• Title/Summary/Keyword: 게임 영화

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The Study of Visual Immersion of Interactive Type of VR Action Contents (VR체감형 액션콘텐츠의 시각적 몰입감)

  • Lee, Young-Woo
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.525-533
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    • 2020
  • In recent years, the VR-interactive action contents industry, which utilizes five senses of human bodies, has continued to grow through areas such as games, tourism, movies, performances and exhibitions, but it has reached to breaking point by unrealistic visual elements. Therefore, the purpose of this study is to analyze the effect of each evaluation factor based on visual immersion of interactive type of VR action contents to overcome the limitations. For this study, firstly, prior research is reviewed. Secondly, the evaluation factors of visual immersion of interactive type of VR action contents and hypothesis are to be derived. Research finding is that there is no difference to recognize proximity, three-dimensionality, visibility and immersion by gender. Also, in order to influence visual immersion, it is important that 3D modeling of characters and objects must be sophisticated to be fit in with their surroundings and lighting. This makes user to be confused where they are actually in.

Implementation of New Markup Language for Integrating of Motion Capture Data formats (모션 캡쳐 데이타 통합을 위한 새로운 마크업 언어의 구현)

  • 정현숙;이일병
    • Journal of KIISE:Software and Applications
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    • v.30 no.3_4
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    • pp.219-230
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    • 2003
  • Motion capture technology is widely used to make a realistic motion in these days. So, motion capture data is required to exchange between many animators in a work group. But different motion capture devices have different motion rapture data formats. Thus it is difficult that a animator reuse and exchange motion capture data in a storage. In this paper, we proposes a standard format for integrating a different motion capture data format. In addition, we proposes a framework of a system that manage motion capture data using our standard format. Our standard format is called MCML(Motion Capture Markup Language). It is a markup language for motion capture data and based on XML(extensable Markup Language). Our system to manage motion capture data consists of a several component - MCML Converter, MCML , MCML Editor, Motion Viewer.

Experimental and Experiential Cultural Space : Focusing on Cologne City Library in Germany (실험과 체험의 공간: 독일 쾰른 시립도서관의 사례를 중심으로)

  • Choi, Jeongyoon;Kim, Jae-Woong
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.11-22
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    • 2018
  • This study examines the structure and contents of the various programs offered by the Cologne City Library in Cologne, Germany, and discusses its implications for the role of the changing public libraries in the era of the Fourth Industrial Revolution. The Cologne Municipal Library, which has continuously played a leading role in the education of German libraries since its opening, has been transforming itself to become a center for producing information and knowledge and developing culture in accordance with the dynamic era of the Fourth Industrial Revolution. Currently, the Cologne Municipal Library plays a role as a multi-cultural space in the community where local members can experience various cultures, such as movies, music and games, and create a culture, beyond the traditional functions of library collection and preservation. The program of the City Library in Cologne, Germany, will help to redesign the functions and roles of public libraries in Korea in the future, and plan library contents for local members.

How Chinese Population's Preference to Korean Wave Contents does Influence their Intent to Purchase Korean Product, Visit Korea and Learn Hangul (중국에서의 한류콘텐츠 선호가 한국상품 구매, 한국방문 및 한글학습의도에 미치는 영향)

  • Kim, Ju-Yeon;Ahn, Kyung-Mo
    • The Journal of the Korea Contents Association
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    • v.12 no.5
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    • pp.447-458
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    • 2012
  • Korean wave which started from Korean drama is continuing its popularity with K-pop in China. This positive effect has lead to increases in Korean product export to China, increase in number of Chinese visitors to Korea and increase in number of Chinese population learning Hangul. In this research, empirical study was conducted to analyze the influence of Korean wave contents (drama, movie, K-pop, games) on Chinese population (their intention to purchase Korean product, visit Korea and learn Hangul.) As the result, it is understood that the most influential Korean wave content on Chinese population's intention to purchase Korean cosmetic and clothing products is drama; it is analyzed that K-pop has noticeable influence as well. Korean drama has the greatest influence on Chinese population's intention to visit Korea, purchase cosmetic or plastic surgery tour package and purchase Korean food. K-pop is analyzed as the second most influential factor among Korean wave contents in this category. Korean wave contents which have the most influence on intention to learn Hangul are Korean drama and K-pop, and it is analyzed that K-pop has greater influence than Hangul in this field.

The Study on the Current Situation of Promotion Centers and Colleges Related with Contents, Focusing on Two Provinces, Gyeongsangnamdo and Jeollanamdo (콘텐츠 관련 진흥원과 대학 현황 연구:경남과 전남을 중심으로)

  • Park, Keong-Cheol
    • The Journal of the Korea Contents Association
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    • v.10 no.11
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    • pp.180-188
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    • 2010
  • Hanryu phenomenon, referring to the fad for "all things South Korean" from the late 1990s, gave us an opportunities to realize the value of contents and the potential in business. As the government established promotion center to boost the contents industry, the number of departments on contents in colleges increased rapidly despite short history. This time provided a great background for the development of contents industry and training students. Specifically, the training courses in colleges for the students who major in contents has been the solid foundation of the excellent results in contents industries such as game, drama, film, animation and character. As the development and production of contents have been proceeded mostly in Seoul metropolitan area. If local promotion centers and colleges cooperate with each other for training students in this field, a successful business model will be established in local community with the help of local government and businesses. The objective of this study is to make an investigation into the promotion centers and the colleges that have departments on contents in Gyeongsangnamdo and Jeollanamdo, far from Seoul metropolitan area. This study may help to make suggestions for the next study through the investigation of promotion centers and colleges related to "Contents" in Gyeongsangnamdo and Jeollanamdo including cities under the direct control of the government.

Measuring Quality of Experience of Internet Protocol Television (IPTV 체감 품질의 측정)

  • Byun, Dae-Ho;Jeon, Hong-Dae
    • The Journal of Society for e-Business Studies
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    • v.15 no.3
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    • pp.63-83
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    • 2010
  • IPTV(Internet Protocol Television) is an innovation technology to lead the new media age. Internet protocol television (IPTV) is a next generation television converged with the Internet which are delivered portal services such as information search, games, movies, home shopping and banking. Generally, service quality affects to adopt or use these technologies. Quality of experience (QoE) is more issue to be considered than service quality because of the technological restriction and limitation that IPTV is accessed by the Internet. The QoE is defined as the cognitive and experienced quality measured with users through an experiment and is conceptually related to service quality. The objective of this paper is to suggest a methodology to measure the QoE of IPTV using a user testing. We find significant factors affecting QoE of IPTV through an exploratory study and measure QoE scores. We found the nine factors of graphics, picture, accuracy, access method, quality of contents, usability, security, and performance important for QoE. The QoE scores of picture, graphics, and quality of contents gained over the average score, but the overall score for IPTV service providers was not high and the QoE needs to be improved.

The Improved UCI Identifier Syntax for Convergence Digital Contents (융합 디지털콘텐츠에 적합한 UCI 식별자 구문구조 개선)

  • Kang, Sang-ug;Park, Sanghyun;Lim, Gyoo Gun
    • Journal of the Institute of Electronics and Information Engineers
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    • v.53 no.9
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    • pp.82-88
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    • 2016
  • The proposed new UCI syntax is compatible with the existing identifier and defines fixed length in such cases as printable ID, bar code and QR code which may entail better usage of identifier itself. For the compatibility, the identifiable metadata "key" is used for the existing UCI identifier and "UCI" element of metadata is defined for the new UCI identifier. The new UCI identifier plays roles of the resolution service and representation, and the old UCI identifier plays a role of internal DB management. Also, the object code has two types, meaningless and meaningful. The meaningful object code type can be used according the content classification standards in various field as comics, games, advertisement etc. The standardization activities can be supported by the root agency of UCI.

Comparative study of application method of OSMU(One-source Multi-use) in digital contents creation (디지털 영상콘텐츠의 원소스 멀티유스(One-Source Multi-Use) 제작방식 비교 연구)

  • Choi, Jeung-Il
    • Journal of Digital Contents Society
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    • v.9 no.4
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    • pp.551-560
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    • 2008
  • The basic strategy of OSMU(One-source Multi-use) in digital image is a marketing that applying one source to other genres for leverage based on that cross-referencing in different genre enabled that one material(one-source) has synergy effect when reproduced to various products(multi-use) as cultural sources are available through on-line and digital format. Recently, according to the characteristics of culture industry with Window Effect, many culture contents such as movies, games, animations and characters are carefully planned at its design stage to get the maximum effect. Especially, the fact that one leading-trend source makes it easier to produce additional products with the least cost is observed and it enables organized management which resulted in low marketing and PR cost. This paper confirmed that OSMU strategy in Korea mainly get started from online to offline comparing to Japan and USA.

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The construction management of tunnel using 3D laser scanner (3차원 레이저 스캐너를 활용한 터널 시공관리)

  • Lee, Kang-Hyun;Heo, In-Wook;Kim, Do-Hoon;Lee, In-Mo
    • Journal of Korean Tunnelling and Underground Space Association
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    • v.13 no.3
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    • pp.159-176
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    • 2011
  • A 3D laser scanner is widely used in various fields such as games, movies, medicines, art, design, etc. Many studies for utilizing the 3D laser scanner in the fields of civil engineering have also been carried out, for example, for systematically managing tunnel and/or bridge construction. However, since a software which is directly applicable to Korean construction system does not exist, the amount of data obtained from existing the 3D laser scanner is too much to handle in a systematic way. Therefore, in this paper, a new data processing technique was established which can rapidly and effectively treat the 3D laser scanning data. Moreover, a software that can systematically manage the tunnel construction was developed. The developed software can assess the construction quality of tunnel excavation such as under-break, over-break, cracks, leakage and efflorescence, etc. A 3D laser scanner and the developed software was applied to an in-situ tunnelling site, and verified usefulness of the 3D laser scanner. The developed software may be useful for tunnel maintenance as well as for systematic management of tunnel construction.

Play Theory Comparative study with Amusement of Figure based on Image Contents and Roger Caillois (영상콘텐츠 기반 피규어의 유희성과 로제카이와의 놀이이론 비교)

  • Sohn, Jong-Nam;Chung, Jean-Hun
    • The Journal of the Korea Contents Association
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    • v.10 no.4
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    • pp.157-164
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    • 2010
  • Figure that make image contents of movie, animation, game etc. by base is one of representative industry of OSMU (One Source Multi Use). Figure that is culturally continuous as industrial while is growing scientific study that is lacking in many way consider. With amusement to the center as a preceding study about this and offered preceding research about theories that several scholars advocate, and divide into commerce, industry, imagination and amusement about characteristics of figure based on image contents and investigated. Investigated amusement characteristics of figure that is center of this study because do comparative analysis with insistence of Roger Caillois- Agon, Alea, Mimicry, Ilinks that classify to meaning that is four amusement characteristics competitions, fortune, conspiracy, dizziness - that is representative scholar of play theory and France's thinker. According to this study, we can know that there is close connection with amusement characteristics of four plays that Roger Caillois advocates in amusements of figure.