• Title/Summary/Keyword: Animation Production

Search Result 406, Processing Time 0.019 seconds

A study on Amusement Fear of Video Game and Player's Response (비디오게임의 유희적공포에 대한 플레이어의 반응연구)

  • Yoon, Jang-Won;Oh, Kyung-Su
    • Journal of Korea Game Society
    • /
    • v.9 no.2
    • /
    • pp.3-12
    • /
    • 2009
  • In this study, by both qualitative and quantitative measurement on the purpose of deriving the sensitive amusement factor. I consider the fear of horror games as "the amused fear" and analyze it, which is based on the play theory by Roger Caillois. On the basis of this, I classified the amusement fear in horror games into the 4 factors. I conducted some positive tests through the player's response in order to verify them. The test is conducted measuring the heart rate of each experimenter by cardiometer while they are playing horror games. By analyzing the video data, I gave a name to the point that the amusement fear factors are expected to influence psychologically and physiologically as the fear point. At this point, I examined if the measured heart rate makes the outstanding difference or not, when compared average heart rate with experimenter's heart rate. In addition, I also examined if there is a statistical correlation of heart rate by attaching player's subjective data through the questionnaire. Consequently, it was statistically turned out that the experimenter's heart rate which is measured rose dramatically than usual, and that there are close correlations among subjective data. I also found out that the amusement fear factor at the relevant point plays a major role in experimenter's psychological and physiological response. In this study, I could prove the horror factor as a meaning of amusement factor using both theoretical method and positive method establishing a standard set that is helpful for further production and planning of the game.

  • PDF

Manufacture Lenticular Map of Golf Courses Using Digital Orthophoto (수치정사영상을 이용한 렌티큘러 코스맵 제작)

  • Kim, Kam-Lae;Cheong, Hae-Jin;Cho, Won-Woo
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
    • /
    • v.25 no.5
    • /
    • pp.475-482
    • /
    • 2007
  • Most golfers believe that knowing yardages will improve their score. Certainly it helps with club selection. But, simple "Graphic" yardage guides being notorious for error and inaccuracies, which a serious golfer will pick immediately, only serve to erode the players enjoyment and ultimately, golf course satisfaction. Someone believes with low-level aerial photographic images, golfer will be impressed with the accuracy of the depiction, helping them play a more confident game. But, there are no mapping products in true 3-D available in the world that allows a golfer to determine shot distances in yards or meters. So, we suggest an lenticular technology for real 3-D display as a viable alternative to conventional image map solution. This technology is an image display method for the generation of multi-image effects like 3D visualization or animation. This methodology is cutting edge stereoscopic image which overcomes the limitation of conventional photo tech by recomposing and producing 3 dimensional images. A significant strength of this methods its versatility concerning display effects. The main use of the hardcopy 3-D lenticular displays is in the fields of science, education, planning, and representation. This paper gives a concise overview of the lenticular foil technology and describes the production of the true 3-D yardage book of golf courses. For this study, 3-D effects are achieved and evaluated with the lenticular display by incorporation multiple synthetic images based on digital topographic terrain model and by using the two images of the actual stereopair.

A Study on the Pattern Analysis Method using the User Log on the CMS (CMS의 사용자 로그를 이용한 패턴 분석 방법 연구)

  • Moon, Dong-Yeol;Park, Koo-Rack;Kim, Dong-Hyun;Jung, Jin-Young
    • Journal of Digital Convergence
    • /
    • v.14 no.11
    • /
    • pp.275-281
    • /
    • 2016
  • In modern society, which boomed it became easier to obtain the necessary information to the emergence of a variety of smart devices. Due to this, the frequency of using the content based on the Web is growing rapidly. In addition, companies are turning into a production and modify the content using the CMS under the web-based. It can be a very important part to provide users with the content. Currently web services are designing a UI to the device and provided. To improve the ease of use, they are enhancing services only by survey and analysis of the patterns of all users. Most are designed without considering the UX only in the technical aspects. In this paper, to break the limits that apply to all users of the Web service pattern analysis, we propose a visualization system via the animation based on the individual user's movement patterns and usage patterns. Through this convergence is expected to be able to transform the web from the central manager to the user UX and the planning aspects researchers.

Analysis of the Factors for the Box Office Success in Korean, Chinese and Japanese Film Market Approach to the Storytelling (스토리텔링의 관점에서 본 영화흥행요소분석 - 한국·중국·일본영화를 중심으로)

  • Park, Chul
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.7
    • /
    • pp.51-61
    • /
    • 2013
  • This Paper aims to explore the key factors that drive box-office success in Korean, Chinese and Japanese film market regarding to the storytelling of the movies. At first, I researched the top 20 movies at the box office of Korean, Chinese and Japanese film market from 2007 to 2011.And then I tried to figure out the key factors for the success and the differences among those countries. Usually the purpose of the movie planning in Korea is for the domestic market. In the profit structure of Korean film industry, it is really hard to focus on the overseas film market. In Chinese film market, recently it has been changed a lot especially film genre. The movie liked to watch is melodrama, romantic comedy movie It is being changed to the comedy genre from the war and martial arts movie. And it is emphasized the importance of the scenario in the film production. They want to watch their lives like a real and dreams at the movie and the movie tries to show this trend. In Japanese film market, they made movies in which TV drama, animation and cartoon according to the O.S.M.U. strategy. The movies like to watch are the blockbuster movies, horror movies, thriller movies and melodrama. Comparing with Korea and China, they like movies which show more fantastic and fairy tale imagination.

A Study on the AI Analysis of Crop Area Data in Aquaponics (아쿠아포닉스 환경에서의 작물 면적 데이터 AI 분석 연구)

  • Eun-Young Choi;Hyoun-Sup Lee;Joo Hyoung Cha;Lim-Gun Lee
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.3
    • /
    • pp.861-866
    • /
    • 2023
  • Unlike conventional smart farms that require chemical fertilizers and large spaces, aquaponics farming, which utilizes the symbiotic relationship between aquatic organisms and crops to grow crops even in abnormal environments such as environmental pollution and climate change, is being actively researched. Different crops require different environments and nutrients for growth, so it is necessary to configure the ratio of aquatic organisms optimized for crop growth. This study proposes a method to measure the degree of growth based on area and volume using image processing techniques in an aquaponics environment. Tilapia, carp, catfish, and lettuce crops, which are aquatic organisms that produce organic matter through excrement, were tested in an aquaponics environment. Through 2D and 3D image analysis of lettuce and real-time data analysis, the growth degree was evaluated using the area and volume information of lettuce. The results of the experiment proved that it is possible to manage cultivation by utilizing the area and volume information of lettuce. It is expected that it will be possible to provide production prediction services to farmers by utilizing aquatic life and growth information. It will also be a starting point for solving problems in the changing agricultural environment.

Development of a Mobile Application for Promoting Risk Communication on Food Additives Based on the Information Needs of Parents (학부모의 정보요구도에 기초한 식품첨가물 위해정보전달 스마트폰 애플리케이션의 개발)

  • Kim, Suna;Kim, Ye jee;Kim, Ji-Sun;Kim, Jeong-Weon
    • Journal of Food Hygiene and Safety
    • /
    • v.30 no.2
    • /
    • pp.132-142
    • /
    • 2015
  • The purpose of this study was to investigate the perception and information needs about food additives from the parents of elementary school children, and to develop a smartphone application (App) providing information about food additives, and finally to assess its educational effects. A survey was conducted in April 2013 by using a self-administered questionnaire, and total 358 responses were collected from the parents living in Seoul and Gyeonggi province. While purchasing processed foods, parents considered safety (40.5%) as the most important factor, and first checking item except production and expiration dates was origin labelling (35.4%), and chose foods with less food additives (63.1%). Parents recognized food additives as the most dangerous (42.7%), and 75.1% responded the level of danger as 'very dangerous'. However, 82.4% of parents didn't have experiences to get educations about food additives. Based on their information needs including the safety, legal standards and the foods containing food additives. a smartphone App designated as 'Catch up Food Additives' consisting of the definition, safety, food labelling guideline, management, animation about food additives was developed. When the App was exposed to the parents (n = 27), their negative perceptions on food additives were improved significantly. These results showed that providing information and education about food additives using smartphone App was very fast and effective for the promotion of risk communication on food additives with the parents.