• Title/Summary/Keyword: 엔터테인먼트산업

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Analysis of Color Transform About Animation Film - Focused on the Hollywood Animation - (애니메이션 영화의 색채 변화 분석 - 미국 애니메이션을 중심으로 -)

  • 강대석;전정숙
    • Archives of design research
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    • v.17 no.2
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    • pp.55-66
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    • 2004
  • Full-length Animation has been producing very actively with a large of U.S.A and growing rapidly as a pare of entertainment industry since the middle of the 1990's. However, in actual fact, Korea Animation doesn't have any characteristics as compared with Japan Animation & U.S.A Animation's growth. It is owing to in financial difficulty and that there's no conversion about consciousness that Animation is only for children. This study is constructed with color information as the central figure from a gradation of information delivery and analyzed ‘Image Color’ of full-length animation which is produced by large studio in U.S.A. This study predicts about past, present and future of animation centering around a color that visual sensitivity factor which recognize enormous information very quickly among sensitivity stimulus of human being. With this study analysis a color of U.S.A animation, looking for sensitivity color factor that react to elaborate and delicate stimulus, and then expressed color from developed animation skill apply to sensitivity industry.

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Effectiveness of the Multimedia Contentware (멀티미디어 콘텐트웨어의 효과연구-교감적 의미전달을 위한 정보설계를 중심으로-)

  • 안상혁
    • Archives of design research
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    • v.11 no.3
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    • pp.165-174
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    • 1998
  • A development of the Digital Media through media convergency is creating various contents business. Basically, contentware can be explained as something watching, listening or enjoying. It has been developing to tie a moving image with a sound and a game; something that was in the entertainment business in the past. The good way to get an insight on effectiveness of the multimedia contentware would be though the understanding of the change of communication style in digital medium. Thus, this paper covers the effectiveness problems in the semantic level rather than the accuracy and efficiency in the syntactic level in the digital media mediated communication. As the trends of the media cornsumption is moving toward more an interesting way, it is essential to build up commoness in terms of sympathy between a contentware and user. So this paper introduces the concept of commom fields of experience through the fundamentals of the phatic communication as a way to architect the multimedia content effectively.

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Serious Game Design for the Elderly using Arcade Game Machines (아케이드 게임기기를 활용한 실버용 기능성게임 디자인)

  • Kim, Sung-Jin;Kim, Mi-Jin
    • The Journal of the Korea Contents Association
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    • v.9 no.7
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    • pp.9-18
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    • 2009
  • This paper deals with the elderly serious game design which makes full use of the existing arcade game machine. This serious game is on the issue for its positive role recently. Serious arcade game for the elderly which is made up arcade platform-based combined contents manufacture technology has an element which is having a fun for building up physical and mental health. It also has a special objective which can prevent against senile dementia. Above-mentioned serious arcade game which has a special objective in both hardware part and software part is needed to study how to design. Accordingly, this paper presents how to make up special-purpose entertainment machine and contents development by biologic, social, and psychological researches and data about the elderly - main users. We hope that this paper can be used as a base for expansion of new industrial field by integrating new product development for the elderly with high game technology.With the help of information technology

The Theory about Functional Evolution of the Business Model in the Webtoon Platform and the Strategy to Spin Off (웹툰 플랫폼의 비즈니스모델(BM)과 스핀오프(Spin off)전략의 생태계 진화연구)

  • Han, Chang-Wan
    • Cartoon and Animation Studies
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    • s.45
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    • pp.127-146
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    • 2016
  • The most presentative case would be functional evolution of webtoon as a contents business model, which has taken a initiating role in both innovated strategic experiments and outcomes. Most of all, There are the launch of PPS(Page Profit Sharing) sevice in NAVER webtoon, the paid service model implementation in KAKAOpage and potential business as an exclusive application in Lezhin entertainment This study to analyze these phenomina and results can figure out how the business model in the webtoon platform is developed in various fields diversely and what makes this model evolved and extended. Especially, the diversification of the webtoon platform has been received attention since it pursued the grouped spin off through horizontal convergence and transformational expansion among similar platforms, and also this shows that which factors enhance these phenomina to be controled and expanded. On the basis of the result of this study, we try to find the way to connect business vision of the domestic webtoon platform with affiliated business. Furthermore, it proposes the interrelationship between this and the business strategy for overseas in the globalized platform.

A Study on the Convergence Contents of Projection Mapping in China (중국에서 프로젝션 맵핑을 활용한 융합콘텐츠 사례 연구)

  • Shi, Yu;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.16 no.1
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    • pp.311-316
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    • 2018
  • Projection mapping is one of the convergence contents combined with digital technology. After entering the Chinese market, with its fantastic shock of visual impact, it becomes China's most shocking, most popular, and most commercial value of marketing means, to be widely used in advertising, construction, tourism and other fields. But in China, the lack of projection mapping professionals and professional will affect the development of the entire industry. The study analysed the case of projection mapping in China, and discovered the future direction development of projection mapping. Projection mapping will keep going based on local cultural environment, and combined with other intelligent technologies, and spreading to daily life, also expanding the using area, creating the manifestation pattern then contributing greatly to the entertainment content industry.

An Exploratory Study for Identifying Success Factors in On-line Games: Analysis of Game players` Behavior (국내 온라인게임의 게이머 형태 분석을 통한 성공요인 연구)

  • Jung, Jai-Jin;Kim, Tae-Ung
    • The KIPS Transactions:PartD
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    • v.10D no.6
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    • pp.1049-1058
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    • 2003
  • The last few years have been a boom time for the online gaming industry. Internet-based online games have made an increasingly popular form of entertainment. The gaming industry estimates that online gaming players reach over 26 million in 2002. The rapid development of online game-contents and related information technology shall increase the size of industry and have a profound impact on many ways of our living and sociaty. This paper develops the exploratory LISREL model for identifying the factors attecting the players' loyalty for some specific brand of online games. The concept of flow, word of mouth, feedback, challenge, social norms, and online community activities, etc, are all introduced into the model, as the independent variables affecting the loyalty directly and indirectly. Based on data collected from online questionnaire survey, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between the loyalty, flow, word of mouth and other set of independent vareables. It is hoped that this result might provide the useful guidelines for developing the successful online game contents.

Research for improving vulnerability of unmanned aerial vehicles (무인항공기 보안 취약점 개선을 위한 연구)

  • Lee, Kyung-Hwan;Ryu, Gab-Sang
    • Smart Media Journal
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    • v.7 no.3
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    • pp.64-71
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    • 2018
  • Utilization of unmanned aerial vehicles (UAVs) are rapidly expanding to various fields ranging from defense, industry, entertainment and personal hobbies. Due to the increased activities of unmanned airplanes, many security problems have emerged, including flight path errors to undesired destinations, secondary threats due to exposed securities caused by the capture of unmanned airplanes in hostile countries. In this paper, we find security vulnerabilities in UAVs such as GPS spoofing, hacking captured video information, malfunction due to signal attenuation through jamming, and exposure of personal information due to image shooting. In order to solve this problem, the stability of the unstructured data is secured by setting the encryption of the video shooting information section using the virtual private network (VPN) to prevent the GPS spoofing attack. In addition, data integrity was ensured by applying personal information encryption and masking techniques to minimize the secondary damage caused by exposure of the UAV and to secure safety. It is expected that it will contribute to the safe use and stimulation of industry in the application field of UAV currently growing.

A Study on the Effects and Application Cases of Education Using Metaverse in the Non-Face-To-Face Era (비대면 시대에 메타버스를 이용한 교육의 효과와 적용사례에 대한 연구)

  • Song, Eun-Jee
    • Journal of Practical Engineering Education
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    • v.14 no.2
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    • pp.361-366
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    • 2022
  • Recently, with the development of virtual and augmented reality technology, metaverse is emerging as a new paradigm that will lead the next-generation internet era, and social and economic activities are spreading around the game, entertainment, music, and content industries. Moreover, as non-face-to-face conversion accelerated after the outbreak of COVID-19, lifestyles and industrial sites are becoming untact and further rapidly becoming a metaverse. In particular, the application of metaverse to the education field is attracting attention because realistic classes using real-time voice conversations using avatars, 3D objects, and 360-degree images can increase immersion and overcome the limitations of distance education. This study examines the concept of metaverse and examines that education using metaverse can be an alternative that can increase the efficiency of education in the non-face-to-face era. In particular, it shows that it is effective in language education and suggests an actual metaverse-based Korea language education program.

Designing and Implementing IOT-based Casino Information System (Windows OS, Windows Server) (IOT 기반의 카지노정보시스템 설계 및 구현(Windows OS, Windows Server))

  • LEE, Dae Kun;NA, Seung You
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.151-160
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    • 2015
  • As a lexical meaning, casino is defined as "a certified gambling house, equipped with recreational facilities such as dance and music, etc., where people play roulette or cards." Casinos started from 17th to 18th century for European nobility and their social meetings and established a casino industry framework in the United States in the 1930s. The success of the casino business leads to the increase of sales; it became very helpful for the local and national government revenues and also for the related incidental tasks. Casino operations include a variety of fields, such as general customer management, dealer game management, security, account management, currency exchange, re-exchange management, marketing management, comp management and placement management, etc. These operations should be organically connected to each other by information systems such as a groupware, ERP and Customer Relationship Management (CRM), etc. In addition, in order to effectively manage comprehensive entertainment service, including accommodation and tourism, it is necessary to develop an information system which supports casino business and collateral entertainment service, collects the data generated throughout the business and provides information about the situations of management. Thus, this study will propose a casino information system designed and implemented, considering these details.

VRML Model Retrieval System Based on XML (XML 기반 VRML 모델 검색 시스템)

  • Im, Min-San;Gwun, O-Bong;Song, Ju-Whan
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.07a
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    • pp.709-711
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    • 2005
  • 컴퓨터 그래픽스 분야의 발전으로 3D 모델의 수가 기하급수적으로 늘고 있다. 기존의 텍스트나 2D 이미지만을 검색하는 시스템으로는 정확한 3D 모델의 검색이 힘들다. 따라서 3D 모델 검색 시스템의 필요성이 대두되고 많은 분야에서 그 정확도와 속도향상을 위한 3D 모델 검색 연산자(Descriptor)와 검색 알고리즘을 개발하기 위한 연구가 진행 중이다. 본 논문에서는 VRML 모델을 XML 데이터로 변환하여 3D 모델 검색에 사용하는 것이 주요 목표이다. 검색 방법은 크게 VRML의 노드 분류화를 통한 기본 도형에 대한 검색과 XML로 변환하면서 생성하는 무게중심(Mass-Center)을 이용한 검색 두 가지이다. 즉, 3D 모델 데이터베이스를 구축함으로써 VRML 노드를 통한 분류화와 라벨화된 3D 모델 데이터베이스 지원 등의 장점을 활용한다. 3D 모델을 Key값(Descriptor)을 생성하여 분류화된 XML 데이터로 저장하고, 처리하여 유사도 비교의 대상과 횟수가 많아질수록, 3D 모델을 바로 데이터베이스에서 검색에 사용할 수 있어 검색의 속도와 성능을 보다 증가시킬 수 있다. 보다 복잡한 3D 모델의 유사도 비교에 있어서는 Princeton Shape Benchmark(PSB)[1]에서 정확도가 가장 높게 평가된 방법인 LFD(Light Field Descriptor)[6] 검색 연산자를 사용한다. 이 방법은 3D 모델에서 2D 이미지를 얻어 검색하는 방법으로 많은 2D 이미지 관측점(View-Point)과 관측된 2D 이미지의 적합도를 비교하는 계산량이 많은 단점이 있다. 그래서 3D 모델 검색을 위한 2D 이미지 관측에 있어 x, y, z축 방향의 관측점을 얻는 방법을 제안함으로써 2D 이미지의 관측점을 줄여 계산량을 대폭 감소시키는 장점을 갖는다.것으로 조사되었으며 40대 이상의 연령층은 점심비용으로 더 많은 지출을 하고 있는 것으로 나타났다. 4) 끼니별 한식에 대한 선호도는 아침식사의 경우가 가장 높았으며, 이는 40대와 50대에서 높게 나타났다. 점심 식사로 가장 선호되는 음식은 중식, 일식이었으며 저녁 식사에서 가장 선호되는 메뉴는 전 연령층에서 일식, 분식류 이었으며, 한식에 대한 선택 정도는 전 연령층에서 매우 낮게 나타났다. 5) 각 연령층에서 선호하는 한식에 대한 조사에서는 된장찌개가 전 연령층에서 가장 높은 선호도를 나타내었고, 김치는 40대 이상의 선호도가 30대보다 높게 나타났으며, 흥미롭게도 30세 이하의 선호도는 30대보다 높게 나타났다. 그 외에도 떡과 죽에 대한 선호도는 전 연령층에서 낮게 조사되었다. 장아찌류의 선호도는 전 연령대에서 낮았으며 특히 30세 이하에서 매우 낮게 조사되었다. 한식의 맛에 대한 만족도 조사에서는 연령이 올라갈수록 한식의 맛에 대한 만족도는 낮아지고 있었으나, 한식의 맛에 대한 만족도가 높을수록 양과 가격에 대한 만족도는 높은 경향을 나타내었다. 전반적으로 한식에 대한 선호도는 식사 때와 식사 목적에 따라 연령대 별로 다르게 나타나고 있으나, 선호도는 성별이나 세대에 관계없이 폭 넓은 선호도를 반영하고 있으며, 이는 대학생들을 대상으로 하는 연구 등에서도 나타난바 같다. 주 5일 근무제의 확산과 초 중 고생들의 토요일 휴무와 더불어 여행과 엔터테인먼트산업은 더욱 더 발전을 거듭하고 있으며, 외식은 여행과 여가 활동의 필수적인 요소로써 그 역할을 일조하고 있다. 이와 같은 여가시간의 증가는 독신자들에게는 좀더 많은 여유시간을 가족을 이루고 있는 가족구성원들에게는 가족과의 유대를 강화하는 휴식과 오락의 소비 트렌드를 창출시켰다. 이와 더불어 외식은 식사를 해결하기 위한

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