• Title/Summary/Keyword: 글로벌 파이프라인

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Main Elements for the Global-Local Connectivity of Regional Industrial Clusters (지역산업 클러스터의 세계적-지방적 연결성을 위한 주요 요소들)

  • Park, Yong-Gyu;Jung, Sung-Hoon
    • Journal of the Economic Geographical Society of Korea
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    • v.15 no.4
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    • pp.642-659
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    • 2012
  • The main aim of this article is to examine theoretical issues on the 'global-local connectivity' of regional industrial cluster and regional innovation system which have been presented since the 2000s in terms of three different aspects. Firstly, the concept of 'geographical proximity' is discussed within the context of its importance for the regional industrial development by considering relationships of cluster, local buzz and global pipeline. Secondly, concepts on knowledge gatekeeper and temporary cluster are explored with respect to their role of a mediator in forming or transforming global-local connectivity. Finally, policy implications of the global-local connection are presented. Authors arguments are as follows; firstly, in order to improve regional industrial cluster on the basis of geographical proximity, relational proximity which is beyond different spatial scales has to be secured. It means that geographical convenience and inconvenience are required simultaneously for regional industrial development. Secondly, A base of the global-local connectivity is socal capital and embeddedness. Therefore, it needs to understand that relational proximity is embedded into different culture and habit at different spatial scales. Finally, within the context of the global-local connectivity, in order to overcome spatial hierarchy by the division of labor of firms, it needs to consider the complex system which is composed of vertical and horizontal hierarchy by the spatial division of labor by firms, openness and closeness of clusters, and the scope of policies' inclusion and exclusion by central and local governments.

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A Study on the Efficient Modularization of Virtual World Creation in Unreal Engine (언리얼엔진에서의 가상세계 창작을 위한 효율적 모듈화 연구)

  • Min-Jun, Oh
    • Journal of Industrial Convergence
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    • v.20 no.11
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    • pp.19-25
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    • 2022
  • In the development of existing games, it is judged that virtual world production was done by arranging game elements one by one. What is noteworthy here is the question of whether quality virtual worlds were efficiently produced in preparation for investment. In this study, we propose a methodology that can build an efficient virtual world based on the concept of modularization in an unreal engine. First, precedents were analyzed and five reference elements for modularization were extracted. In addition, the concept of an instance production pipeline was proposed by dividing it into four stages, and the minimum-unit instance modules for urban virtual world production were compressed into four. Finally, an urban virtual world constructed based on the minimum unit module and reference elements was implemented and presented. In conclusion, research on the production method centered on this efficiency is thought to be able to focus the time that designers or artists had to spend on production only on ideas and creativity. The limitations of the research are that the basic minimum module is limited to the city, and the derived reference elements and production pipelines have not been verified when implementing them with an unreal engine. Therefore, it is expected that various virtual world creation plans will be derived through more advanced modular research.

A Study on the Efficiency & Limitation of 3D Animation Production Management Using Production Management Tool - Focusing on Shotgun Software & Ftrack (3D 애니메이션 제작 관리를 위한 제작관리도구(Tool)의 효율성 및 한계 - 샷건(Shotgun)과 Ftrack(에프트랙)을 중심으로)

  • Lee, Esther Kkotsongyi
    • Cartoon and Animation Studies
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    • s.49
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    • pp.1-23
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    • 2017
  • 3D animation production has had a pivotal position in current animation industry and the necessity of professional management tool for 3D animation production has claimed due to its sophisticated pipeline from advance of technology and global production partnership trend. Shotgun and Ftrack are providing the most appropriate management toolset for 3D animation management among the extant management tools and the efficiency of Shotgun & Ftrack is identified compared with the traditional document oriented management style. The biggest strength of production management using Shotgun is that all of the production staff can directly participate in the communication on the tools therefore they can share the information on Shotgun & Ftrack in real time without constraint of time and location. Moreover, all the process of the production and the history of the discussion on certain production issues are systematically accrue on the tool so that the production history can be easily tracked. Finally, the production management using tools contributes collecting and analysing the production information for the production management team in studios. However, Shotgun & Ftrack has metadata based retrieval method which cost huge amount of effort by human's manual annotation and it also has the limitation of accuracy. In addition, the fact that studios has to have technical professionals first in order to institute the tools into their studios is the actual difficulty of Korean studios when they want to use management tools for their project. Thus, this paper suggests adopting the content-based retrieval system on the tools and tools' expanded technical service for the studios as the solution of the identified issues.