• Title/Summary/Keyword: 엔터테인먼트 구성 요소

Search Result 68, Processing Time 0.027 seconds

Motion-based Remote Control for the Contents of Experiences (동작기반의 체험형 리모트 콘트롤)

  • Jung, Jae-Hoon;Hwang, In-Wook;Lee, In;Lee, Chae-Hyun;Park, Gun-Hyuk;Hwang, Jane;Choi, Seung-Moon;Kim, Jounghyun Gerard
    • 한국HCI학회:학술대회논문집
    • /
    • 2007.02a
    • /
    • pp.115-122
    • /
    • 2007
  • 이 논문에서는 동작기반 체험형 리모트 콘트롤러가 사용자와 상호작용을 하기 위해 갖춰야 할 기본적인 요소가 무엇인지 설명하고 체험형 리모트 콘트롤러의 동작 정보를 처리하는 시스템의 구성을 제안한다. 동작기반의 체험형 리모트 컨트롤러는 블루투스로 서버와 양방향 통신을 하게 되며 가속도 센서가 장착되어 기존의 버튼입력 기반의 리모트 컨트롤러와는 달리 동작을 이용한 입력을 할 수 있고 사용자에게 진동모터를 통한 촉감 피드백을 전해주어 사용자의 몰입감을 증가시킬 수 있도록 하였다. 가속도 센서를 이용한 동작 인식을 위해서는 두 가지 알고리즘이 개발되어 적용되었다. 동작기반의 체험형 리모트 컨트롤은 논문에 제시된 예 이외에도 기존의 버튼 기반으로 만들어진 응용프로그램에 쉽게 적용시킬 수 있으며 특히 엔터테인먼트 분야에서 사용자의 흥미와 몰입감을 더해주기 위해 사용될 것으로 기대된다.

  • PDF

A Planning study on the VR/AR Common Platform in Electric Power Industry (전력산업에서 VR/AR 기술동향 및 공통 플랫폼 구성방안 연구)

  • Chae, Changhun;Choi, Minhee;Yoo, Eungeun;Lim, Chanuk;Park, Jinwoo;Jung, Namjoon
    • KEPCO Journal on Electric Power and Energy
    • /
    • v.2 no.3
    • /
    • pp.397-402
    • /
    • 2016
  • Recently, many ICT companies are trying to expand the ecosystem of VR (Virtual Reality) and AR (Augmented Reality). They are developing a variety of industries such as entertainment, education, e-commerce and so on. There is also contains the power, energy field. And application related with VR/AR will increase in power industry. Thus, Platform is necessary because there are problems such as re-use, interface with legacy system and security. We can expect the convenience and efficiency by developing VR/AR power platform. In this paper, we will discuss the trends of VR/AR technologies, possibilities of VR/AR in energy field, essential elements of VR/AR power platform. In the future, we expect to lead standards of VR/AR in energy and to develop a killer application such as Pokemon GO.

Research About Effect that Color gets in Durability of On-line Game (색채가 온라인 게임의 지속성에 미치는 영향에 관한 연구)

  • Kim Tae-Yul;Seo Mi-Ra;Kyung Byung-Pyo;Ruy Seuc-Ho
    • Journal of Game and Entertainment
    • /
    • v.1 no.1
    • /
    • pp.8-14
    • /
    • 2005
  • 지금의 게임 시장은 Stand Alone형식의 컴퓨터 게임을 디스켓이나CD와 같은 미디어를 판매함으로써 수익을 창출하는 것과는 달리 온라인 게임화 되어 사용자들이 얼마나 오랜 시간 동안 게임을 이용하였는가에 의해 수익을 창출한다. 다시 말해 온라인 게임 수익의 증가는 게임 이용자의 이용 시간 증가에 의해 결정된다[1]. 따라서 게임업계의 이윤은 바로 유저들의 게임을 이용한 시간 즉, 얼마나 게임에 대한 지속성을 최대화 한다면 이윤은 극대화 될 것이다. 그러면 이러한 게임의 지속성은 어떤 요소에 의하여 정해지는 것일까? 이 질문에 대한 답을 알 수 있다면 온라인 게임에서의 이윤추구는 더욱 쉬워질 수 있을 것이다. 본 논문에서는 온라인 게임의 총체적인 구성 중에서 게임을 구성하고 있는 색이 게임을 사용하는데 있어서 지속성을 가져다주는 중요한 요인이라는 주장을 입증하고자 한다. 이러한 주장을 입증하기 위한 근거로서 게임과 색의 기본적인 개념 파악 및 색이 우리에게 미치는 영향 등 이론 조사를 하였다. 다음으로 선행된 연구 자료를 인용하여 몰입과 사용시간, 색과 사용시간에 대하여 분석하고 마지막으로 사례분석을 통해 색채가 온라인 게임의 지속성에 영향이 있음을 알 수 있었다.

  • PDF

Exploration of Institution and Policy to improve Urban Amenity in Busking Culture (버스킹 문화의 도시 어메니티 저해 양상과 제도적 완화 방안 탐구 : 해외 정책 사례 분석을 중심으로)

  • Lee, Jong-Hyo;Kim, Gwang-Jae
    • Journal of Korea Entertainment Industry Association
    • /
    • v.14 no.1
    • /
    • pp.1-16
    • /
    • 2020
  • Busking culture which is a element of Urban Amenities is spreading rapidly in the field of public art culture with the change of media environment. However, the lack of a proper institution and policy to manage the negative aspects of it continue to lower urban amenities and make the conflict among stakeholders. The study aims to increase the advantages from the domestic busking culture and derives suggestions to develop the institution and policy for the soft landing of the busking culture. Applied methods to achieve the research objectives are an in-depth interview and overseas case analysis. The result of analysis is as follows. Stakeholders related to the busking culture in South Korea has presented very strongly and concretely in aspect of policy or institutional improvement. In addition, based on the analysis of oversea cases, the researchers have proposed three ways for settling down a proper busking culture: the busking permit system, the management system for professional buskers, and the civil complaint management system through time and noise restrictions.

A Comparative Study on New Words of Korean and Chinese According to Changes in Popular Culture Contents (대중문화 콘텐츠 변화에 따른 한중 신조어 비교 연구)

  • Meng, Xiang-Shan;Lee, Kwang-Ho
    • Journal of Korea Entertainment Industry Association
    • /
    • v.14 no.6
    • /
    • pp.125-137
    • /
    • 2020
  • The purpose of this study is to analyze new words in Korean and Chinese based on changes in popular culture. As China and Korea embrace increasingly close communication in recent years, their languages have influenced each other. A lot of new Korean and Chinese words have been discovered to have the same linguistic characteristics. New words are considered as new developments of a language. They are welcomed and widely used by young people in Korea and China. Therefore, in terms of the communicative function of languages, it is worthwhile to understand new words in Korean and Chinese from the perspective of academic research. This study takes Chinese words created in 2018 as the research object. Firstly, a morphological and semantic comparison of Chinese words created in 2018 and those created in 2017 is carried out to extract the characteristic indicators of Chinese words created in 2018, with emphasis on compound words, abbreviations, substitutions, patters and rhetorical expressions. Secondly, the similarities and differences of these Chinese words with Korean words created in 2018 in terms of morphology are analyzed. Finally, after conducting sample classification and comparison, the characteristics of new Chinese and Korean words and the interaction mechanism under mutual influence are concluded. According to the study, the majority of the new words are created on the basis of existing words. Thus, it is important to explore the morphology of new words as a standard language.

A Phenomenological Study of the Lifestyle Change Experiences of Undergraduate Due to COVID-19 (코로나-19로 인한 대학생들의 라이프 스타일 변화 경험에 대한 현상학적 연구)

  • Kang, Jin-Ho;Bak, Ah-Ream;Han, Sueng-Tae
    • Journal of Korea Entertainment Industry Association
    • /
    • v.14 no.5
    • /
    • pp.289-297
    • /
    • 2020
  • The purpose of this study is to learn about the life style change experience of undergraduate due to COVID-19. The study was conducted from March 23, 2020 to March 30, 2020 and was conducted on five undergraduate residing in Jeonju. We valued individual's subjective experiences and analyzed them by applying on of the qualitative studies to identify and describe the phenomena as they are. The study found that the lifestyle changes of undergraduate due to COVID-19 were derived from three components: Psychological change, Environmental change, and Behavioral change. Though the participants felt uneasy and terrified by COVID-19 through the experience of psychological change, they expressed relief and anticipation for the increase in the number of complete healers. Experience of environmental change has experienced social distance, changes in academic operation, and difficulty in finding jobs to prevent infection. Behavioral changes have experienced a matrix of mask purchases and thorough management of personal hygiene, which is considered to protect oneself from COVID-19 while also being considerate to others. It is believed that the government will need to provide psychological and behavioral mediation programs for problems arising from the practice of social distance.

A Focus Group Interview(FGI) on Experience During Clinical Fieldwork of Students in Occupational Therapy (작업치료과 학생들의 임상실습 경험에 대한 포커스그룹 인터뷰)

  • Kang, Jin-Ho;Nam, Young-Ok;Oh, Myung-Hwa
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.4
    • /
    • pp.299-309
    • /
    • 2019
  • The purpose of this study was to investigate about student's experiences in occupational therapy through clinical fieldwork, such as the change in perception of occupational therapy, the stress that students experience, and the satisfaction of clinical fieldwork. We conducted a focus group interview with 10 participants to see what they experienced during the clinical fieldwork. The contents of the interview were recorded and conducted, and the meaning was analyzed according to the focus group interview procedure through repeated listening. Components were psychological experience, professional experience, environmental experience, changes of values, and behavioral changes. In psychological experience, he experienced anxiety and burden. Experiential experience was the connection of theory and clinical experience and realization of major knowledge. In the environmental experience, we experienced clinical guidance management system, and the change of values experienced change of perception of occupational therapy and change of perception of disabled person. Finally, behavioral changes have experienced an active response through clinical practice experience. Clinical fieldwork is a basic element that prepares students to become occupational therapists. It affects the role of occupational therapist and perception performance through various experiences in new environment. It is thought that the efforts of the institution are needed. The results of this study will help occupational therapists to direct clinical fieldwork in the right direction in clinical fieldwork.

How to use Board Games in the Early Childhood Education Field - Based on the 2019 Revised Nuri-curriculum (개정 누리과정에 기초한 유아교육현장의 보드게임 활용 가능성)

  • Kim, Tae-Yeon
    • Journal of Korea Entertainment Industry Association
    • /
    • v.14 no.5
    • /
    • pp.147-158
    • /
    • 2020
  • The aims of this study were to examine the grounds for the appropriateness of board games in daycare centers and kindergartens based on the child-centered, play-centerd activities of revised Nuri-curriculum and provide basic resources by the case studies of board game activities in each area of the Nuri-curriculum. For these aims, it suggested the rationale of board game use in early childhood education field: first, the value as an activity with concrete objects based on developmentally appropriate practice (DAP), second, children's voluntary participation and immersion due to the competition and rewards in gamification, third, integrated experience across all areas of the Nuri-curriculum. Also, it provided various samples of the integrated board game activities for children, and reviewed the precaution, pros and cons that emerged during the play. This study discussed the possibility and direction of board game activities in early childhood education and provided implications for organizing board game activities in the education field and developing new board game contents.

A Phenomenological Study of Music Therapist's Experiences of Using Voice (음악치료사의 목소리 사용 경험에 대한 현상학적 연구)

  • Shin, JinHee;So, HyeJin
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.2
    • /
    • pp.155-167
    • /
    • 2019
  • The aim of this study was to examine the experiences of music therapists in using their voice clinically. The researcher conducted in-depth interviews with seven music therapists who were able to explain their experiences in using voice. Each interview was analyzed using the phenomenological method of Amedeo Giorgi. The data analysis yielded 9 sub-categories and 6 components: "promotion of various feelings due to clinical use of voice", "voice use depending on the therapist's personality", "voice use for therapy", "positive musical experiences with clients in using voice", "difficulty in using voice as a tool for music therapy", and "attempt to change unsatisfactory voice". The result showed that the music therapists had both positive and difficult experiences with their clients in using their voice. Their instances of perceived unsatisfactory voice prompted them to develop themselves personally and professionally. This study is intended to provide a general understanding of voice use by music therapists and offer a solid basis for music therapists to study voice in the future.

A Literatura Review of The Effect of Pilates on Obesity Women for Improvement of Life Care (라이프케어 증진을 위한 비만여성에 대한 필라테스의 효과: 문헌 고찰)

  • Moon, Ok-Kon;Kim, Da-Hee
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.8
    • /
    • pp.595-602
    • /
    • 2019
  • The Purpose of this study was to evaluated the effectiveness of Pilates exercise in women with obesity through a review of Pilates exercise used to enhance physical function and mental function. We searched randomized controlled trials using electronic databases. We also manually reviewed sources to identify additional relevant studies. We only included research that Pilates was applied and the researches that was combined with other kinds of exercises were excluded. We have found 11 researches that is corresponded to selected criteria and the investigation was conducted by dividing into two section which are physical and psychological effect of Pilates exercise. Pilates exercise affect body composition, hormone by providing increased muscle strength, quality of life, lumbar isokinetic muscle strength, adiponectin, ghrelin and confidence, as well as decreased body fat rate, insulin, RBP-4, leptin, total cholesterol, triglyceride. Pilates exercise for women with obesity has been shown to be highly effective in lots of health related factors. Therefore we recommend Pilates exercise strongly for the life care of obesity women.