• Title/Summary/Keyword: 온라인게임서비스

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A Comparative Case Study on Studio Specialized in Digital Concept Art -Focused on the Field of Animation and Game- (디지털 컨셉 아트 전문 스튜디오에 관한 사례 비교 연구 -애니메이션 및 게임 분야를 중심으로-)

  • Choi, Do-Won;Lee, Heon-Woo;Lee, Hyun-Seok
    • Cartoon and Animation Studies
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    • s.36
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    • pp.167-187
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    • 2014
  • Animation-related films and game industries have been expanding their markets rapidly responding to sharply increasing public demand. The production processes of major studios are getting more and more specialized and detailed. Therefore, they feel burden to manage and maintain as the HR and physical sizes are getting greater. So, independent studios which perform partial processes of the works are increasing over North America and Europe. Specialized studios build previous functions and related business models. They are expanding their areas. Therefore, this study targeted studios specialized in digital concept art in free production step. The characteristics of such studios were analyzed. To this end, first definitions of digital concept art concepts and functional & artistic features of entire production, and their application to business were deliberated through documents and online. Based on the results, the features of 'concept art service', 'self-brand business/ communication', and 'education service' were drawn. Second, based on it, targeting three con cept art studios such as Atomhawk (UK), FengZhu Design (Singapore), and Studio Gage (Korea), case research was done. Comparative analysis for the cases was conducted. It turned out that concept art studio s lead new market demand through active business strategies such as related contents development, marketing, etc. based on specialization. This research is significant to understand global trend of newly establishing specialized studios market and suggest reference data to improve prospective domestic specialized studios competitiveness.

A Development of Chatbot Q&A System to Answer Questions in Webpage - Focused on arts education matching services - (온라인 시스템 장애를 원활히 해결하기 위한 챗봇 Q&A시스템 개발 - 예술 교육 서비스를 중심으로 -)

  • Kim, Jae Min;Lee, Hye Moon;Kim, Myoung Young;Lee, Won Hyung;Yi, Dae Youmg
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.157-166
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    • 2018
  • Communication between customers and service providers is an important issue at sites where various businesses and transactions take place. In particular, the ability to solve problems quickly and accurately when a problem arises and when an inquiry is received is directly linked to trust in the site. In this paper, we propose a method of handling complaints and inquiries of site users by using chatbot technology on talent market platform site. First, we implemented chatbot that can communicate with the inquirers in real time, so that users can use the site usage and word search functions. For various errors and problems of the site which can not be defined by a few words or sentences, I have specified an error code and database it. Users of the site were able to contact chatbot with the error code that was output when an error occurred and get the corresponding response in real time. The chatbot implemented in this study provided a satisfactory experience because that was able to provide quick and accurate answers to users who experienced errors or inquiries when using the site. This will have a positive impact on the credibility and favorability of the site over the long term, and will help reduce manpower and time costs for error inquiries.

A Study on Automated Fake News Detection Using Verification Articles (검증 자료를 활용한 가짜뉴스 탐지 자동화 연구)

  • Han, Yoon-Jin;Kim, Geun-Hyung
    • KIPS Transactions on Software and Data Engineering
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    • v.10 no.12
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    • pp.569-578
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    • 2021
  • Thanks to web development today, we can easily access online news via various media. As much as it is easy to access online news, we often face fake news pretending to be true. As fake news items have become a global problem, fact-checking services are provided domestically, too. However, these are based on expert-based manual detection, and research to provide technologies that automate the detection of fake news is being actively conducted. As for the existing research, detection is made available based on contextual characteristics of an article and the comparison of a title and the main article. However, there is a limit to such an attempt making detection difficult when manipulation precision has become high. Therefore, this study suggests using a verifying article to decide whether a news item is genuine or not to be affected by article manipulation. Also, to improve the precision of fake news detection, the study added a process to summarize a subject article and a verifying article through the summarization model. In order to verify the suggested algorithm, this study conducted verification for summarization method of documents, verification for search method of verification articles, and verification for the precision of fake news detection in the finally suggested algorithm. The algorithm suggested in this study can be helpful to identify the truth of an article before it is applied to media sources and made available online via various media sources.

A Study on Fun Elements of Web 2.0 Blog Widget (Web 2.0 블로그 위젯의 재미 요소에 대한 연구)

  • Choi, Sung-Kyu;Kim, Kee-Sung;Jang, Seok-Hyun;Whang, Min-Cheol
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.785-790
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    • 2009
  • Widgets are the instrument for representing user's character and embossing the value of blogs. The compound word of the Windows and Gadget the application, widgets are the functional program to displayed on the screen graphical user interface (GUI) tools as a kind of service that user want to see. On the operating system, the Web, and mobile area, widgets offer the delivery of information, convenience and efficiency. However widgets have been never gave satisfaction to user because it focused transmitting information and representing circumstance than fun. This study is for recognized fun elements that user feel interest and categorized fun elements each type of widgets. Fun elements of widget never been defined, we use fun elements on design and product area and emotional word that is representative of affectivity. And we make up an online questionnaire to blog users. The widget selected by popular degree among the domestic widgets and the Japanese widget. And the results of the questionnaire that 5-scales used based on user preferences to identify the elements that are fun.

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Efficient Multicast Tree Algorithm for Acceptable Delay and Minimum Delay Variation (지연시간 한계의 만족과 효율적인 최소 지연변이 멀티캐스트 트리 생성 알고리즘)

  • Kim Moon-Seong;Choo Hyun-Seung;Lee Young-Ro
    • The KIPS Transactions:PartC
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    • v.12C no.1 s.97
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    • pp.105-110
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    • 2005
  • With the proliferation of multimedia group applications, the construction of multicast trees satisfying QoS requirements is becoming a problem of prime importance. In this paper, we study the delay- and delay variation-bounded multicast tree (DVBMT) problem which is NP-complete. The problem is to construct a spanning tree for destination node, which has the minimized multicast delay variation, and the delay on the path from the source to each destination is bounded. A solution to this problem is required to provide decent real-time communication services such as on-line games, shopping, and teleconferencing. Performance comparison shows that the proposed scheme outperforms DDVCA which is known to be effective so far in any network topology. The enhancement is up to about $3.6{\%}{\~}11.1{\%}$ in terms of normalized surcharge for DUVCA. The time complexity of our algorithm is $O(mn^2)$.

A study on Vitalizations of Science Museum with Digilog-Book (Digilog를 이용한 과학관의 활성화 방안)

  • Yoon, Young-doo;Choi, Hun;Choi, Eun-young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.566-568
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    • 2013
  • Recently, the government as part of the creation of science for science education policies promoting the activation of the Science Museum. However the lack of infrastructure, budget and human resources are a reality that a lot of difficulties. In past, A field trip of Science Museum was a place of curiosity of youth. However, modern Science Museum has to competition with the online games and theme park in order to achieve the two goals of scientific experience and education, which it needs change display device is required. Looking at the cases of advanced foreign Science Museum is not merely a head of science education experience as a cultural space, provide relaxation and entertainment, and life science area in addition to a variety of genres such as art and fashion exhibits are planning to combine. In this study, the current uniform description panel of exhibition device described in the written text replaced with the digilog book with the age and grade of the visitors by providing a tailored service for scientific knowledge and intellectual curiosity induced measures can claim the satisfaction of visitors is proposed.

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An Ecosystem Model and Content Research of the Satellite Information Utilization Business (위성정보 활용 사업의 생태계 모델과 콘텐츠 연구)

  • Seungkuk Baik ;Jinhwa Roh;Hyounjoo Shim;Xuanning Zhu
    • Korean Journal of Remote Sensing
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    • v.39 no.5_4
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    • pp.1075-1084
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    • 2023
  • Satellite-derived data is collected by observing the Earth and is used in various fields such as national defense, natural disasters, location-based services, infrastructure, environment, energy, marine, and insurance. This study aims to present the virtuous cycle structure of the satellite information data industry and the business ecosystem model of the industry. As a research method, cases were collected and categorized from the following areas: literature, online, application, and content. The results show that the ecosystem model of the satellite information data industry provides an approach to content services in public and commercial areas, and develops various algorithmic technologies to facilitate content production and services at the level of complex general-purpose technologies. Second, in terms of content typology, satellite information data can be subdivided into monitoring content, urban space monitoring content, and satellite information content. Third, the consumption value of satellite content could be subdivided into informational value, environmental, social and governance (ESG) value, educational value, and content value. In order to expand the global content market, Korea will need to focus on creating an ecosystem for the satellite information industry and discovering differentiated content. It will also need to increase the popularization and accessibility of data to the general public and promote the Korean K-Satellite Information Data Industry ecosystem through government support, policy efforts, and policies such as establishing legal systems, increasing investment, and training human resources.

A Study on the Possibility of Self-Correction in the Market for Protecting Internet Privacy (인터넷 개인정보보호의 시장자체해결가능성에 대한 연구)

  • Chung, Sukkyun
    • Journal of Digital Convergence
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    • v.10 no.9
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    • pp.27-37
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    • 2012
  • Internet privacy has become a significant issue in recent years in light of the sharp increase in internet-based social and economic activities. The technology which collects, processes and disseminates personal information is improving significantly and the demand for personal information is rising given its inherent value in regard to targeted marketing and customized services. The high value placed on personal information has turned it into a commodity with economic worth which can be transacted in the marketplace. Therefore, it is strongly required to approach the issue of privacy from economic perspective in addition to the prevailing approaches. This article analyzes the behaviors of consumers and firms in gathering personal information, and shielding it from unauthorized access, using a game theory framework in which players strive to do their best under the given conditions. The analysis shows that there exist no market forces which require all firms to respect consumer privacy, and that government intervention in the form of a nudging incentive for information sharing and/or strict regulation is necessary.

Development of Valuation Framework for Estimating the Market Value of Media Contents (미디어 콘텐츠의 시장가치 산정을 위한 가치평가 프레임워크 개발)

  • Sung, Tae-Eung;Park, Hyun-Woo
    • Journal of Service Research and Studies
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    • v.6 no.3
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    • pp.29-40
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    • 2016
  • Since the late 20th century, there has been much effort to improve the market value of media contents which are commercialized in a digital format, by fusing digital data of video, audio, numerals, characters with IT technology together. Then by what criteria and methodologies could the market value for the drama "Sons of the Sun" or the animated film 'Frozen', often referred to in the meida, be estimated? In the circumstances there has been little or no research on the valuation framework of media contents and the status of their valuation system development to date, we propose a practical valuation models for various purposes such as contents trading, review of investment adequacy, etc., by formalizing and presenting a contents valuation framework for the four types of media of movies, online games, and broadcasting commercials, and animations. Therefore, we develope computational methods of cash flows which includes production cost by media content types, provide reference databases associated with key variables of valuation (economic life cycle, discount rates, contents contribution and royalty rates), and finally propose the valuation framework of media contents based on both income approach and relief-from-royalty method which has been applied to valuation of intangible assets so far.

A Study on the Elements of Interior Design in Victorian Style (빅토리안 스타일 주택 실내 디자인에 관한 연구)

  • Kim, Jung-Keun
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.25-34
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    • 2005
  • The purpose of the present study is to investigate the characteristics of the current Victorian-style interior by reviewing the basic Victorian-style house in the past. this research was analyzed various prior studies and literatures, and found the following results: First, the Victorian-style house and interior space showed various historical trends and adopted every style from Gothic to rococo, and sometimes more than one style influenced a single place. Its formality was applied depending on the function and standard of each room. Second, the interior had many decorative things with free, irregular or other patterns, influenced by Romanticism and Naturalism. The several environmental factors such as air pollution and hygienic matter were also related with its trend. the dramatic changes in the kitchen and sanitary facilities were appeared based on the technical development, and affluent design styles were also used. All these reflected the characteristics of the Victorian age. In conclusion, the characteristics of Victorian-style were influenced by many factors including: (a) the trend of Romanticism and Naturalism, (b) consideration of family convenience based on the technical development, (c) the Socio-Environmental factors like air pollution and the social norm, and (d) reflection of the individual value in accordance with frequent contacts with foreign cultures. In this respect, it is necessary to reevaluate the Victorian-style after paying due regard to such factors.

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