• Title/Summary/Keyword: 융복합적 요소

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Research of Convergence Character Customizing Process in Game (게임에서 캐릭터의 융복합 커스터마이징 사례 분석)

  • Ha, Ye-Jin;Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.14 no.12
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    • pp.423-431
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    • 2016
  • Customizing system is known as an important factor which affects not only purchase, loyalty and immersion of the user. In this study, we explore the concept of character-customizing system in the early stage of a game; on the basis of it, we compare cases by analyzing and schematizing certain types of systems which many games stick to. Customizing system types are divided into a basic case and a differentiated convergence case; based on it, they are classified into four types: Realistic, Creation, Individual, Additional; plus, another customizing system case out of games is also analyzed. To improve customer loyalty, a system like a differentiated case that attracts user participation is essential. Through a variety of character customization convergence cases shown in this study, we expect them to be used as game production guides. By enlarging the range of the study, we expect further studies to cover more cases.

A Study on Convergence Step Sequence through Virtual Reality (가상현실을 통한 융복합 스텝시켄서(Step Squencer) 연구)

  • Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.16 no.11
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    • pp.487-493
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    • 2018
  • In recent years, various virtual reality contents have been explosively developed, and the 'chance operation' in previous studies was mentioned. This study tries to implement the Step Sequencer in the virtual reality. Through the theoretical background analysis and case studies of virtual reality, three major experiential values such as Value of Overcoming Constraints, Value of Strengthening Experience, and Value of Creating New Experience were induced. A convergencestep sequencer with the presence and immersion elements was developed and presented so that the music contents divided into 4 areas can be understood easily controlled more conveniently while keeping the identity of the step sequencer. It is expected that various convergence VR contentscan be developed in the future studies.

The Exploration of Intersectoral Convergence of Spatial Information Industry and Forecast of its Market Size (공간정보산업 융·복합부문 탐색 및 시장규모 전망 연구)

  • Kwon, Young-Hyun
    • Journal of Cadastre & Land InformatiX
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    • v.52 no.2
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    • pp.121-135
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    • 2022
  • The purpose of this study is to explore the convergence sector of the spatial information industry based on the business transaction data of spatial information companies and to predict the market size of the industry using the Seemingly Unrelated Regression(SUR) model. The convergence part of spatial information industry, which cannot be identified in the Spatial Data Industry Survey, was analyzed by exploring keywords related to spatial information using the business DB of Korea Enterprise Data (2010-2019). The convergence of spatial information businesses mainly appeared in the business relationship between the value chain between Seoul and Gyeonggi Province. The convergence business has the largest sales in the value chain 2 (utilization, service) & 3 (convergence), and also the convergence in the value chain 1 (production, construction) & 2, 2 & 3 stages has doubled in 2019 compared to 2010. In 2019, the total sales of the spatial information industry based on the Statistical Korea were announced at about 8 trillion won, but in this study, the total sales of the spatial information industry were estimated at 28 trillion won considering convergence activities. Finally, when scenario 1 (0.38% population growth, 2020-2024) and 0.07% (2026-2030) were applied using the SUR model to predict the expected market size of the industry, sales decreased by -0.37% to 0.069% in 2025 and 2030 by respectively. When scenario 2 (average wage growth 1.2%) was applied during the same period, sales in the industry increased by 2.326% to 12.185%. In other words, the sales in the spatial information industry depends on Labor, Total Factor Productivity, and Capital Productivity so it is necessary to additional research on policy development and alternatives of enhancing each productivity.

Which Factors Could Affect Financial Consumer Problems Experience? - Convergence Approach of both Technical Information and Subjective Competency (금융소비자의 문제경험 요인의 탐색을 위한 융복합적 접근 연구 - 기술적 정보특성과 주관적 역량을 중심으로)

  • Koo, Hye-Gyoung;Rha, Jong-Youn
    • Journal of Digital Convergence
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    • v.13 no.5
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    • pp.31-39
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    • 2015
  • In the modern society, as development innovative technology consumers could access various information. It make consumers empower in the market, and information asymmetry problem were solving more and more. In the technical information, however, there are still information asymmetry because technical information is very difficult to understand, and those are related with professional knowledge such as financial information. This study used the dataset which was collected to track Korean consumers consumption index by KCA(Korea Consumer Agency) which included consumer's problem experience at financial field. The results are followings. Firstly, consumers want to get exact and important information to decide purchase or not and comparative information in technical information area. Secondly, age is the influence variable to experience more problems in technical information section. Thirdly, consumer's subjective financial competency is major influence factor to reduce problem experience.

A Study on the Effects of Convergence-type CRM on Relationship Quality and Customer Royalty in Kumdo Club (검도장 융복합형 고객관계가 관계품질과 고객충성도에 미치는 영향)

  • Kim, Pum-Ho;Park, Chun-Woo;Lim, Jung-Il
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.277-289
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    • 2015
  • This study was designed to shed light on the influence of CRM strategies on relationship quality and customer loyalty in Convergence-type Kumdo training clubs. The survey tool used for this research are questionnaires. The lead-time was achieved over a period of 23 days from 7 July 2014 to July 30th. The resulting data were processed by means of frequency analysis, exploratory factor analysis, correlation analysis using SPSS 20.0 program. The findings acquired based on the aforementioned research methods and data analysis are as follows: First, CRM strategies had significant influences on satisfaction. Second, CRM strategies had significant influences on some of belief. Third, CRM strategies had not significant influences on commitment. Fourth, satisfaction and belief had significant influences on attitudinal loyalty and behavioral loyalty. Fifth, Convergence-type CRM strategies had significant influences on attitudinal loyalty and behavioral loyalty.

A Proposal for Cultural Policy on Convergence of Art and Technology (문화 및 예술 융·복합 지원 정책의 현황 및 과제)

  • KWON, Eun Yong
    • Trans-
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    • v.2
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    • pp.59-73
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    • 2017
  • It was after mid 1990s that convergence of art and technology had become a critical issue and governments set new support system for its enrichment. Since then, the government continues to expand support programs to extend integration of art, culture and other genre including technology because nexus, convergence has regarded important competitive factors in cultural policy. The concept of convergence and complexation in culture and art has been a very attracting issue since it appeared and accordingly various policies are supported. However, there are still numerous issues and problems to be solved along with discussion. This paper summarizes government policies to support convergence and complexation of culture and art in Korea and overseas and looks into their trends and cases and then suggests development of future policies and supporting businesses.

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Study on Fun factor in Smartphone Convergence Game - Focusing on the Defense and Plunder (스마트폰 융복합 게임의 재미요인 분석 - 수성과 약탈을 중심으로)

  • Kim, In-Su;Jung, Hyung-Won;Kim, Tae-Gyu
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.367-372
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    • 2015
  • Smartphone game market, smart phone appeared on the market and soon developed rapidly, generation change is happening. Generally, Smartphone games are only short-lived super cell's Clash of Clans is gaining popularity for over two years. So Clash of Clans this game with hold most characteristic elements of the defense and plunder on the subject analyzed the fun factor. In order to analyze the defense and plunder elements were prepared Clash of Clans and Kings of Thieves in cases. Two of the cases, depending on the fun theory Preparation, A sense of space, A solid core machanic, A range of challenge, A range of abilities required to solve the encounter and Skill required in using the abilities were evaluated in the fun factor analysis of defense and plunder elements.

A Study on Convergence Appeared in the Work of Wim Vandekeybus Blush (유럽현대무용에 나타난 융복합 작품 연구 : 빔 반데키부스(Wim Vandekeybus)작품 <블러쉬 Blush> 중심으로)

  • WOO, Hyejoo
    • Trans-
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    • v.2
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    • pp.191-210
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    • 2017
  • The purpose of this study is verifying whether convergence does its role as a transfer medium in dance expression or not, finding the effect of convergence characteristics and confirming whether it would bring change and new creation in performance art or not. This study suggests that studies on convergence in dance are required in accordance with the trend of time. This study believes that convergence is a modern art expression method, which can maximize the artistic expression in dance work and it will play an important role in the advance of dance works. There are ongoing studies on convergence art genre by many creators; however, still academic study this matter is not sufficient. Therefore, it is believed that more studies on convergence genre from the viewpoint of human studies are required. Accordingly, this study took Blush, the dance art works of Wim Vandekeybus, as the subject of study because convergence is clearly visible in these works. It is possible to draw convergence from these works because the works attempt new creation and utilize image by accommodating other genre art in dance art. The convergence in these works maximizes the originality of choreography and expands the time and space of stage through various effects. In other words, it is possible to see that Wim Vandekeybus is doing new attempts in his dance works by experimental elements, which escaped from simple movement, and convergence appears in the works.

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Study on Electrochemical Performances of PEO-based Composite Electrolyte by Contents of Oxide Solid Electrolyte (산화물계 고체전해질 함량에 따른 PEO 기반 복합전해질 전기화학 성능 연구)

  • Lee, Myeong Ju;Kim, Ju Young;Oh, Jimin;Kim, Ju Mi;Kim, Kwang Man;Lee, Young-Gi;Shin, Dong Ok
    • Journal of the Korean Electrochemical Society
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    • v.21 no.4
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    • pp.80-87
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    • 2018
  • Safety issues in Li-ion battery system have been prime concerns, as demands for power supply device applicable to wearable device, electrical vehicles and energy storage system have increased. To solve safety problems, promising strategy is to replace organic liquid electrolyte with non-flammable solid electrolyte, leading to the development of all-solid-state battery. However, relative low conductivity and high resistance from rigid solid-solid interface hinder a wide application of solid electrolyte. Composite electrolytes composed of organic and inorganic parts could be alternative solution, which in turn bring about the increase of conductivity and conformal contact at physically rough interfaces. In our study, composite electrolytes were prepared by combining poly(ethylene oxide)(PEO) and $Li_7La_3Zr_2O_{12}$ (LLZO). The crystallinity, morphology and electrochemical performances were investigated with the control of LLZO contents from 0 wt% to 50 wt%. From the results, it is concluded that optimum content and uniform dispersion of LLZO in polymer matrix are significant to improve overall conductivity of composite electrolyte.

A Study on convergence video system trough Floating Hologram (플로팅 홀로그램을 통한 융복합 영상시스템 연구)

  • Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.18 no.10
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    • pp.397-402
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    • 2020
  • Hologram can be categorized into analog and digital hologram but there's a clear limitation in expensive equipment and content realization for ordinary people to realize. In addition, it's required to conduct study on hologram contents with interaction added, escaping out of exiting stable format like endlessly repetitive contents or passive view through specific video. Therefore, this article aims to suggest fusion image system, especially focusing on floating hologram among similar holograms. Eight elements of hologram interaction are as follows: height of camera in a three-dimensional space, interval between 3D model, overlapped model, scale, animation, position, color and 3D model change. For the floating hologram, the audience can control by themselves in real time, the popular, active hologram contents-making methodology is suggested by making the best use of fusion image system and making floating hologram easily without using expensive hologram equipment. The image system developed in actual exhibition and feedback should be complemented to develop better hologram image system.