• Title/Summary/Keyword: 게임콘텐츠

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A Study on the Management of Manhwa Contents Records and Archives (만화기록 관리 방안 연구)

  • Kim, Seon Mi;Kim, Ik Han
    • The Korean Journal of Archival Studies
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    • no.28
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    • pp.35-81
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    • 2011
  • Manhwa is a mass media (to expose all faces of an era such as politics, society, cultures, etc with the methodology of irony, parody, etc). Since the Manhwa records is primary culture infrastructure, it can create the high value-added industry by connecting with fancy, character, game, movie, drama, theme park, advertising business. However, due to lack of active and systematic aquisition system, as precious Manhwa manuscript is being lost every year and the contents hard to preserve such as Manhwa content in the form of electronic records are increasing, the countermeasure of Manhwa contents management is needed desperately. In this study, based on these perceptions, the need of Manhwa records management is examined, and the characteristics and the components of Manhwa records were analyzed. And at the same time, the functions of record management process reflecting the characteristics of Manhwa records were extracted by analyzing various cases of overseas Cartoon Archives. And then, the framework of record-keeping regime was segmented into each of acquisition management service areas and the general Manhwa records archiving strategy, which manages the Manhwa contents records, was established and suggested. The acquired Manhwa content records will secure the context among records and warrant the preservation of records and provide diverse access points by reflecting multi classification and multi-level descriptive element. The Manhwa records completed the intellectual arrangement will be preserved after the conservation in an environment equipped with preservation facilities or preserved using digital format in case of electronic records or when there is potential risk of damaging the records. Since the purpose of the Manhwa records is to use them, the information may be provided to diverse classes of users through the exhibition, the distribution, and the development of archival information content. Since the term of "Manhwa records" is unfamiliar yet and almost no study has been conducted in the perspective of records management, it will be the limit of this study only presenting acquisition strategy, management and service strategy of Manhwa contents and suggesting simple examples. However, if Manhwa records management strategy are possibly introduced practically to Manhwa manuscript repositories through archival approach, it will allow systematic acquisition, preservation, arrangement of Manhwa records and will contribute greatly to form a foundation for future Korean culture contents management.

Research for Characteristics of Sound Localization at Monaural System Using Acoustic Energy (청각에너지를 이용한 모노럴 시스템에서의 음상 정위 특성 연구)

  • Koo, Kyo-Sik;Cha, Hyung-Tai
    • The Journal of the Acoustical Society of Korea
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    • v.30 no.4
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    • pp.181-189
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    • 2011
  • According to developments of digital signal processing, 3D sound come into focus on multimedia systems. Many studies on 3d sound have proposed lots of clues to create realistic sounds. But these clues are only focused on binaural systems which two ears are normal. If we make the 3d sound using those clues at monaural systems, the performance goes down dramatically. In order to use the clues for monaural systems, we have studies algorithms such as duplex theory. In duplex theory, the sounds that we listen are affected by human's body, pinna and shoulder. So, we can enhance sound localization performances using its characteristics. In this paper, we propose a new method to use psychoacoustic theory that creates realistic 3D audio at monaural systems. To improve 3d sound, we calculate the excitation energy rates of each symmetric HRTF and extract the weights in each bark range. Finally, they are applied to emphasize the characteristics related to each direction. Informal listening tests show that the proposed method improves sound localization performances much better than the conventional methods.

Development and application of the Smart Learning Teaching-Learning Program in Elementary Science Class - Focused on the unit of Solar System and Star (초등과학에서 스마트러닝 교수·학습 프로그램의 개발과 적용 - 태양계와 별 단원을 중심으로)

  • Yun, Hee Geon;Choi, Sun-Young
    • Journal of Science Education
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    • v.39 no.3
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    • pp.321-332
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    • 2015
  • This study was intended to determine how developed Smart learning teaching-learning program on the unit of Solar system and Star affected on science-related attitude, science learning interest and academic achievement. The unit of Solar system and Star was selected among 5th grade science curriculum contents to design smart learning teaching-learning program. Smart learning instruction program utilized a various contents of smart equipment and made learners to do problem solving through their interaction and cooperation. The results of this study were as follows: First, smart learning instruction improved the science-related attitude and the science learning interest and the academic achievement of the experimental group students significantly. Sencond, the survey and the individual face-to-face data shows the positive effects of smart learning instruction. Especially, the satisfaction was high on the attitudes and interests in the classroom and the students regarded the classroom activities as interesting games by using the smart devices. On the basic of the conclusions, this work suggested the direction of the future studies, such as necessity of developments and researches on Smart learning teaching-learning program about other units or other subjects, such as measures of the increasing the intrinsic interest on science rather than Smart learning elicit simple interest and attitude.

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Graph-based High-level Motion Segmentation using Normalized Cuts (Normalized Cuts을 이용한 그래프 기반의 하이레벨 모션 분할)

  • Yun, Sung-Ju;Park, An-Jin;Jung, Kee-Chul
    • Journal of KIISE:Software and Applications
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    • v.35 no.11
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    • pp.671-680
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    • 2008
  • Motion capture devices have been utilized in producing several contents, such as movies and video games. However, since motion capture devices are expensive and inconvenient to use, motions segmented from captured data was recycled and synthesized to utilize it in another contents, but the motions were generally segmented by contents producers in manual. Therefore, automatic motion segmentation is recently getting a lot of attentions. Previous approaches are divided into on-line and off-line, where ow line approaches segment motions based on similarities between neighboring frames and off-line approaches segment motions by capturing the global characteristics in feature space. In this paper, we propose a graph-based high-level motion segmentation method. Since high-level motions consist of repeated frames within temporal distances, we consider similarities between neighboring frames as well as all similarities among all frames within the temporal distance. This is achieved by constructing a graph, where each vertex represents a frame and the edges between the frames are weighted by their similarity. Then, normalized cuts algorithm is used to partition the constructed graph into several sub-graphs by globally finding minimum cuts. In the experiments, the results using the proposed method showed better performance than PCA-based method in on-line and GMM-based method in off-line, as the proposed method globally segment motions from the graph constructed based similarities between neighboring frames as well as similarities among all frames within temporal distances.

Development of Convergence Education Program for Elementary School Gifted Education Based on Mathematics and Science (초등학교 영재교육을 위한 수학·과학 중심의 융합교육 프로그램 개발)

  • Ryu, Sung-Rim;Lee, Jong-Hak;Yoon, Ma-Byong;Kim, Hak-Sung
    • Journal of the Korea Convergence Society
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    • v.9 no.10
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    • pp.217-228
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    • 2018
  • The purpose of this study is to develop STEAM program for gifted education by combining educational contents of humanities, arts, engineering, technology, and design into various subjects, focusing on mathematics-science curriculum of elementary school. The achievement standards and curriculum contents of elementary mathematics-science curriculum were analyzed while considering 2015 revised national curriculum. And then, a 16 class-hour convergence education program consisting of 3-hour block time was developed by applying the STEAM model with 4 steps. The validity of the program developed through this process was verified, and four educational experts evaluate whether the program can be applied to the elementary school. Based on the evaluation results, the convergence education program was finalized. As a result of implementing the gifted education program for mathematics-science, students achieved the objectives and values of convergence education such as creative design, self-directed participation, cooperative learning, and interest in class activities (game, making). If this convergence education program is applied to regular class, creative experiential class, or class for gifted children, students can promote their scientific creativity, artistic sensitivity, design sence, and so on.

In-Situ based Trajectory Editing Method of a 3D Object for Digilog Book Authoring (디지로그 북 저작을 위한 3D 객체의 In-Situ 기반의 이동 궤적 편집 기법)

  • Ha, Tae-Jin;Woo, Woon-Tack
    • Journal of the HCI Society of Korea
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    • v.5 no.2
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    • pp.15-24
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    • 2010
  • A Digilog Book is an augmented reality (AR) based next generation publication supporting both sentimental analog emotions and digitized multi-sensory feedbacks by combining a conventional printed book and digital contents. As a Digilog Book authoring software, ARtalet provides an intuitive authoring environment through 3D user interface in AR environment. In this paper, we suggest ARtalet authoring environment based trajectory editing method to generate and manipulate a movement path of an augmented 3D object on the Digilog Book. Specifically, the translation points of the 3D manipulation prop is examined to determine that the point is a proper control point of a trajectory. Then the interpolation using splines is conducted to reconstruct the trajectory with smoothed form. The dynamic score based selection method is also exploited to effectively select small and dense control points of the trajectory. In an experimental evaluation our method took the same time and generated a similar amount of errors as the usual approach, but reduced the number of control points needed by over 90%. The reduced number of control points can properly reconstruct a movement path and drastically decrease the number of control point selections required for movement path modification. For control manipulation, the task completion time was reduced and there was less hand movement needed than with conventional method. Our method can be applicable to drawing or curve editing method in immersive In-Situ AR based education, game, design, animation, simulation application domains.

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Media Literacy Education in the Australian Curriculum: Media Art (호주 국가교육과정 예술과목 'Media Art' 에 나타난 미디어 리터러시 교육)

  • Park, Yoo-Shin
    • Cartoon and Animation Studies
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    • s.48
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    • pp.271-310
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    • 2017
  • This paper examines the composition and the content of media art which is an art education subject in a national curriculum of Australia; and discusses implications for Korean education curriculums. Media covered by Media Art subject in Australia are the multi types of general media including TV, movie, video, newspaper, radio, video game, the internet, and mobile media; and their contents. The purpose of ACARA's media art education curriculum is to improve creative use, knowledge, understanding, and technology of communication techniques for multiple purposes and the audiences. Through the Media Art subject, both the students and the community are able to participate in the actual communications with the rich culture surrounding them and to develop the knowledge and understanding of the 5 core concepts of language, technology, system, audience and re-creation while testing the culture. The implication of this study is as the following. ACARA's media art education curriculum has been developed as an independent educational program and has a special significance within Australian education curriculums. Although ACARA's media art education curriculum is formed as an independent subject, it is suggested within the curriculum to instruct in close connection with other subjects upon execution. Its organization and elaborateness in curriculum composition are very effective in terms of the teacher's teaching-learning design and as well as the evaluation. This seems to show a good model of leading media literacy curriculum. ACARA's media art education curriculum can be a great reference in introducing media literacy to Korean national education curriculums.

Designing mobile personal assistant agent based on users' experience and their position information (위치정보 및 사용자 경험을 반영하는 모바일 PA에이전트의 설계)

  • Kang, Shin-Bong;Noh, Sang-Uk
    • Journal of Internet Computing and Services
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    • v.12 no.1
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    • pp.99-110
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    • 2011
  • Mobile environments rapidly changing and digital convergence widely employed, mobile devices including smart phones have been playing a critical role that changes users' lifestyle in the areas of entertainments, businesses and information services. The various services using mobile devices are developing to meet the personal needs of users in the mobile environments. Especially, an LBS (Location-Based Service) is combined with other services and contents such as augmented reality, mobile SNS (Social Network Service), games, and searching, which can provide convenient and useful services to mobile users. In this paper, we design and implement the prototype of mobile personal assistant (PA) agents. Our personal assistant agent helps users do some tasks by hiding the complexity of difficult tasks, performing tasks on behalf of the users, and reflecting the preferences of users. To identify user's preferences and provide personalized services, clustering and classification algorithms of data mining are applied. The clusters of the log data using clustering algorithms are made by measuring the dissimilarity between two objects based on usage patterns. The classification algorithms produce user profiles within each cluster, which make it possible for PA agents to provide users with personalized services and contents. In the experiment, we measured the classification accuracy of user model clustered using clustering algorithms. It turned out that the classification accuracy using our method was increased by 17.42%, compared with that using other clustering algorithms.

A Method for developing the User Interface of a Smart-TV App based on a Smart-phone (스마트TV의 사용자 경험 향상을 위한 스마트폰 기반의 사용자 인터페이스 개발 방법론)

  • Ko, Kwang-Il
    • Convergence Security Journal
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    • v.11 no.3
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    • pp.67-74
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    • 2011
  • One of the major requisites for the success of the smart-TV is to create a circumstance where smart-TV app's are produced and purchased on a large scale. However, the smart TV app's may succeed only under the condition that the user interface of the smart TV is greatly evolved from the typical TV remote controller. Several equipments have been devised to tackle the problem of the poor user interface of the smart-TV; however, they are not satisfactory in the aspects that they usually increase the costs of TV-set and they do not help practically the app developers. The equipments are pre formed so that it is hard for the app developers to design their own user interface using them. In the paper, sMartUX, a method for developing the smart-TV app is introduced. sMartUX provides a new paradigm and development environment for designing, implementing, and operating the user interface of the smart TV app using a smart-phone. With sMartUX, app developers can design their own user interface using the various facilities of a smart-phone, and they need not to care the details of various smart-phones and how to launch their user interface onto a smart-phone.

Developing and Valuating 3D Building Models Based on Multi Sensor Data (LiDAR, Digital Image and Digital Map) (멀티센서 데이터를 이용한 건물의 3차원 모델링 기법 개발 및 평가)

  • Wie, Gwang-Jae;Kim, Eun-Young;Yun, Hong-Sic;Kang, In-Gu
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.25 no.1
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    • pp.19-30
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    • 2007
  • Modeling 3D buildings is an essential process to revive the real world into a computer. There are two ways to create a 3D building model. The first method is to use the building layer of 1:1000 digital maps based on high density point data gained from airborne laser surveying. The second method is to use LiDAR point data with digital images achieved with LiDAR. In this research we tested one sheet area of 1:1000 digital map with both methods to process a 3D building model. We have developed a process, analyzed quantitatively and evaluated the efficiency, accuracy, and reality. The resulted differed depending on the buildings shape. The first method was effective on simple buildings, and the second method was effective on complicated buildings. Also, we evaluated the accuracy of the produced model. Comparing the 3D building based on LiDAR data and digital image with digital maps, the horizontal accuracy was within ${\pm}50cm$. From the above we derived a conclusion that 3D building modeling is more effective when it is based on LiDAR data and digital maps. Using produced 3D building modeling data, we will be utilized as digital contents in various fields like 3D GIS, U-City, telematics, navigation, virtual reality and games etc.