are using today. This CAD technology have enlarging its area into 3D CAD systems with the development of computer graphics technologies. In particular, such advances have also been realized in special area such as the CAD system for designing shoes. 3D CAD systems for shoes design must provide compatibility between 3D and 2D data because shoes are made using 2D parts of pieces of leather or cloth. Many designers get high performances using 2D shoe CAD systems because they have had long practices with the 2D systems. Therefore, to get the mapping between 2D modeling and 3D modeling is one of very important components in 3D CAD system. In this paper, we proposed a flattening method that convert 3D shoes data to 2D data.

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A Design of Ubiquitous Home Automation System for Domestic 35-Pyung Apartment Based on USN Environment (USN환경을 도입한 국내 35평 아파트의 유비쿼터스 홈오토메이션 시스템의 설계)

  • Shin Kyung-Chul;Oh Yong-Sun
    • Journal of Game and Entertainment
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    • v.2 no.1
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    • pp.78-86
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    • 2006
  • In this paper, we design a ubiquitous home automation system for Korean domestic 33-Pyung Apartment based on USN environment. The core of this home automation system is to give Home the 'Intelligence' so that the house can analyze and memorize the occurrences and react spontaneously on the user requirements by means of the World Model, USN, and LBS etc. Ultimately, the resident of this intelligent home might access all of these ubiquitous environments without any feelings about the equipments and peripherals. The methods of user identification, image recognition, and the ultrasonic sensors locations have been applied to Korean domestic 35-Pyung Apartment, but they will be easily generalized to be an extended model because of the flexibility of the World Model. which are confirmed by the imaginary scenario presented at the end of the main left.

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The Practical Application Strategy of Video Production for Recording an Archeology (고고학 기록을 위한 영상제작 활용 방안)

  • Park Soon-Hong;Jeon Byeong-Ho
    • Journal of Game and Entertainment
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    • v.2 no.1
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    • pp.45-55
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    • 2006
  • The video production, as a recording data about the archeological survey, has advantages to be visualized in actuality and historical fact presented objects with elements such as moving images, audio(voice) and text(subtitle). While the report with text and images such as photographs and drawings does not present exactly, the video production can record a concrete excavation process to be difficult of represent with former media. To make a practical use the video production in archeological surveys, the use dimension should be expanded to the entire archeological excavations and the shooting and editing work should be done by those video production-specialized staffs. Ultimately, when this video production device is used but also for the survey purposes but also for the education, exhibition, and even commercial purposes, it can have the substantial meaning as a survey tool.

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3D Character Motion Synthesis and Control Method for Navigating Virtual Environment Using Depth Sensor (깊이맵 센서를 이용한 3D캐릭터 가상공간 내비게이션 동작 합성 및 제어 방법)

  • Sung, Man-Kyu
    • Journal of Korea Multimedia Society
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    • v.15 no.6
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    • pp.827-836
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    • 2012
  • After successful advent of Microsoft's Kinect, many interactive contents that control user's 3D avatar motions in realtime have been created. However, due to the Kinect's intrinsic IR projection problem, users are restricted to face the sensor directly forward and to perform all motions in a standing-still position. These constraints are main reasons that make it almost impossible for the 3D character to navigate the virtual environment, which is one of the most required functionalities in games. This paper proposes a new method that makes 3D character navigate the virtual environment with highly realistic motions. First, in order to find out the user's intention of navigating the virtual environment, the method recognizes walking-in-place motion. Second, the algorithm applies the motion splicing technique which segments the upper and the lower motions of character automatically and then switches the lower motion with pre-processed motion capture data naturally. Since the proposed algorithm can synthesize realistic lower-body walking motion while using motion capture data as well as capturing upper body motion on-line puppetry manner, it allows the 3D character to navigate the virtual environment realistically.

A Study of 3D Sound Modeling based on Geometric Acoustics Techniques for Virtual Reality (가상현실 환경에서 기하학적 음향 기술 기반의 3차원 사운드 모델링 기술에 관한 연구)

  • Kim, Cheong Ghil
    • Journal of Satellite, Information and Communications
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    • v.11 no.4
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    • pp.102-106
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    • 2016
  • With the popularity of smart phones and the help of high-speed wireless communication technology, high-quality multimedia contents have become common in mobile devices. Especially, the release of Oculus Rift opens a new era of virtual reality technology in consumer market. At the same time, 3D audio technology which is currently used to make computer games more realistic will soon be applied to the next generation of mobile phone and expected to offer a more expansive experience than its visual counterpart. This paper surveys concepts, algorithms, and systems for modeling 3D sound virtual environment applications. To do this, we first introduce an important design principle for audio rendering based on physics-based geometric algorithms and multichannel technologies, and introduce an audio rendering pipeline to a scene graph-based virtual reality system and a hardware architecture to model sound propagation.

Analysis of Muscle On-set Time of Fully Immersive Virtual Reality Motions and Actual Motions in Healthy Adults (정상성인에서의 완전 몰입형 가상현실 동작과 실제 동작에서의 근수축 개시시간의 분석)

  • Park, Tae-Sung;Kang, Jong-Ho;Kim, In-Bae
    • Journal of Convergence for Information Technology
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    • v.8 no.1
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    • pp.173-177
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    • 2018
  • This study compared the muscle on-set time of fully immersive virtual reality motions with that of actual motions to if there difference. The subjects were 30 healthy adults subjects and compared the virtual reality moction group(punch, archery) and actual motion group(punch, archery) muscle on-set time. In this study, there was no significant difference between the virtual reality motion group and actual motion group muscle on-set time(p>0.05). Fully immersive virtual reality is deemed to be applicable for use in physical therapy. In future studies, it is necessary to investigate whether a fully immersive virtual reality can be applied to patients.