• Title/Summary/Keyword: 사실감

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Simulation Technology for Sports Arcade Games (스포츠 아케이드 게임 시뮬레이션 기술)

  • Baek, S.M.;Kim, J.S.;Kim, M.
    • Electronics and Telecommunications Trends
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    • v.26 no.1
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    • pp.57-64
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    • 2011
  • 세계 아케이드 게임 시장은 전체 게임 산업에서 높은 비중을 차지하고 있으나 그에 비해 국내 시장이 차지하는 비율은 매우 작다. 따라서 국내 아케이드 게임 산업을 활성화시키기 위한 방안으로 최근 각광받고 있는 체감형 스포츠 게임을 주목할 필요가 있다. 그러나 체감형 스포츠 게임 제작에서 단순히 비주얼 효과 및 재미 요소만으로는 새로운 시장에서의 경쟁력이 부족하며, 이를 극복하기 위한 방법으로 사실감 있는 시뮬레이터로 발전하기 위한 기술들이 필요하다. 본 논문에서는 실감 및 체감형 스포츠 게임을 개발하기 위한 핵심 기술들의 동향을 분석하고자 한다.

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HDR 신호를 위한 광전/전광변환 기술 및 표준화 동향

  • Gang, Jeong-Won;Lee, Jin-Ho;Jeon, Dong-San;Go, Hyeon-Seok;Kim, Hwi-Yong
    • Broadcasting and Media Magazine
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    • v.21 no.1
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    • pp.41-50
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    • 2016
  • 비디오의 사실감을 극대화하기 위하여 근래에 HDTV에서 지원하는 명암비(Dynamic Range)보다 넓은 고명암비(HDR, High Dynamic Range)를 제공하기 위한 다양한 연구 및 표준화가 활발하게 진행되고 있다. 본 논문에서는 HDR 신호 처리를 위해 가장 중요한 요소인 광전 및 전광변환 기술과 관련 표준화 동향을 살펴보고자 한다.

Bouncing Model of Spinning Ball based on Real Trajectory (실측 기반 회전공의 튐 모델)

  • Baek, Seong-Min;Kim, Myung-Gyu
    • Proceedings of the Korean Information Science Society Conference
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    • 2012.06c
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    • pp.421-423
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    • 2012
  • 본 논문에서는 빠르게 회전하는 공에 대한 바운싱 모델을 제시한다. 제안하는 바운싱 모델은 충격량을 기반으로 공의 회전력, 지면의 탄성 및 마찰력을 고려한다. 제안된 모델의 정확도를 측정하기 위해 그린, 페어웨이 및 러프 지형에서 공의 궤적을 촬영하고, 영상으로부터 공의 실제 궤적을 추출하여 비교한다. 시뮬레이션 모델은 실제 궤적을 기반으로 튜닝함으로써 정확도를 향상시킨다. 본 바운싱 모델은 실감형 스포츠 게임에서 보다 사실감을 높일 수 있다.

실감 체험을 위한 공간기반 XR 콘텐츠 제작과 언리얼 엔진의 활용

  • Kim, Gi-Tae
    • Broadcasting and Media Magazine
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    • v.27 no.4
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    • pp.59-65
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    • 2022
  • 최근 미디어 발달은 융합된 형태로 구성되고 있으며, 실감 혹은 사실감에 입각한 체험의 양질의 성장이 필요한 시대를 영위하고 있다. 공간을 기반으로 다양한 랜드마크로 미디어의 장르를 표현하고 있으며, 실감미디어는 무한 확장의 개념에서 발달하고 있다. XR(eXtended Reality)의 성장에 따른 융합된 H/W와 S/W를 기반으로 대규모 공간과 다중체험 그리고 수준 높은 그래픽 퀄리티를 요구하고 있으며, 이에 기반한 국내 최초 공간기반 XR 콘텐츠 국립광주박물관의 신한선의 여정의 제작 과정을 소개한다.

The Moderating Effect of Characteristics of Message and SNS on the Relationship between the Direction of WOM and Consumer Attitude (구전정보방향성과 소비자태도와의 관계에 대한 메시지특성과 SNS특성의 조절효과)

  • Kim, Sung-Soo;Ahn, Tony Donghui
    • Journal of Digital Convergence
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    • v.14 no.6
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    • pp.177-186
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    • 2016
  • This study aims to explore the effect of characteristics of eWOM(Word-of-mouth) on consumer attitude in SNS(Social Network Service). The characteristics of WOM were classified into characteristics of message (polarity, verifiability, consensus) and characteristics of SNS (social presence, interaction). Data of 554 samples were collected from the university students of SNS users. The key results showed that the polarity of the WOM has a strong positive effect on consumer's attitude, and the degree of verifiability and consensus has a moderating effect on the polarity-attitude relationship. On the contrary, characteristics of SNS such as social presence and interaction have a direct effect on consumer attitude and have no significant moderating effect on the polarity-attitude relationship. This study provides an academic enhancement in the research of the relationship between the characteristics of WOM and consumer's attitude in the SNS environment. Practical implications are also drawn from these findings.

The Effect of Different Types of Visual Images on the Variables of the Theory of Planned Behavior (이미지 표현 유형이 계획된 행동 이론 속성에 미치는 영향 연구)

  • Na, Jaemin
    • Journal of the Korea Convergence Society
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    • v.10 no.2
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    • pp.255-260
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    • 2019
  • Recently realistic descriptions have been frequently used in anti-smoking campaigns. The same trend can also be seen with regard to posters as a medium of visual communication. It was intended to examine how different types of visual images in anti-smoking campaign posters produced and distributed by the WHO can improve the effectiveness of health communication. This article aims to determine how each of abstract/stylized illustrations and realistic images might affect the three key variables of the Theory of Planned Behavior, which are Attitudes toward the Behavior, Subjective Norms and Perceived Behavioral Control, in relation to quitting smoking. Results showed that realistic images are different in improving the attitudes toward the behavior and subjective norms. However, there are no significant difference between abstract/stylized illustrations and realistic images in Perceived Behavioral Control. The findings of this study suggest that the above-mentioned types of visual information achieve different levels of effectiveness in health communication. It is desirable that more effort be devoted to the interdisciplinary study across the areas of visual design and social psychology, for example, with a view to developing better health communication strategies.

Effects of Training on Workers' Job Satisfaction: A Case of Chinese State-Owned Companies (조직구성원의 교육훈련이 직무만족에 미치는 영향: 중국 국유기업을 대상으로)

  • Zhang, Yawei;Lee, Jeong Eon
    • The Journal of the Korea Contents Association
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    • v.16 no.7
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    • pp.42-49
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    • 2016
  • Chinese state-owned companies play an important role in national economy. Since training ensure gaining capabilities of human resources, the companies emphasize the importance of training human resources, also invest a lot of resources on training. The aim of this study is to find out the effect of training on job satisfaction and the mediating effect of self-efficacy. A total of 299 questionnaires is collected from Chinese state-owned companies to collect data and for hypothesis testing. The results show that training has a positive influence on internal and external job satisfaction. It is also found that a mediating effect of self-efficacy between training and job satisfaction.

The impact of self-esteem and unstable adult attachment on Compensatory consumption behavior among Millennials (밀레니얼세대의 자아존중감과 불안정 성인애착이 보상소비행동에 미치는 영향)

  • Hwang, JiHee;Cho, KyeongEun;Choi, HyeKyong
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.99-104
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    • 2021
  • The purpose of the study is to examine the impact of self-esteem and unstable adult attachment on compensatory consumption among millennials. The survey was conducted on millennials (19~34) in June, 2018. The results revealed the static relationship between self-esteem and compliment-type compensatory consumption, while the relationship of self-esteem with consolation-type compensation consumption become insignificant when unstable adult attachment was controlled. Unstable adult attachment(anxiety/avoidance) showed significant impace on both compliment-type and consolation-type compensatory consumption. The research findings imply that compensatory consumption behaviors can be explained with psychological and relational factors among consumers in their early adulthood.

Generating Face Textures for 3D Avatars from Photos (실사 영상을 사용한 3차원 아바타 얼굴 텍스쳐 생성)

  • Kim, Dong-Hee;Yoon, Jong-Hyun;Park, Jong-Seung
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.49-58
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    • 2008
  • In this paper, we propose a texture generation scheme for 3D avatars from three or more human face photos. First, we manually mark image positions corresponding to vertices of a given UVW map. Then, a face texture is automatically generated from the photo images. The proposed texture generation scheme extremely reduces the amount of manual work compared with the classical methods such as Photoshop-based schemes. The generated textures are photorealistic since the textures fully reflect the naturalness of the original photos. The texture creation scheme can be applied to any kind of mesh structures of 3D models and mesh structures need not be changed to accommodate the given textures. We created face textures from several triplets of photos and mapped them to 3D avatar faces. Experimental results showed that visual realism of avatar faces is much enhanced by the face textures.

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Implementation of Arduino Air Mouse for Sniper Simulator Game (저격 시뮬레이터 게임을 위한 아두이노 에어 마우스 구현)

  • Jang, Myeong-Soo;Sim, Young-Hoon;Lee, Woo-Beom
    • Journal of the Institute of Convergence Signal Processing
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    • v.17 no.2
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    • pp.61-66
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    • 2016
  • With the recent introduction of HMD devices, there is a growing interest in simulator games that are difficult to experience directly like a FPS, racing game. However, because these gaming require a large volume consol and a additive user manipulating devices for the more reality experience, most of these games are very expensive. Therefore, we propose the Arduino Air Mouse for a sniper simulator game, which maximizes realism and can be enjoyed with small volume and low cost devices. The implemented Arduino Air Mouse uses an acceleration sensor and gyro sensor. Specially, after this device was tested in the a sniper simulator game that is applied the ballistics in the Unity3D environment, the implemented game showed more reality.