• Title/Summary/Keyword: 시각적 요소

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Study on fear-inducing factors in game - Focused on the compositions and camera angles (게임의 공포 유발 요소에 관한 연구 - 카메라 각도와 구도 중심으로)

  • Zhu, Jia-Li;Seo, Gapyuel
    • Journal of Digital Contents Society
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    • v.19 no.2
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    • pp.221-228
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    • 2018
  • This study mainly focused on horror movies and horror games. Camera angles of horror movies and compositions of horror games are main factors that can cause fear in people's minds. Through analyzing four kinds of factors, including sensual, expectant, restrictive and executive fear elements, in horror games, and combining with the patterns of camera angles and film techniques that Alfred Hitchcock applied in his horror movies, this research investigated certain types of compositions and concluded ones that were more effective on growing fear in players' minds and enhancing their involvement. In conclusion, only the combination of factors in horror-game compositions, like diagonal composition, dual-diagonal composition and inverse triangle-line composition, with visual elements enables player's growing sense of fear and the increase in involvement. Therefore, future works should apply more of these fear-inducing compositions.

Visual Narrative Strategy of Game Promotion: Comparative Analysis of Dead Island and Dead Island 2 Trailers (게임 프로모션 시각 내러티브 전략: <데드 아일랜드>와 <데드 아일랜드 2> 예고편 비교 분석)

  • Roh, Chul-Hwan
    • Cartoon and Animation Studies
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    • s.48
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    • pp.249-269
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    • 2017
  • Promotion and marketing, which are essential to lower the investment risk and maximize commercial profit in the video game market. Game developers and publishers set up public relations strategies to encourage potential consumers' needs. Considering characteristics of video game, the trailer, which is the animated image advertisement material, could occupy a key position in its promotion and marketing plan. Cinematic spectacles and attractive narratives are essential ingredients for game trailers, which are usually produced in 3D animation. Dead Island is an open world first person shooters (FPS) game released in 2011. When launched, it grabbed a great attention with a trailer, awarded the Golden Lion Prize for the best internet film at the Cannes Lions International Festival of Creativity. The game was a commercial success and several spin-offs were producted. In 2014, its publisher, Deep Silver showed the official trailer of Dead Island 2 at Electronic Entertainment Expo, the world's largest game show. Dead Island 2 was scheduled to be released in 2016, but has been now delayed until 2018. This study compares and analyzes two trailers of Dead Island 1 and Dead Island 2. We examine the narrative structure of the trailer for the sequel promotion of a successful game. The differences between the two could be useful for building a promotion strategy of other game series.

Improving Watching HDTV Environment by Analyzing Visual Perception of Character Graphics (문자그래픽 시각인지도 분석에 따른 HDTV시청환경 개선 연구)

  • Lee, Kook-Se;Moon, Nam-Mee
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.583-589
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    • 2009
  • The new HDTV technologies provide crystal clear images and surrounding sounds for broadcasting screen in order to serve higher quality of broadcasting. They have four times the resolution of conventional TV and handle 16:9 wide screen aspect ratio images. Due to such technological shift, the function of Character Graphic has been particularly revaluated: it used to be only a subsidiary method to literally deliver visual images, but nowadays it is considered one of the essential elements capable of giving higher values to broadcasting programs. And there is an urgent need for changing its attributes such as fonts, sizes, colors, moving speeds to fit to bigger screen ratio and much more qualified images of HDTV. To meet such a need, Delphi surveys are made twice with three groups of TV production staffs: Art Directors, CG Designers and Production & Transmission team, these groups which are divided on the basis of their roles in broadcasting production process. With the results of these surveys, this article analyzes how all of the attributes of Character Graphic have affected the media users' Visual Perception, and then, suggests a new format designed in OSMU(One Source Multi Use) by which TV character graphics can be properly transmitted to various media formats.

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An analysis of experimental variables on hypermnesia: Effects of presentation types and test instructions (기억상승작용에 대한 실험 변인 연구: 자극제시 유형과 지시문 효과)

  • 박희경
    • Korean Journal of Cognitive Science
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    • v.11 no.3_4
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    • pp.95-105
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    • 2000
  • 본 논문은 재학습 없이도 검사를 반복함에 따라 기억수행이 증가하는 기억상승(hypermnesia) 현상에 작용하는 실험적 변인을 조사하였다. 그림목록이 시각적으로 제시된 실험 1과 단어목록이 청각적으로 제시된 실험 2 모두에서 기억상승의 중요한 요소인 기억회복(reminiscence)이 얻어졌다. 또한 반복검사를 실시할 때 주어지는 검사 지시문이 기억증가에 대한 장려를 할 때 얻어진 기억상승의 효과는 그렇지 않은 지시문이 주어진 통제 조건에 비하여 유의하게 컸다. 그러나 회상량의 차이가 기억회복량의 차이와 상관을 보이지는 않았다. 또한 기억회복은 발달적 차이와는 관계가 없는 것으로 나타났다.

Analysis of the Visual Trajectory for Wire Frame of Online Markets (온라인마켓 와이어 프레임에 대한 주시빈도 분석)

  • Ha, JongSoo;Ban, ChaeHoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.454-457
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    • 2016
  • 본 연구는 온라인마켓을 효율적이고 경험 디자인(User Experience Design : UX 디자인)적 설계가 가능하도록 제작하기 위하여 와이어 프레임에 대한 사용자의 주시빈도를 분석한다. 국내 대표적인 온라인마켓의 와이어 프레임을 제작하여 각 사이트의 화면분할과 정보영역을 분석한다. 주시빈도 확인을 위해 시선추적 장치를 사용하고 시선이 머무는 히트맵을 제시한다. 이를 통해 온라인마켓의 디자인 설계시 화면에 보이는 요소들의 효율적 배치를 위한 프레임 레이아웃 영역을 살펴본다.

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A Study on a Computer Program Visualization Method Effective for the e-Learning Contents (이 러닝 콘텐츠에 효과적인 컴퓨터 프로그램 시각화 방안에 대한 연구)

  • Ha, Sang-Ho
    • Journal of Engineering Education Research
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    • v.10 no.3
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    • pp.109-124
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    • 2007
  • With the advance of the Internet and computing technologies, e-learning is now a hot issue worldwide for providing the effective learning on the cyber-space. However, most of existing e-learning contents have been developed mainly based on text, including simple multimedia elements such as images, animations, and voices. This paper suggests a method effective for the computer programming e-learning. The method is based on program visualization using flowcharts. It features the stepwise hierarchical program visualization on the level of statements, the flowchart based visualization for control constructs of languages, visualization over whole programs, visualization compared with source codes, and interaction with users. Finally, we implement a system to realize the suggested method, and execute it for an example program.

The Use of Geographic Information System for Conservation and Management of Mountain Landscape around City (도시주변 산의 경관보전 및 관리를 위한 GIS의 이용)

  • 김성균
    • Spatial Information Research
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    • v.3 no.2
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    • pp.123-134
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    • 1995
  • This study applied GIS to land planning and management to conserve moun¬tain landscape, and to prevent landslide by housing development around a mountain in a city. In a case study of Kugi & Pyungchang- Dong area of Pukhan Mt. in Seoul, the landscape elements are divided into 'natural landscape conservation, ' 'visual landscape structure, and 'landslide prevention.' These elements are analysed by GIS TIN and OVERLAY modules. land¬scape classes and land use zoning maps for landscape management were developed.

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A Study on the Decorative Pix Mosaics Using Photo Tile (사진 타일을 이용한 장식적인 픽스 모자이크 연구)

  • Kim, Jeong-Eun;Na, Hyun-Cheol;Yoon, Kyung-Hyun
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.07a
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    • pp.679-681
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    • 2005
  • 본 논문은 정사각형 모양의 사진 타일을 이용하여 장식적인 요소를 표현한 새로운 종류의 모자이크를 소개한다. 이 방법은 입력 영상에서 정사각형의 타일 영역을 정하여 그 영역과 시각적으로 가장 유사한 사진을 데이터베이스에서 찾아내어 매칭시켜 준다. 타일 영역들의 위치는 무게중심의 보로노이 다이어그램을 사용하여 서로의 간격을 균일하게 결정해주고, 그것의 방향은 입력 영상의 에지들을 따라 평행하게 나열되도록 조절해준다. 그리고 타일 영역 사이의 공간은 빈 공간으로 하여 고전적인 모자이크 작품의 장식적인 요소를 표현해 주었다. 다양한 타일 영역에 적합한 사진들을 얻기 위해서는 사진 데이터베이스의 규모가 클수록 좋으므로 많은 양의 사진을 가지고 있어야만 입력 영상과 최대한 유사하게 표현할 수 있다.

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Analysis of the Type, Function, and Structure of Inscriptions in Middle School Science Textbooks: Focus on Earth Science Content of the 7th National Curriculum (중학교 과학 교과서에 사용된 시각자료의 유형, 기능 및 구조 분석: 제7차 교육과정 지구과학 내용을 중심으로)

  • Lee, Ki-Young
    • Journal of the Korean earth science society
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    • v.30 no.7
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    • pp.897-908
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    • 2009
  • Inscriptions are integral parts of the current science textbooks, and become medium that makes sense of scientific concepts effectively. This study analyzed the inscriptions from five science textbooks at the secondary level in terms of its type, function, and structures. Analyzing types of inscriptions resulted that the ratio of frequently used photographs and illustrations were much higher than that of graphs and tables used. In case of function analysis, illustrative and complementary functions were dominant in terms of frequency and ratio, whereas explanatory, decorative and inquisitive functions were relatively rare. Inscriptions of single structure was much more than multiple structure. Multiple structure of pair and series were mainly used for representing contrast and sequence, respectively. The proportion of inscriptions in type, function and structure across the textbooks was significantly different. Based on the results, it was suggested that semiotic study about the function and the structure of inscriptions need to be carried out in earth science area to better understand the pedagogical implications of inscriptions in school science.

Analysis on Mathematical Understanding of Elementary School Students about Time (시각과 시간에 대한 초등학생의 수학적 이해 분석)

  • Nam, Jihyun;Chang, Hyewon
    • Journal of Elementary Mathematics Education in Korea
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    • v.20 no.3
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    • pp.479-498
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    • 2016
  • Time is important in children's lives since their preschool years. However, previous studies indicate that many children struggle with the acquisition of time concepts. Also teachers do not know how to help them. This study aims to investigate elementary school students' understanding about time and induce its educational implications. To do this, about 130 children from first to fifth grades were tested for their ability to recognize(read and record) the analogue and digital times and to solve elapsed-time problems. The results showed that even first graders were able to read and record the minute times on digital clocks. And second graders were able to read and record the minute times on analogue clocks. Therefore, the ability to recognize analogue times was mastered by second grade. In case of the elapsed-time problems, there was statistically significant difference according to school years or types of problems. Students were successful in solving simple problems. However, the problems that include regrouping hour and minute remained difficult even for the older children. Based on these results, we made a few suggestions for teaching practice about time.