• Title/Summary/Keyword: 기술적 요소

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A Study on Element Features and Research Frames of Game Trailers (게임 트레일러의 유형 및 산업적 연구 프레임에 관한 고찰)

  • Kwon, Jae-Woong
    • Cartoon and Animation Studies
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    • s.41
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    • pp.187-222
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    • 2015
  • The quantitave increase and qualitative development in the game industry leads to bitter competition and makes game companies struggle to find better ways promoting their own games. The game trailer is one of the critical ways to publicize diverse games by showing visual images directly. There are three reasons why the game trailer comes into the spotlight these days; the rapid growth of the Internet speed handling the large size of files, the remarkable development of visual image quality just like digital movies, and the advent of video websites such as You Tube that shows huge amount of videos regardless of the type and size. However, there are not enough amount of research on the game trailer because using game trailers as the marketing source is still at an early stage. Therefore, this research focuses on providing characteristics of game trailers that are available for practical market analysis. First, this research shows that game trailers can be divided by the category of display, style, and contents type. Second, this research provides the component parts of game trailers that are divided into contents factors such as characters, backgrounds, events and promotional factors such as title, production company name, distribution company name. Third, this research explores research frames that would be needed to analyze marketing strategies, effects of game trailers, production pipelines and so on. These categorizations would be useful for producing game trailers efficiently and utilizing them effectively.

A Study on trend for the future technology of information communication and direction for standardization (정보통신 미래기술 동향 분석 및 표준화 추진방향에 관한 연구)

  • Min, Jae-Hong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.05a
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    • pp.943-946
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    • 2008
  • 새로운 정보 통신기술은 시스템 기술로부터 각 요소 기술에 이르는 복합 융합적인 기술로 발전하는 추세이며, 이에 따라 미래 유망 기술을 조기에 발굴하여 기술개발과 동시에 성공적인 표준화를 추진하는 것은 매우 어렵다. 따라서 최근 선진 각국은 정보통신 서비스 진화 비전 및 미래 기술 연구를 통하여 미래 정보통신 유망기술을 도출하여, 기술개발과 연계한 표준화 주도하기 위한 기술기획 및 IPR을 반영한 표준화 추진 전략을 수립하고 있다. 본 논문은 유럽 및 일본의 정보통신 미래기술연구동향을 분석하여 향후 우리나라의 정보통신 미래 기술 개발방향을 제시하고, 이를 기반으로 표준화 추진방향을 설정하고자 한다.

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A Study on the Development Model for Knowledge Portal Site and Automated Patent Application Engine (지식추출엔진 및 특허출원엔진의 개발을 위한 모형 연구)

  • 노동조
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.13 no.1
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    • pp.157-165
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    • 2002
  • The purpose of this study is to achieve two goals. One is to construct knowledge database which could read and analyse electronic documents in place of researchers for the purpose of improvement of research productivity, and the other is to develop automated patent application engine which is connected to the knowledge database. This study discusses the possibilities and appropriateness of two systems mentioned earlier, and provides elements necessary to system developments and technical problems through model development.

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Component and Classification Method on 3d Animation Data (3D 애니메이션 데이터 구성요소 및 분류방식)

  • Kim, Hyun-Jo;Kim, Ge-Won
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.118-130
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    • 2008
  • Today, Numbers of "0" and "1" which are represented as a digital code have a role of communicating with various media, result in the development of IT technology. With the changes of the times, new media is created and various contents and media are formed. There is convergence between exiting contents and media at the same time and also is in the rapid progress of unification and collapse between the boundary of the data. Under these digital circumstance, the amount of many data which are created and disappeared is rapidly changed as much as the remarkable growth of the digital technology. The purpose of this thesis is to make a classified method of a effective data component related to data management, data recycling and data copyright in 3D animation.

VR Contents Design using Tangible Interaction (Tangible Interaction을 활용한 가상현실 콘텐츠 디자인에 관한 연구)

  • 이현진
    • Archives of design research
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    • v.17 no.2
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    • pp.463-470
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    • 2004
  • This paper studied tangible interaction design of VR platform and its applications that are economic In development process and cost, flexible by contents and installation conditions, and that has business potential for consumer market. The design solution uses video based virtual world and tangible interaction by motion tracking. Our platform enables a user to monitor their action and to collaborate with other users of remote place within attractive interaction feedback. We developed two design applications, Glass Xylophone 2003 and VR Class, in our platform. Glass Xylophone 2003 provides interactive music performance and helps self practice of glass xylophone. VR Class gives more serious distance learning experience with tutoring and group collaboration. They are presented in public exhibitions and tested by exhibition visitors. They showed application potential of this design solution in interactive game, distance learning, and entertainment field.

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The Accuracy analysis of Dead Reckoning and RFID based Positioning System (추측항법과 RFID 기반의 위치결정 시스템의 정확도 분석)

  • Kim, Jung-Hwan;Heo, Joon;Sohn, Hong-Gyoo;Yun, Kong-Hyun
    • 한국공간정보시스템학회:학술대회논문집
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    • 2007.06a
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    • pp.390-394
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    • 2007
  • 시간과 장소에 구애받지 않고 실시간으로 정보를 전달받을 수 있는 유비쿼터스 시대가 도래함에 있어서 실시간으로 움직이는 대상물의 위치를 알아내는 기술은 가장 근본적이며 필수적인 요소라 할 수 있다. 추측항법(Dead Reckoning)은 움직이는 대상물에 외부의 도움 없이 자신의 방향각과 가속도, 시간을 관측할 수 있는 관성항법장치(Inertial Navigation System)를 장착하여 이전의 위치 정보를 바탕으로 현재의 위치를 관측하는 방법이다. 또한 RFID(Radio Frequency IDentification)는 이러한 유비쿼터스 근거리무선통신의 핵심 기술로서 본 논문에서는 RFID에 기반한 위치 결정 시스템에 실시간 변화하는 대상물의 위치를 예측하기 위해 추측항법과 칼만필터(Kalman-filter)의 개념을 적용시켰다. 또한 RMSE(Root Mean Square Error)값을 통해 칼만필터의 적용에 따른 정확도의 향상과 각 디자인 요소들의 변화에 따라 위치의 정확도가 어떠한 변화를 갖는지를 분석하였다. 시뮬레이션 결과 칼만필터를 적용했을 때 이전보다 RMSE값이 현저히 작아지는 결과를 통해 위치의 정확도가 크게 향상되는 것을 확인하였다. 또한 RFID의 탐지 범위는 정확도에 큰 영향을 미칠 수 있는 주된 요소가 아니며, RFID 탐지 범위의 표준편차가 작을수록 위치 정확도는 높아지고, RFID 태그의 탐지 확률이 높을수록 RMSE 값의 변동이 작은 안정된 시스템을 갖으며 위치의 정확도 또한 높아진다는 것을 확인하였다.

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A study on the Development of Ubiquitous Performance (유비쿼터스 퍼포먼스의 발전과정에 대한 고찰)

  • Cho, Hyun-Il
    • Journal of Digital Contents Society
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    • v.11 no.2
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    • pp.123-127
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    • 2010
  • Innovation in technology has changed the form and meaning of performance work and its appreciation in its long history. Applied to performance art, the concept of digital media and ubiquitous also created new implications in aesthetics and technology. As a matter of fact, new elements of ubiquitous performance- new relationship between creators and the audience and the extension of the notion of 'audience'- are not newly introduced. These elements have been tried throughout hundreds years of performance history and is far more developed thanks to digital communication. In this study, we will discuss how these elements have been developed from the earlier text-based ubiquitous performance to 3D virtual world and contributed to the construction of the virtual culture.

Finger Directivity Recognition Algorithm using Shape Decomposition (형상분해를 이용한 손가락 방향성 인식 알고리즘)

  • Choi, Jong-Ho
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.4 no.3
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    • pp.197-201
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    • 2011
  • The use of gestures provides an attractive alternate to cumbersome interfaces for human-computer devices interaction. This has motivated a very active research area concerned with computer vision-based recognition of hand gestures. The most important issues in hand gesture recognition is to recognize the directivity of finger. The primitive elements extracted to a hand gesture include in very important information on the directivity of finger. In this paper, we propose the recognition algorithm of finger directivity by using the cross points of circle and sub-primitive element. The radius of circle is increased from minimum radius including main-primitive element to it including sub-primitive elements. Through the experiment, we demonstrated the efficiency of proposed algorithm.

A Study on the Urban Compactness Evaluation of Korean Metropolises (우리나라 광역시 도시압축성 평가에 관한 연구)

  • Lee, Il-Hee;Lee, Joo-Hyung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.7
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    • pp.3224-3231
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    • 2012
  • It is necessary to study more integrated and objective method of urban compactness evaluation. Accordingly, the author examined precedent study and references related to the theory of compact city with the aim of deducing the urban planning factors from them. And then, these factors are objectified through the survey and interview with experts, and each of the factors is given a weighting by the AHP(Analytic Hierarchy Process) Method. Based on these evaluation model, the urban compactness of Korean Metropolitan Cities such as Busan, Incheon, Daegu, Gwangju, Daejeon, Ulsan, are analyzed their relative gap. The result of this study, as a foundational data for decision-making on the urban policy, could be useful for compact city planning such as regeneration of old town center etc.

Definition of Metamodel for CBD Oriented Reengineering Methodology Development (CBD 지향의 재공학 방법론 개발을 위한 메타 모델의 정의)

  • 차정은;김철홍;양영중
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.04c
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    • pp.25-27
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    • 2003
  • 재공학 방법론의 메타 모델은 재공학을 위해 수반된 다양한 범위의 여러 기술들 간의 관계성을 식별하고 추상화 함으로써, 재공학 방법론 개발자들이 일관성 있게 적용할 수 있는 방법론 개발 원칙을 정립할 수 있다. 따라서, 본 논문에서는 레거시 시스템의 재공학을 위한 체계적인 방법론 개발을 위해 메타 모델을 정의하고, 이를 바탕으로 실제 레거시 시스템을 새로운 시스템 환경으로의 변환 및 통합을 지원하기 위한 아키텍쳐 기반의 컴포넌트화 방법론인 마르미-RE를 개발한다. 이를 위해 재공학 기술의 체계를 분석하고 방법론을 구성하는 기술 요소들을 정의하기 위한 기술적 메타 모델과, 방법론을 구성하는 업무 단위를 정의한 프로세스 메타 모델을 정의한다. 그리고, 프로세스 메타 모델에 따라 기술적 메타 모델을 전개시킴으로써 마르미-RE의 세부 단계와 활동, 작업등을 개발한다.

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