• Title/Summary/Keyword: 현실적인 스타일

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하이 스튜디오를 통해 본 오디션 동영상 자판기의 현실과 미래

  • 한국자동판매기공업협회
    • Vending industry
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    • v.2 no.6 s.7
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    • pp.95-98
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    • 2003
  • 대중문화의 꽃 ‘스타되기’를 향한 청소년들의 꿈을 타깃 마케팅 포인트로 삼아 의욕적으로 진행했던 오디션 동영상 자판기 사업이 의욕만큼 시장이 따라주지 못하고 있다. 한때 유망시장으로 많은 업체들의 시장가세를 불러 일으켰으나 현재로서는 $3{\~}4$개 업체 만이 현재보다는 내일의 가능성을 보고 소신 있는 시장 개척을 진행하고 있을 뿐이다. 이중 '하이 스튜디오' 오디션 동영상 자판기를 전개하는 SM게임은 제품 차별화 및 지속적인 부가성능 보완작업을 통해 이 시장의 새로운 앞날을 제시하고 있다. SM게임의 최근 사업행보를 통해 오디션 동영상 자판기 시장의 현실과 미래를 살펴봤다

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Mobile Augmented Reality for Teaching Bar Placing (철근 배근 교육을 위한 증강현실 컨텐츠 개발)

  • Park, U-Yeol
    • Journal of the Korea Institute of Building Construction
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    • v.18 no.5
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    • pp.471-477
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    • 2018
  • The purpose of this study is to develop an mobile augmented reality for students to learn bar placing work, which is increasingly utilized in the construction field. In order to improve the understanding of the structural drawing, a structural drawing is used as a marker image, and an augmented reality is realized by superimposing a virtual 3D bar placing model that is placed according to the structural drawing on the screen. In addition to the 3D modeling, the contents are developed so as to help students to learn the interpretation method of 2D drawings, the development and splices of reinforcing steel, bar fabricating practice according to KCI structural concrete design code, and the process of bar placing. The results show that the augmented reality is positively evaluated in terms of interface style, perceived usefulness, perceived ease of use, perceived enjoyment, attitude toward using, and intention to use. The augmented reality is worth to be introduced because it has advantages of visualization and interaction in terms of education.

A Study on Culinary Staffs' Subjective Perception of Star Chefs' Appearance in Cooking Broadcast (스타셰프의 쿡방 출연에 대한 조리사의 주관적 인식에 관한 연구)

  • Kim, Chan-Woo;Jung, In-Yeong
    • The Journal of the Korea Contents Association
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    • v.17 no.12
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    • pp.236-246
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    • 2017
  • As a research on culinary staffs' subjective perception of star chefs' appearance in cooking broadcast, this study analyzed the subjective tendency targeting culinary staffs in hotels & restaurants by applying Q methodology. Three research questions of this study were set up like below. First, what are the culinary staffs' acceptance types of subjective perception of star chefs' appearance in cooking broadcast? Second, what are the characteristics of homogeneous type of culinary staffs' subjective perception of star chefs' appearance in cooking broadcast? Third, what are the things in common and differences of culinary staffs' each subjective perception type of star chefs' appearance in cooking broadcast? In the results of typological analysis based on such research questions, total four types were drawn such as Acquiring expertise through cooking broadcast type(Type1, N=8), New broadcast genre recognition type(Type2, N=10), The profession of the chef reality recognition type(Type3, N=2), and Profession image of chef synergy type(Type4, N=2). Each type showed its own distinctive characteristics.

SF Movie Star Trek Series and the Motif of Time Travel (SF영화 <스타트랙> 시리즈와 시간여행의 모티프)

  • Noh, Shi-Hun
    • Journal of Popular Narrative
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    • v.25 no.1
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    • pp.165-191
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    • 2019
  • The purpose of this article is to elucidate why the motif of time travel is repeated in the science fiction narrative by examining the functions of this motif in the SF movie series of Star Trek in its narrative and non-narrative aspects. Star Trek IV: The Voyage Home (1986) aims to attract the audience's interest in the story through the use of plausible time travel in the form of the slingshot effect which causes the spacecraft to fly at very fast speeds around an astronomical object. The movie also touches upon the predestination paradox that arises from a change of history in which it describes a formula of transparent aluminum that did not exist at the time. The film also serves as an evocation of the ideology of ecology by including humpback whales in the central narrative and responding to the real issue of the whale protection movement of the times. Star Track VIII: First Contact (1996) intends to interest the audience in the narrative with the warp drive, a virtual device that enables travel at speeds faster than that of light and a signature visual of Star Trek, at the time of its birth through time travel. The film emphasizes the continuation of peaceful efforts by warning the destruction of humanity that nuclear war can bring. It tackles with the view of pacifism and idealism by stressing the importance of cooperation between countries in the real world by making the audience anticipate the creation of the United Federation of Planets through encounters with the extraterrestrial. Star Trek: The Beginning (2009) improves interest through the idea of time travel to the past, this time using a black hole and the parallel universe created thereby. The parallel universe functions as a reboot, allowing a new story to be created on an alternate timeline while maintaining the original storyline. In addition, this film repeats the themes pacifism and idealism shown in the 1996 film through the confrontation between Spock (and the Starfleet) and Nero, the destruction of the Vulcan and the Romulus, and the cooperation of humans and Vulcans. Eventually, time travel in three Star Trek films has the function of maximizing the audience's interest in the story and allowing it to develop freely as a narrative tool. It also functions as an ideal solution for commenting on current problems in the non-narrative aspect. The significance of this paper is to stress the possibility that the motif of time travel in SF narrative will evolve as it continues to repeat in different forms as mentioned above.

The Effects of 'Single Life' Media Contents Viewing on Singlehood Culture and Leisure Lifestyles ('싱글 라이프' 미디어 콘텐츠의 시청이 비혼 의지와 여가활동 라이프스타일에 미치는 영향)

  • Na, Eunkyung
    • The Journal of the Korea Contents Association
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    • v.22 no.8
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    • pp.235-246
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    • 2022
  • This study explored the effects of recent 'single life' media contents on the spread of singlehood culture for Korean youth. Extant research on the changing trends across present-centered vs. future-oriented lifestyles had focused mainly on demographic or sociological factors. "Lifestyle transforming (entertainment) reality contents" perspective suggests that reality contents revealing one's personal daily life provides not just entertaining enjoyment but also and more importantly meaningful life-changing experiences for viewers. Given the dependency of single household youth on media use, it is expected that 'singlehood life' media contents such as reality television and YouTube Vlog would have greater influence on viewers' own reality and lifestyles. Survey results indicate that viewership of 'singlehood life' contents showed significant impacts on youth viewers' identification and unmarriedness, as well as present-centered and future-oriented lifestyles. Theoretical and practical implications of these results were discussed.

A study on the Effect of Consumer Lifestyle on Brand Attitude, Brand Attachment influence upon Brand Loyalty (레스토랑 고객의 라이프스타일이 브랜드태도, 브랜드애착이 브랜드충성도간의 관계)

  • Seo, Gyeong-Do;Lee, Jung-Eun
    • Journal of Digital Convergence
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    • v.14 no.4
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    • pp.185-192
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    • 2016
  • The purpose of this paper is to examine the relationships among consumer lifestyle, brand attitude, brand attachment, and behavior pattern. Sampling with consumers who experienced eating out in regional catering companies as a population was done and the survey was conducted targeting consumers of catering companies in Gwangju. Therefore, it analyzed the sample by setting hypotheses and research model according to the research objective. First, as for the relationship between lifestyle and brand attitude, the lifestyle as a personal inclination formed a significant relationship with brand attitude the characteristics of which are recognition, convenience, and familiar features regardless of the type of lifestyle. Second, consumer lifestyle in types of reality seeking, value-oriented, and fashion-pursuing formed a significant relationships with brand attachment in order of mention, whereas social oriented type did not form a significant relationship. Third, the relationship between consumer brand attitude and brand loyalty formed a significant relation with the relationship between consumer brand attachment and brand loyalty.

Lifestyels, community experiences, and immersion in online game world (온라인 라이프스타일에 따른 공동체 활동과 게임 몰입에 대한 탐색)

  • Whang, Leo Sang-Min;Kim, Jee-Yeon
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.770-779
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    • 2006
  • 한국 사회에서 사이버 공간, 특히 온라인 게임 세계가 사용자들에게 단순한 게임이나 가상 공간이 아닌 다양한 활동을 통해 현실과는 다른 방식의 또 다른 인생을 살아가는 새로운 생활공간으로 기능하고 있다. 본 연구에서는 온라인 게임 공간에서의 라이프스타일 유형을 확인하고, 리니지 2 와 메이플스 토리라는 두 가지 MMORPG 게임에서 이 유형이 어떻게 나타나는지를 확인하였다. 온라인 게임 '리니지'에서 구분된 온라인 라이프스타일은 '싱글 플레이어', '공동체지향 게이머', '탈사회적 게이머'였다.'리니지 2'를 대상으로 연구 결과, 온라인 게임 공간에서의 공동체 활동은 크게 공동목표, 집단유대감, 집단존중감, 집단영향력의 요인들로 구성되어있는 것으로 확인되었다. 온라인게임 사용자들은 온라인 게임에서 현실감, 조작용이성, 성취감, 친밀감, 소속감, 일탈적 행위를 통한 카타르시스를 통해 재미를 느끼는 것으로 확인되었다. 하지만, 이런 성향은 메이플스토리라는 저 연령층의 게임에서는 비교적 다르게 나타났다. 혈맹 또는 길드의 가입 비율은 비슷한 수준이었지만, 활동방식은 라이프스타일에 따라 다르게 나타났다. 게임세계에서의 라이프스타일은 연령이나 게임 사용기간에서는 큰 차이가 없는 것으로 나타났다. 그러나 공동체 활동과 온라인 게임에서 얻는 재미의 하위 요인들에서는 분명한 차이가 있는 것으로 확인되었다. 공동체 활동과 재미를 느끼는 측면에서의 차이로 인해 결국 온라인 게임에 몰입하는 정도도 차이가 있는 것으로 나타났다. 본 연구는 사이버 공간에서의 사람들의 심리적, 행동적 특성, 특히 온라인 게임에서의 사람들의 공동체 활동과 재미의 요소들을 탐색하였다는 측면에서 의의가 있다. 사람들이 온라인 게임 세계에 몰입하도록 만드는 요인들을 구체적으로 확인할 수 있었다는 측면에서 향후 사이버 공간을 기획하는 사람들에게 구체적인 시사점을 제시할 것이다.

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Impossible Drawing Using a Loop of Layered Depth Images (계층적 깊이 영상의 고리형 맞물림을 이용한 비현실적 그림 생성)

  • Lee, Yun-Jin;Kim, Jun-Ho
    • The Journal of the Korea Contents Association
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    • v.9 no.7
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    • pp.102-109
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    • 2009
  • In this paper, we present an algorithm which generates the impossible drawings after the manner of M.C. Escher. A class of the impossible drawings, focused on this paper, depicts the non-realistic configuration such that an ascent (or a descent) looks like keeping on permanently with a height-deceptive loop. We analyze the fact that the ascending direction in the non-realistic illustrations comes not from the physical heights of the objects but from the artist's intended forwarding direction about the loop, which does not have any physical sense of depths. The basic idea to support such impossible drawings is to use a loop of layered depth images (LDIs), where several LDIs are arranged along with the forwarding direction of the loop while having the physically constant heights. The height-deception between two adjacent objects comes from the layer values in the LDIs. In this paper, we propose a NPR system which can manipulate a shape of the loop and layer values of the LDIs and demonstrate several impossible drawings results generated by using our system.

A Study on Hairstyle Types and Preference according to Occupational Groups of Modern Women (현대 여성의 직업군에 따른 헤어스타일 유형 및 선호도에 관한 연구)

  • Jang, Yul-Hee;Park, Jang-Soon
    • Journal of Industrial Convergence
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    • v.20 no.4
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    • pp.71-77
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    • 2022
  • It is a reality that office workers in modern society cannot overlook their appearance management for promotion in the workplace that does not fall behind in competition with others and smooth human relationships. According to this social trend, it is time to conduct an in-depth cosmetology study on the appearance management and perception of office workers, including hair styles. Therefore, this study analyzed the hair style type and preference closely by cross-analyzing the differences between groups by classifying the occupational persons of female airline crew, female soldiers, female sportsmen, female lawyers, and female nurses into age, marriage, academic background, and occupation. As result of study, it was found that different women in each occupational group had different results, such as their current hair style type and hair texture, the use of current hair styling products, and their personal preference for women's hairstyles and hair colors. This study will be used as basic data for developing new mode items that meet customer needs in the beauty marketing market and researching customer demand.

Design and Implement of Virtual Fitting System using Augmented Reality (증강현실(AR)을 이용한 가상 피팅 시스템의 설계 및 구현)

  • Oh, Soo-Kyeong;Oh, Jeong-Ah;Park, Goo-Man
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.11a
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    • pp.373-376
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    • 2020
  • 현대인들의 인터넷 사용률이 지속적으로 증가함에 따라 소비자들은 오프라인 매장에서 의류를 구매하기보다 인터넷 쇼핑을 통한 구매를 선호하게 되었다. 그러나 온라인 구매로 인해 정확한 스타일 확인 불가 및 확신할 수 없는 사이즈로 큰 불편함을 겪고 있다. 따라서 최근 가장 떠오르는 기술 중 하나인 AR을 실생활에 적용하여 사용자가 매장에 가지 않고 집에서도 편하게 자신의 스타일링을 확인할 수 있도록 하는 AR 피팅룸을 구현하여 솔루션을 제안하고자 한다. 본 프로젝트에서는 3D 표현을 위해 Kinect Xbox 카메라를 사용하여 사용자의 신체정보를 추출한 후 unity와의 연동을 통해 사용자에게 편리함을 제공할 수 있는 AR-fitting 시스템을 설계하였다. 선택한 옷을 가상으로 입어 볼 수 있는 쇼룸 형태의 서비스를 제공하며 제스처 인식을 통해 보다 편리한 의류 선택 및 사이즈 조절 등을 가능하게 하였다. 또한, 사용자의 입력 정보에 따른 사이즈 측정 결과를 제공함으로써 사용자의 의류 구매를 보다 효과적으로 만들어 줄 수 있을 것이다.

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