• Title/Summary/Keyword: 참여 제약

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Expression Factors of Pace and Dynamics in Drawing Animation - Focused on Japanese Hero TV Animation Series - (드로잉 애니메이션에서 속도감과 역동성의 표현 요소 연구 - 일본 초인물 TV 애니메이션 중심으로-)

  • Kim, Hyun-Woo;Kim, Jae-Woong
    • Cartoon and Animation Studies
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    • s.40
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    • pp.109-137
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    • 2015
  • As Digital technology developed, drawing animation, using traditional production method which expresses many feelings with drawn lines loses the youth group, the primary audience, to the realism of the digital cinema. Drawing animation, which drew attention of the youth by the spectacles in the film such as hectic pace, dynamics and punch, declined for a while. However, it has been developed a way to express pace and dynamics of its own by establishing an effective directing method, which combines digital technology as it is needed. This study has a purpose to investigate what causes the dynamics and feeling of fast movement of the character in Japanese limited animation. Though some action-animated films that heroes with supernatural powers take the leading role that feeling of velocity and dynamics are emphasized we compare the directing method before and after the introduction of the digital technology. This research reaches the conclusion by factoring each Bergson and McLuhan's discussion to the intervention of indexical signs and the audience's participation according to skipping technique. This study has a significance of researching the element of drawing animation that maximizes the expansion of the senses by defying the limitation of the law of physics through its unique way of directing together with growth of the hero films, which will continue.

Towards Evolution of Innovation System of Korean IT SoC Industry: Comparing Experiences of Korea and Taiwan (국내 IT SoC산업의 혁신체제 발전방안: 대만과의 비교 관점에서)

  • Min, Wan-Kee;Oh, Wan-Keun;Hwang, Jin-Young
    • Journal of Korea Technology Innovation Society
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    • v.11 no.4
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    • pp.565-591
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    • 2008
  • Using theories of sectoral innovation system and supply chain management, this paper examines the status quo of Korean IT SoC industry's innovation system by comparing it with Taiwanese one. Taiwan IT SoC industry has accomplished a rapid growth on the basis of government policies that foster domestic firms after the establishment of Hsinchu Science Park. Cooperative networks between foundries firms and fablesses have been formed within the supply chain in this process. Therefore, Taiwan industry has possessed the possibility of the coevolution in sectoral innovation system. However, Korean IT SoC industry has failed to form cooperative networks, because of weak networks between related firms. In other words, there exists an interaction failure, which is a kind of the system failure, and it means a lack of linkage between actors as a result of insufficient use of complementarities and interactive learning. Therefore, Korean industry has little possibility of the coevolution in sectoral innovation system. The cooperative networks between actors are prerequisite towards evolution of innovation system of Korean IT SoC industry. Above all, the cooperative networks between fablesses and system companies need to be strengthened within the supply chain.

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Analysis for the Correlations between health Problems and Computer Game Needs in the Elderly (노인들의 건강문제와 컴퓨터 게임 요구도의 상관성 분석)

  • Lim, Kyung-Choon;Lee, Yoon-Jung;Ahn, Joon-Hee
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.475-486
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    • 2009
  • Regular activity program is needed for managing chronic disease and obesity and preventing falls as a nursing intervention. It seems that serious game will be very important for older people to keep them active with fun to improve their health. This study was conducted to explore the correlations between health problems and computer game needs in the elderly. This was a cross-sectional study. A questionnaire was developed and administered to a convenience sample of adults who are older than 55 years, recruited from several places through trained research assistants and research center that has online pools in Korea. 778 subjects (mean age: $61.4\;{\pm}\;5.6$) were participated in this study. The majority of subjects was male (68.6%). We found that there was higher needs for exercise or serious game in the group of ma1e(55.4%), below undergraduate(66.2%), under two family members(32.5%), over 350,000 won of pocket money/month (40.1%), mild depressive symptom (51.7%), and online responser(68%). Especially, they wanted to overcome physical limitations through games. Higher education, more experiences and skills of using computer/internet was statistically and positively significant to the needs for exercise or serious game. In conclusion, there exists a potential market within this demographic group for the use of serious games. Thus, we need to develop senior games in Korean to improve quality of life and health promotion.

A Study on Web Campaign Regulations in Korea and Political Interpretations of Election Law Reform (한국의 웹 캠페인 규제와 <선거법> 개정의 정치적 해석)

  • Song, Kyong Jae
    • Informatization Policy
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    • v.22 no.3
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    • pp.47-60
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    • 2015
  • This study observes the fact that there exist restrictions due to the election-law-based regulations on web campaigns in Korea although web campaigns are widely spreading around the globe, and aims to analyze this aspect from the political context. As a result of the research, first, this study found out that Article 93, Clause 1 of the makes it possible to do permanent web campaigns on the strength of the Constitutional Court's decision of limited unconstitutionality, whereas Article 59 and 254 of the same Law(Election Campaign Offence) differ from the above Article 93, Clause 1; thus, it is necessary to revise the relevant law. Second, as for the request for taking measures for the depletion of ISP, etc., it is necessary to reform the provisions of the and together. These provisions are excessive regulations of the on ISP, also having the possibility of dual punishment. Third, there is also the need to amend Clause 6 of Article 82 (Real Name Confirmation of the Message Board, and chat room of Internet Media) of the from a long term perspective. It is because this Clause also has much room for restrictions of the freedom of expression in the long term despite the Constitutional Court's decision of its constitutionality in July, 2015. Lastly, this study is to reinterpret why it is difficult to revise the from the two sorts of political contexts and to propose the ' Reform Multiple Governance' as the revision method for web campaign revitalization.

A Study on the Educational Efficacy of a Maritime English Learning and Testing Platform (해사영어학습 및 평가 플랫폼을 활용한 교육 효과에 대한 연구)

  • Seor, Jin Ki;Park, Young-soo
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.26 no.4
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    • pp.374-381
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    • 2020
  • According to international regulations, it is mandatory for navigators or engineers to acquire suitable skillsets before their designation as a duty officer on board. One of the most important elements is Maritime English (ME), wherein students are taught a required set of basic skills that enable them to process various documents related to accidents, ship conditions, and inspections. Students have to be equipped not only with the use of general English skills but also with the coherent use of technical terms and phrases. However, due to the unique circumstances that exist in the maritime domain, the methods used for imparting maritime knowledge and the manner in which it is evaluated are restricted. Hence, this study aims to utilize an online Maritime English learning and testing platform that can be accessed on smart devices to analyze its impact on the students' learning process. An experiment was conducted on two groups of cadets, one that used the platform and another group that did not. After six-week, the experiment results showed a significant difference between the ME test scores of the two groups. The test scores were further analyzed by incorporating the students' personal elements to measure the ef icacy of the ME test platform. Therefore, the learning and evaluation processes are expected to be implemented in ways that are appropriate and convenient to specific circumstances and be widely used in the field of maritime education in the future.

A Study on Development of Experimental Contents Using 3-channel Multi-Image Playback Technique: Based on transparent OLED and dual layer display system (3채널 멀티 영상 재생 기법과 증강현실을 이용한 체험 콘텐츠 제작에 관한 연구: 투명 OLED 및 듀얼 레이어 디스플레이 시스템 기반)

  • Lee, Sang-Hyun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.6
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    • pp.151-160
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    • 2017
  • Among the methods of developing tourist spots and culture as the experience contents, it is a common method to display high-quality video images on a large display, and it is necessary to make a special difference between the participant's active participation and the visual experience in other regions. In this paper, using the single molecular OLED and active type, the regional tourist spots blend transparent OLED dual-layer display systems with the extended image implementation and augmented interaction techniques to give the participants a real-world experience, such as directing to new experiences and beautiful sights. In this paper, additional images and UI layers are applied to the layers of the images to allow visitors to experience sightseeing information, weather, maps, accommodations, festivals and photo materials with image. In addition to the dual-layer system, it also added a multi-display system that additionally has one vertical 55-inch display on each side, adding to the experience the immersive experience and interface interlocking fun. By using transparent OLED, dual layer panel and 3-channel Multi-image playback technique, the augmented type experience contents which can experience the local attractions in Jeollanamdo province in Korea at all time without any limitation of time and space were developed.

A Cooperative Marketing Strategy using Mobile Communications: The New OB Mobile Campaign (모바일 채널을 활용한 협동적인 마케팅 전략: OB 맥주 신제품 모바일 캠페인)

  • Lee, Joong-Yeup;Kim, Beom-Soo;Ahn, Joong-Ho
    • Information Systems Review
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    • v.7 no.1
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    • pp.153-171
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    • 2005
  • As the mobile telecommunications industry in Korea boasts record-high revenue from its businesses, consumers and other industries are looking for new business applications and opportunities using mobile technologies. Many firms are seeking guidelines or business models for an effective use of this new mobile technology in their operations. This paper reviews the characteristics that distinguish mobile marketing, and analyzes marketing approaches which utilize the potential of the new mobile technologies. This paper shows that the new mobile advertising channel is not only complementary to traditional marketing channels, but also delivers benefits for multiple parties involved in mobile marketing. The key success factors in the new OB (Oriental Brewery) marketing campaign include a shortening of the stages in the AIDMA model and a broadening of customer contact points by exposing the brand through well-coordinated marketing efforts. The OB case shows that a mutually beneficial relationship between co-marketing participants can lead to a win-win marketing strategy. It also highlights that collaborative channel management in mobile marketing methodology is critical for successful mobile marketing.

Development and Promotion of International Intermodal Transportation Route from Northeast 3 Provinces in China (중국 동북3성 기점 국제복합운송루트 개발과 발전 방안)

  • Lee, Choong-Bae;Park, Sun-Young
    • Journal of Korea Port Economic Association
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    • v.23 no.4
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    • pp.91-114
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    • 2007
  • With rapid economic development in China, cargoes from and to China are growing significantly. The 3 Northeast Provinces of China(named Liaoniang, Jilin, Heilongjiang provinces), bordering the Korean Peninsular, is not exception in development of international trade. However long distance from the 3 Northeast Provinces to seaports generates huge transit time and costs because Dalian port is far away almost 1,000km from Jilin and Heiloongjiang Provinces. The new intermodal transport route through the port of Jarubino located in the Russian Far East is under way to reduce the costs incurred from inland transport. This paper investigates the competitiveness of the new international intermodal transport route from the 3 Northeast Provinces in terms of transit time and transport costs. According to the results of this research, The establishment of the new international intermodal transport with development of Jarubino port is expected to increase the competitiveness of trade cargoes from the 3 Northeast Provinces while Korea has a good opportunity to join the port development in the Russian Far East. Futhermore the port of Busan is also benefited the growing transit cargoes from the new intermodal transport route.

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(<웹사이트에서의 휴대폰서비스체험 활용연구>)

  • Lee, Yoon-Jin;Chang, Dong-Hoon
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.185-190
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    • 2006
  • 휴대폰 산업의 발전과 더불어 발전해온 휴대폰 서비스는 최근 단순한 정보 제공을 넘어 생활에 중요한 도구로 활용되는 모습을 보인다. 최근 등장하는 휴대폰 서비스는 종류가 다양하고 최신 휴대폰과 결합되어 복잡해져 사용자로 하여금 필요한 서비스를 선택하여 조작하는 것까지 전반적인 사용 과정의 어려움을 가져왔다. 더군다나 휴대폰 서비스는 무형의 상품이기 때문에 직접 조작해보지 못하고 사용해야 하며, 이것은 사람들로 하여금 불안감을 갖도록 한다. 따라서, 본 연구에서는 휴대폰 서비스에 대한 불안감을 줄이고 사용을 확장시키는 방법으로 서비스를 직접 만지고 조작해볼 수 있는 사전 체험을 제안하며, 이를 위한 도구로 웹사이트를 활용하는 방안을 제안한다. 웹사이트는 상호작용적인 매체로써 자연스럽게 사용자가 참여하고 개입하도록 유도하는 매체이며, 다양한 시각적, 청각적 미디어를 활용할 수 있어 감각적 체험을 제공하는데 유리하다. 또한 다른 매체와 비교해 웹사이트는 공간적, 시간적 제약이 적어 많은 사람들이 원하는 시간에 접근하도록 한다. 또한 이성과 감성적인 정보를 통합적으로 처리하는 인간의 특성을 고려해 볼 때, 정보와 재미를 함께 제공할 수 있는 웹사이트의 특성은 효과적이라 볼 수 있다. 마케팅 측면에서 보더라도 저렴한 비용으로 많은 사람들에게 정보를 전달할 수 있고, 사용자들의 행동을 측정해 데이터베이스화 한 후 후에 활용할 수 있다. 이러한 점들을 통합해보면 웹사이트는 휴대폰 서비스를 체험해보도록 하는 공간으로 적합하다고 볼 수 있다. 웹사이트에서 가상 체험을 효과적으로 활용하기 위해서 사용자들의 체험 과정에 어떠한 요인이 영향을 미치는지 알 필요가 있다. 이를 위해 본 연구에서는 현재 휴대폰 서비스 체험 사이트들의 체험 제공 방식을 분석해 유형을 나눈 후에 사용자 조사를 통해 사용자들에게 선호되는 방식과 체험 과정에 영향을 미친 요인을 고찰한다. 그리고 최종적으로 이러한 요인이 실제 휴대폰 서비스에 대한 호감과 어떤 관계를 갖는지 알아본다. 본 연구에서는 이를 위해 최근 가장 높은 이용률을 보이고 있는 20,30대 휴대폰 서비스 사용자 100명을 대상으로 2005년 10월 20일~30일에 설문조사와 간단한 인터뷰를 실시하여 선호 유형과 체험에 영향을 미치는 요인을 도출하였으며, 서비스 호감과의 관계를 알기 위해 이 중 가장 관여도가 높았던 17명을 대상으로 2005년 11월 10일~15일에 심층 인터뷰를 실시하였다. 사용자 조사 결과, 분류된 유형 중 체험방식에서는 개입의 정도가 클수록, 사용상황 안내방식에서는 가상공간과 메뉴로 제공하는 방식을, 사용방법 안내형식에서는 휴대폰 전체 이미지를, 마지막으로 표현형식에서는 일러스트레이션과 영상을 가장 선호하는 것으로 나타났다. 체험에 영향을 미치는 요인은 체험적 측면,정보제공 측면,웹사이트의 측면으로 구분되었으며 휴대폰 서비스의 호감과의 관계에서는 체험적 측면과 정보제공 측면은 서비스에 대한 호감과 깊은 관계를 갖고 있는 것으로 나타난 반면에 웹사이트의 측면은 서비스와 직접적인 관련을 짓지 않는 것으로 나타났다.

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A Preliminary Study of Prototype for Improving VE Workshop Phase based on BIM (BIM 기반 VE 워크샵 단계의 업무 향상을 위한 프로토타입 개발에 관한 기초연구)

  • Kim, Hojun;Park, Heetaek;Park, Chansik
    • Korean Journal of Construction Engineering and Management
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    • v.16 no.3
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    • pp.113-122
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    • 2015
  • VE workshop is performed based on VE expert' experiences without retrieving VE data of similar previous projects. Moreover, it usually omitted or applied for the sake of formality due to insufficiently understanding VE function, limited time, space and budget. Even though many studies have established VE databases for retrieving and reusing VE data, VE workshop is still inefficient and ineffective to improve projects' values. With this regard, this study proposes a preliminary prototype for improving VE workshop, which utilizes the state-of-the-art information communication technologies(ICTs) including Building Information Modeling(BIM), Mobile Computing(MC), Network Service System(NSS), and Database Management System(DBMS) for better managing, storing and reusing VE data. The prototype was developed to evaluate advantages and limitations. The results show that the proposed prototype can support visual VE data retrieval from similar previous projects, enhance communication among VE team and save much time and cost comparing to traditional VE. Through this, the productivity of VE workshop can improve efficiently and effectively.