• Title/Summary/Keyword: 장르분류

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A Study on the Elements Analysis according for the Development Characteristics of the Augmented Reality Toy-Games (증강현실 토이게임의 개발 특징에 따른 요소 분석 연구)

  • Song, Hyun-Joo;No, Hae-Sun;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.51-62
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    • 2017
  • The augmented reality toy-game is a kind of new game genre that can be seen within the concept of augmented reality games, and it is a term to refer to the content or hardware that plays the game using the toy of the real world. This study aims to analyze the elements for the model of toy-game development based on the augmented reality. This study analyzed three characteristics of toy game which are different from other games based on existing related research. and have selected important factors to consider when developing augmented reality toy-game. A questionnaire was conducted to determine the suitability of the development elements derived, and the analysis and verification of the factors derived using an exploratory analysis method. As a result, it showed a reasonable outcome of the selection of variables, with the exception of some of the questions, and the classification results of the multi-dimensional scaling methods were also classified as reasonable in the clustering analyses.

3D 콘텐츠의 미래와 스토리텔링

  • Jeon, Hye-Jeong
    • Information and Communications Magazine
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    • v.27 no.3
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    • pp.17-22
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    • 2010
  • 최근 들어 3D에 관한 관심이 높아지면서 각종 기술적인 이슈는 물론 3D 콘텐츠의 제작 방향에 대한 논의가 활발하게 이루어지고 있다. 흔히들 3D 콘텐츠라고 부르는 것은 현재로선 어떤 특정한 장르나 엄정한 정의를 가진 용어라기보다는 일종의 새로운 매체기술을 위한, 매체 기준적인 콘텐츠의 분류 형태라고 볼 수 있을 것이다. 따라서 3D 콘텐츠라는 용어를 새로이 썼다고 해서 좋은 콘텐츠가 지녀야 할 근본적인 요소가 달라지는 것은 아니다. 물론 매체의 발전과 변화에 따라 대중들의 가치관, 예술적 시대적 패러다임, 근본적인 인간의 생활방식까지 바뀔 수 있다는 것은 자명한 사실이다. 이는 회화 문화에서 사진의 등장으로, 사진에서 동영상으로, 영화에서 TV와 비디오로, 그리고 아날로그에서 디지털로의 중심 이동이 인간의 삶에 얼마나 큰 변화를 초래했는지만 상기해봐도 쉽게 알 수 있다. 그러므로 3D기술이 가진 파급효과와 영향력이 어디까지인지 쉽게 단정할 수는 없는 것이다. 그러나 언급했듯이 어떤 콘텐츠라도 결국엔 인간이 향유하리란 점은 분명한 사실이다. 현재는 3D 콘텐츠의 제작 방향에 대해서 지나치게 매체 중심적으로 접근하려는 경향이 있는데, 역사적으로 언제나 인간에게 매력적이었던 콘텐츠의 기본은 변함이 없었다. 변하는 것은 오히려 매체나 기술, 하드웨어 쪽이었다. 따라서 콘텐츠를 매체에 이식하는 가변적인 내용물쯤으로 이해하는 기술중심의 사고에서, 인간이 근본적으로 원하는 이야기 콘텐츠를 구현하기 위해 매체가 변해왔다는 점을 이해해야 하는 콘텐츠 중심 사고도 할 필요가 있는 것이다. 본고에서는 과거 많은 매체들의 역사를 통해 새로운 매체 기반에서의 콘텐츠의 모습이 어떻게 변해왔는지를 되짚어 보려고 하며, 이를 통해 앞으로 3D 콘텐츠의 향방을 유추해 볼 기회를 마련하고자 한다.

The Creational Patterns Application to the Game Design Using the DirectX (DirectX를 이용한 게임 설계에서의 생성 패턴 적용 기법)

  • Kim, Jong-Soo;Kim, Tai-Suk
    • Journal of Korea Multimedia Society
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    • v.8 no.4
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    • pp.536-543
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    • 2005
  • 3D online game, with its striking realistic value, is leading the entire Korean game market which has various game genres. Technology sharing is very hard within the Korean game industry. That is because 1)there are few professionals, 2)most of the companies are small-scaled, and 3)there are security reasons. Therefore, it should be significant if we have software design techniques which make it possible to reuse the existing code when developing a network game so that we could save a lot of efforts. In this paper, the author analyzes the demand through the case in the client's design of the network game based on DirectX and proposes the effective software design methods for reusable code based on the creative patterns application in the GoF in the class design.

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Analysis of Structures of ONGAMENET's TV Program "From Start to till the End" (온게임넷 TV 프로그램 "켠김에 왕까지" 구조 분석)

  • Han, Sukhee
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.45-54
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    • 2016
  • This study analyzes cable TV Program "From Start to Till the End" televised by ONGAMENET from 2009 to 2015. "From Start to Till the End" is a game program that guests try to finish certain game or to complete mission once they started. Unlike other game programs, most of guests are not professional gamers thus it brings out comical challenges and enjoyments. This study examines the several components of video games played in the program. Specifically, those components are categorized according to the genre, platform, nationality, and clear time. In doing so, this study not only unpacks diverse structures of the program but also provides the blueprint of the game program.

MPEG-7 Based Web Image Indexing and Searching (MPEG-7 기반 웹 이미지 색인 및 검색)

  • Lim, Jae-Hyoung;Kim, Mun-Churl;Kim, Jin-Woong;Hyun, Soon-J.
    • Proceedings of the Korea Information Processing Society Conference
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    • 2000.10b
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    • pp.1285-1288
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    • 2000
  • 인터넷의 양적 질적 성장을 통해 인터넷상에 존재하는 웹 문서의 숫자는 엄청난 속도로 증가하여 왔다. 이러한 방대한 웹 문서를 대상으로 한 검색 방법은, 지금까지 일반적으로 텍스트 기반의 방법이 주류를 이루어 왔다. 그러나 웹 문서는 멀티미디어 형태로 존재하며 텍스트, 이미지, 동영상, 컴퓨터 그래픽 둥 다양한 미디어들로 구성되어 있다. 본 논문에서는 인터넷에 존재하는 웹 문서를 대상으로 내용 기반 이미지 검색방법을 제시한다. 내용기반 웹 이미지 검색 시스템은 웹 상의 텍스트 기반의 기존 상용 검색엔진을 이용하여 주요 검색어에 대한 이미지를 수집하는 웹 이미지 수집기와 수집된 이미지에 대해 MPEG-7 비주얼 기술자를 이용하여 데이터베이스에 색인하는 데이터베이스 불리기(population), 그리고 내용 기반 이미지 검색엔진으로 구성된다. 사용자는 장르, 주제 및 주요단어에 의해 분류되어 데이터베이스에 색인된 웹 이미지를 대상으로 검색이 가능하다. 이는 웹 문서를 직접 대상으로 한 특정 단어에 대한 내용 기반 이미지 검색이 가능하며 검색이 데이터베이스를 대상으로 이루어지기 때문에 빠른 검색 속도를 얻을 수 있으며, 또한 기존 웹에서 제공되는 텍스트 기반의 상용 검색엔진을 이용하여 주요단어에 대한 웹 이미지를 수집하여 색인하기 때문에 별도의 텍스트 검색엔진 구현을 필요로 하지 않는다.

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A Study on the Music Retrieval System using MPEG-7 Audio Low-Level Descriptors (MPEG-7 오디오 하위 서술자를 이용한 음악 검색 방법에 관한 연구)

  • Park Mansoo;Park Chuleui;Kim Hoi-Rin;Kang Kyeongok
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2003.11a
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    • pp.215-218
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    • 2003
  • 본 논문에서는 MPEG-7에 정의된 오디오 서술자를 이용한 오디오 특징을 기반으로 한 음악 검색 알고리즘을 제안한다. 특히 timbral 특징들은 음색 구분을 용이하게 할 수 있어 음악 검색뿐만 아니라 음악 장르 분류 또는 Query by humming에 이용 될 수 있다. 이러한 연구를 통하여 오디오 신호의 대표적인 특성을 표현 할 수 있는 특징벡터를 구성 할 수 있다면 추후에 멀티모달 시스템을 이용한 검색 알고리즘에도 오디오 특징으로 이용 될 수 있을 것이다 본 논문에서는 방송 시스템에 적용 할 수 있도록 검색 범위를 특정 컨텐츠의 O.S.T 앨범으로 제한하였다. 즉, 사용자가 임의로 선택한 부분적인 오디오 클립만을 이용하여 그 컨텐츠 전체의 O.S.T 앨범 내에서 음악을 검색할 수 있도록 하였다. 오디오 특징벡터를 구성하기 위한 MPEG-7 오디오 서술자의 조합 방법을 제안하고 distance 또는 ratio 계산 방식을 통해 성능 향상을 추구하였다. 또한 reference 음악의 템플릿 구성 방식의 변화를 통해 성능 향상을 추구하였다. Classifier로 k-NN 방식을 사용하여 성능 평가를 수행한 결과 timbral spectral feature들의 비율을 이용한 IFCR(Intra-Feature Component Ratio) 방식이 Euclidean distance 방식보다 우수한 성능을 보였다.

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Features of Korean Webtoons through the Statistical Analysis (웹툰 통계 분석을 통한 한국 웹툰의 특징)

  • Yoon, Ki-Heon;Jung, Kiu-Ha;Choi, In-Soo;Choi, Hae-Sol
    • Cartoon and Animation Studies
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    • s.38
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    • pp.177-194
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    • 2015
  • This study that had been conducted two months by a research team of Pusan National University at the request of Korea Manwha Contents Agency in Dec. 2013 is about the statistical analysis on 'Korean Webtoon DB and its Flow Report' which resulted from the complete survey of Korean webtoons which had been published with payment in official media from early 2000 to 2013. Webtoon which means the cartoons published on web has become a typical type of Korean cartoons and has developed into a main industry since 2000s when traditional published cartoons had declined and social environments had changed. Today, it represents cultural contents in Korea. This study collected the webtoons officially published in media with payment, among Korean webtoons having been published from the early 2000s to Jan. Based on the collected data, it analyzed the general characteristics of webtoons, including cartoonists, the number of cartoons, distribution chart of each media, genre, and publication cycle. According to the data analysis and statistics, a great deal of Korean webtoons are still published in main portal websites, but their platform is being diversified and a webtoon's publication cycle tends to be shortened. In terms of genre, traditional popular genres, such as drama, comic, fantasy, and action, are still popular, and the genres of history, sports, and food are on the rise along with a social trend. Regarding webtoon application, such events as relay webtoon and brand webtoon, and a new type of webtoon featuring PPL commercialism appear. Such phenomena can realize the common profits of cartoonists, media, and ordering bodies, and are various trials to test the possibility of webtoons. In addition, what needs to pay attention on in the expansion of webtoons is increasing webtoons for adults. The study subjects are the webtoons published with payment, excluding free webtoons. However, this study failed to collect the webtoons published on the online websites already closed, and the lost information on cartoonists and their lost webtoons, and it is necessary to conduct a complete survey on all webtoons including free ones. Despite the limitations, this study is meaningful in the points that it categorized and analyzed Korean webtoons accoridng to official media, webtoons, cartoonists, and genres and that it provided a fundamental material to understand the current conditions of webtoons. It is expected that this study will be able to contribute to activating more research on webtoons and producing more supplementary data which will be used for the Korean cartoon industry and academia.

A Study of Simplifying Call Numbers with Collection Codes at Children's Libraries (컬렉션코드를 활용한 어린이도서관 청구기호 간략화 방안에 관한 연구)

  • Chung, Yeon-Kyoung;Lee, Mi-Hwa
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.20 no.1
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    • pp.23-38
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    • 2009
  • The purpose of this study was to suggest the collection codes and simplification of call numbers for children's easy access to the children's materials. The classification schemes, author tables, expansion of classification schemes, collections codes, classification numbers used in domestic and foreign children's libraries were surveyed through questionnaires and interviewing with librarians. As a result, in foreign children's libraries, it was common practice to shelve children's materials separately into various collections and sub-collections, to mark the spine with collection code and the lead characters of the author's last name, and not to stick with their classification scheme when it comes to highly circulated children's materials such as fiction, picture book, biographies and so on. Also, in domestic children's libraries, it was found that a collection code was used a few and each call number was almost assigned by KDC number. Therefore, it was suggested that the types and codes of collection and sub-collection were divided as non-fiction, fiction, fiction/mystery, fiction/science fiction, picture book, cartoon, language, folks and fairy tales, biographies, legend, concept book, holiday, award, dinosaur, insect, DIY, transportation, tall book, pop-up, story book, board book, reference, magazine, series, new book, video, and audio and were easily expanded by combining age tables or fiction genre. Also, new simplifying methods of building call numbers with collection codes were suggested.

Hip Hop Culture, Subculture, and the Social and Cultural Implications: A Comparative Case Study on Hip Hop Culture among Germany, Korea and the USA (힙합 문화, 하위문화, 그리고 이들 문화에 대한 사회·문화적 함축성: 독일, 한국 및 미국의 힙합 그룹들에 대한 비교분석을 중심으로)

  • Gerke, Sabrina;Baek, Seon-Gi
    • The Journal of the Korea Contents Association
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    • v.17 no.6
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    • pp.362-381
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    • 2017
  • People are most commonly divided by their nationality, but that does not mean they share the same culture. Even for people from one cultural background, subcultures play an important role for diversity and identity, and popular music is one way to express them. This study analyzed 6 songs of the Hip Hop genre from the US, Germany and South Korea, with one song each from the time of first emergence of the term 'Hip Hop' and one song each from 2016, selected on the basis of popularity indicated by music record sales and specialist literature on the history of Hip Hop. Through semiotic analysis of early and recent Hip Hop in each country, the changes in popular Hip Hop over time were examined. The results of this study show that through standardization, Hip Hop in the three countries has superficially become more similar and more focused on the individual, but on a detailed level shows significant differences: while U.S. Hip Hop refers to the American Dream, German Hip Hop displays an extreme image of masculinity, and Korean Hip Hop deals with private thoughts. Although popular Hip Hop nowadays does not explicitly exercise social criticism it is still ascribed the symbolic significance of a rebellious and revolutionary cultural practice that can be used to criticize and change culture as well as society.

The Intercommunication Process of Interactive Media Art and Merleau-Ponty's corporeity phenomenology (인터랙티브 미디어 아트의 상호작용 과정과 메를로 퐁티의 몸 현상학)

  • Ha, Im-Sung
    • Cartoon and Animation Studies
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    • s.29
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    • pp.77-102
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    • 2012
  • Interactive Media Art has been developed a lot in digital age. Especially, the audience try to make interactions by accessing the world of art as one of main interacting figures, while they used to be totally separated from the art in traditional art. Also, it is one of exclusive features distinguished from the other art genres. In this thesis, the intercommunication process of interactive media art is classified and compared with Merleau-Ponty's corporeity phenomenology theories. Merleau-Ponty's corporeity phenomenology insists integrated perception through body against the western intelligence philosophy focusing on binomial reasons. Merleau-Ponty's corporeity phenomenology, which suggested the new perception way towards the art, is analyzed in this thesis by comparing it with detailed factors of Intercommunication process of Interactive Media Art. The Intercommunication process of Media Art is classified into , , , , . Additionally, they are studied and compared with the concept of , , , , out of Ponty's corporeity phenomenology theories. Therefore, it is concluded clearly that corporeity, synesthesia, poly sensation and spaciality drawn from Intercommunication process of Media Art have something in common with Ponty's corporeity phenomenology theories rather than the other art genre or minimalism art styles. Furthermore, a new direction of study upon modern Interactive Media Art is suggested.