• Title/Summary/Keyword: 디지털 제작기술

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The Effects of Online-based Lifelong Education Program through Key Words Card Production and Class Demonstration on Job Preparation Skills for Workplace of Workers with Developmental Disabilities (핵심어 카드 제작 및 수업시연 온라인 평생교육프로그램이 시간제 발달장애 근로자의 직장출근준비기술에 미치는 효과)

  • Kim, Young-Jun;Kwon, Ryang-Hee
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.241-255
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    • 2021
  • The purpose of this study was to verify the effects of the online lifelong education program which is a key words card production and demonstration on the job preparation skills for work for part-time developmental disabilities. The subjects of this study were three developmental disabilities workers working in a restaurant business on a part-time basis, and the experimental environment was composed of the home and subway stations where they reside. The study method used a single subject study, and the baseline, intervention, and maintenance were reflected as the design conditions of the experiment. As a result, the subjects of the study effectively acquired and maintained the job preparation skills for work work through the online lifelong education program for the production and demonstration of key words cards. Through the results of this study, it was possible to discuss and conclude that the significant functional relationship between the independent variables and the dependent variables is valid.

A Study of Computer Game Curriculum Development using DACUM (직무분석법에 따른 컴퓨터게임 교육과정 개발에 관한 연구)

  • Kim, Jin-Yong;Byun, Seung-Hwan
    • Journal of Korea Game Society
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    • v.2 no.1
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    • pp.3-10
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    • 2002
  • 게임산업은 최첨단 기술이 접목된 고 부가가치를 창출할 수 있는 컨텐츠 산업으로 미래의 디지털 경제를 이끌어 나갈 대표적인 국가 전략 산업으로 발전하고 있으며 게임 제작 인력에 대한 수요는 점점 더 증가하고 있는 실정이다. 본 논문에서는 게임 제작 인력 보급을 만족시켜 주기 위하여 게임 제작 업체에서 필요로하는 기술 인력의 수요와 요구 기술을 DACUM 직무분석법을 통하여 직무 영역과 수행작업을 도출한 후 이를 근간으로 교육과정을 개발하였다. 도출된 교육과정에서는 게임 개발 방향, 게임 제작 기술, 게임 제작 도구등에 대한 현황과 전망을 수집, 조사, 분석하여 교과 과정의 자료로 사용하였으며 이를 토대로 체계적이고 효율적인 교육 과정을 모델링하여 개발하였다.

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A study on Design of Casual wear utilizing 3D Virtual Clothing Technology - focus on Generation Z (3D 가상 의상 기술을 활용한 캐쥬얼웨어 디자인 연구 - Z 세대를 중심으로)

  • Shin, Hae Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.75-81
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    • 2021
  • With the development of advanced information and communication technology, Generation Z, familiar with digital culture, is drawing keen attention as a major consumer of the fashion industry. In this study, casual wear for Generation Z, who is proficient in digital devices and prefers information acquisition and lifestyle over the Internet, was designed using 3D virtual simulation and developed into four looks: Gulish, Sportive, Easy and Contemporary. The use of simulation of 3D virtual clothing in costume design can build digitalization of future fashion industry through convergence with digital fashion design planning and production process in fandemic environment and strengthen online platform distribution. In a business environment that continues to innovate to enhance work efficiency by introducing an Untouch fashion production system, the use of 3D virtual clothing technology can increase the efficiency of sustainable management through 3D sample production, online fitting, modification, and final critic processes to reduce the time and cost of human and physical resources and review.

Design and Implementation of 3D Facial Aesthetic Surgery System (3D 얼굴 성형 제작 시스템 구현)

  • Cho, Sae-Hong
    • Journal of Digital Contents Society
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    • v.9 no.1
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    • pp.149-155
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    • 2008
  • This paper is a study and implementation of 3D facial aesthetic surgery system using 3D graphic technology. First, this system shows 3D shape of face which is close to the real face of human by using Pre-Processing and Face-Part-Making modules. Three-dimensional Facial Aesthetic Surgery System is also designed and implemented. Each controller controls the degree of changes for the corresponding part of face. The implemented 3D Facial Aesthetic Surgery System in this paper shows more accuracy, effectiveness and satisfaction in compare with 2D Facial Aesthetic Surgery System that is used in the hospital.

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Design of CTS for Graduation Album Production (졸업앨범 책자 제작을 위한 컴퓨터조판시스템 설계)

  • Jung, Byung-Wan;Choi, Sin-Hyeong;Han, Kun-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.8 no.6
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    • pp.1491-1495
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    • 2007
  • Due to proliferation of Digital cameras and high-speed digital printers, anyone can do easily digital photo shoot and print services, but album manufacture for celebrating the graduation or marriage, and a hundred days needs a lot of capacity of image files and requires high quality, therefore that is working in the photo studio's to the whole responsibility. In this paper, we show all album process to product album manufacture quickly and accurately using high-quality template and variety of libraries, and propose CTS(computerized typesetting system) to build album, which separates a role of photo studio, processing laboratory and printing house and can revolutionize a working process.

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Study of perception of the visual depth caused by the color correction (입체영상 제작에서 색 보정 결과가 입체감 인지에 미치는 영향 연구)

  • Han, Myung-Hee;Kim, Chee-Yong
    • Journal of Digital Contents Society
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    • v.11 no.2
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    • pp.177-184
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    • 2010
  • These days, as digital producing technique has been developed, 3D imaging technique is used in high-tech computer and T.V. Also study for 3D producing technique is actively in progress. Moreover, as James Cameron's movie, 'Avatar' released in 2009 was a box office hit, the issue about 3D image came to the fore again. At this point, I decided to study the effect of the visual depth caused by the color correction during the post-production stage. The purpose of this study is to offer information about processing effective images through data about the effect of the visual depth that applies the color correction during the post-production stage. Basically, I supposed that color and contract would have effects on depth of 3D image. As a result, I could find out the changes of visual depth, space perception and sense of depth throughout the experiment. Applying this result,, I produced the 15 minutes of 3D advertisement movie and I found out that the color correction during the post-production stage was very effective for 3D depth. The left image and the right image by beam splitter based rig and parallel rig were used for this study. Also I adjusted the strong contrast by the color correction during the post-production stage after correcting convergence and visual depth during editing. As a result, I could produce images which had strong sense of space and sense of depth.