• Title/Summary/Keyword: Character contents

Search Result 1,124, Processing Time 0.031 seconds

Research of 3D graphic nursery contents for humanity education developed by mobile AR technology (모바일 기반 증강현실 기술을 활용한 창의인성교육 3D전래동화 콘텐츠 연구)

  • Park, Young-sook;Park, Dea-woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2016.10a
    • /
    • pp.337-339
    • /
    • 2016
  • In this paper, we researched the excellency of 3D graphic nursery contents for humanity and creativity education which is developed by mobile AR technology. AR technology has currentlypeople's attention because of the potential of future core contents. We allpied AR technology for kid's education of language, humanity and creativity. Well known nursery tales reconstructed by ICT technology give absorbing interest to kids, lead the curiosity of leading edge technology and friendly accept it as a part of daily life.

  • PDF

An Analytical Study on the Visual Innovation of the Animation <Spider-Man: Across the Spider-Verse>

  • Zhihui Chen;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
    • /
    • v.11 no.4
    • /
    • pp.352-357
    • /
    • 2023
  • This study focuses on the art style research of the 3D Animation <Spider-Man: Across the Spider-Verse>, exploring the film's innovation in art design. The article first analyzes how the movie skillfully blends American comics, watercolor painting style, Pollock drip painting, and ink painting, among other artistic techniques, to present a unique visual experience for the audience. By specifically dissecting the character design and scene composition in the movie, it explores the specific application of these art styles and their methods in digital image production. Ultimately, the paper emphasizes the contribution of <Spider-Man: Across the Spider-Verse> to 3D Animated cinema, particularly its innovation in the field of art design, as well as its inspiration and possibilities for the diversity of art styles in animated films. Overall, this study aims to provide in-depth academic insight into the field of animated film art design and to promote its development and innovation.

The Influence of Webtoon Usage Motivation and Theory of Planned Behavior on Intentions to Use Webtoon: Comparison between movie viewing, switching to paid content, and intention for buying character products (웹툰 이용동기와 계획행동이론 변인이 웹툰 관련 행동의도에 미치는 영향: 영화관람, 유료 콘텐츠 전환시 이용, 캐릭터 상품 구매의도의 비교)

  • Lee, Jeong Ki;Lee, You Jin;Kim, Byung Gue;Kim, Bo Mi;Choi, Sun Ryul;Koo, Ja Young;Koleva, Vanya Slavche
    • Korean Journal of Communication Studies
    • /
    • v.22 no.2
    • /
    • pp.89-121
    • /
    • 2014
  • In order to suggest a strategy for continuous growth of webtoon, this article examined webtoon usage motivation and tried to make a prediction about culture content products and services connected with webtoon, including intention for viewing movies, based on webtoon; intention for switching to paid webtoon content, and intention for buying webtoon character products. From the point of view of Uses and Gratification Theory intentions for using webtoon and human sociocultural behavior intention are already predicted but with the usefulness of Theory of Planned Behavior Integrated Model this study extended the explanation power of prediction about webtoon related behavioral intention. Results found 5 motivational factors for webtoon usage i.e. 'seeking information', 'entertainment and access availability', 'webtoon genre characteristics', 'influence from a friend or acquaintance', and 'escapism and tension release'. Among them the ones that influenced the intention for viewing movies, based on webtoon, were found to be 'webtoon genre characteristics', 'escapism and tension release' and the 3 variables from Theory of Planned Behavior. 'Seeking information', 'entertainment and access availability', 'webtoon genre characteristics', and all the 3 variables from Theory of Planned Behavior were found to influence the intention for switching to paid webtoon content. The intention for buying webtoon based character products was affected by the motivational factors 'seeking information', 'escapism and tension release' and the behavior and subjective norms variables from Theory of Planned Behavior. Based on the uncommon results from the research several suggestions were made for the continuous growth of webtoon.

Characterization of the Water Soluble Organic Fraction Extracted from a Sewage Sludge Amended Soil (Sewage Sludge를 시용(施用)한 토양(土壤)에서 추출(抽出)한 수용성유기물(水溶性有機物)의 화학구조적(化學構造的) 특성(特性))

  • Lim, Hyungsik;Volk, V.V.;Baham, J.
    • Korean Journal of Soil Science and Fertilizer
    • /
    • v.18 no.1
    • /
    • pp.38-49
    • /
    • 1985
  • The water soluble organic fractions (WSOF) from an agricultural soil (W), a soil treated with sludge for 6 years ($WS_6$), a sludge-soil mixture incubated for one week ($WS_1$), and sewage sludge (SS) were extracted, purified, and characterized by elemental analysis, functional group determinations, infrared, UV-visible, and proton nuclear magnetic resonance spectrosocpy. The SS was characterized by higher organic H, N, and P contents, a higher H/C ratio, and a lower C/N ratio than W. Total acidity carboxyl and phenolic hydroxyl group contents were generally highest in SS, intermediate in $WS_6$ and $WS_1$, and lowest in W. Overall aromatic character and aromatic carboxyl group contents were highest in W, and lowest in SS. Aliphatic proton, aliphatic carboxyl, and phenolic hydroxyl group contents were highest in SS, and lowest in W. Protein decomposition products were the pronounced components in SS, and decreased in concentration as the sludge component in the mixtures decreased. The $^1H$-NMR spectra suggested that the SS-protons were bound to a wider range of functional groups than W-protons. Structural complexities around the aromatic protons followed the following order: SS>$WS_1$>$WS_6$>W.

  • PDF

Structural Study on Dance Story-Telling (무용의 스토리텔링 구조연구)

  • Kim, Ki-Hwa;Baek, Hyun-Soon
    • The Journal of the Korea Contents Association
    • /
    • v.12 no.1
    • /
    • pp.265-274
    • /
    • 2012
  • This study aims to examine the physical language of dance art's acceptability of the discourse method of story-telling as a narrative discourse system from the view of story-telling of cultural contents. Dance, through the establishment of relationship between dancers and stage art, can form a discourse system with various literary devices including figures of speech, metaphors, and symbols. The argument over manifestation of dance's narrative components in the concept of story-telling is shown as follows; the background as an object can offer time and spatial backgrounds through stage art and the dancers' performance elements; and, for the character, the dancer himself can be the first-person-narrator and possibly makes plane personality descriptions. As for the elements of main affairs of dance, the stage art components present the background of primary motif of incident and the dancer's diverse relationships form conflicts through the correlation of solo dance, duet, and group dance. The plot as a process of developing the main affair is led by actant such as the dancer's mime actions, gestures, facial expressions, etc. The element of dance's revealing narration is the dance art itself and the developing structure of narration is the dance language's own grammar. Choreographers should compose persuasive dance texts to convey stories efficiently through character decisions, their actions, stage art's elements that display the time and spatial backgrounds, and the development of plot, as a narrative discourse of dance.

A Study on Strengthening the Window Effect of Content through Regional Cooperation of Local Traditional Cultural Resources - Focusing on cooperation with 'Namdo Renaissance' content (지역전통문화자원의 지역 협력을 통한 콘텐츠 창구효과 강화를 위한 연구 -'남도 르네상스' 콘텐츠와 연계 협력을 중심으로)

  • Jeong, Yeon Chul
    • Smart Media Journal
    • /
    • v.6 no.4
    • /
    • pp.101-109
    • /
    • 2017
  • Traditional cultural resources in the region have unique cultural characteristics and are highly likely to be differentiated content resources. Therefore, when local cultural resources are developed as content, they can be given a role as a brand symbolizing the region together with economic value creation. In this paper, we propose a method to utilize traditional cultural resources in Jeonnam region as content material and to strengthen the connection with 'Namdo Renaissance' project contents in Jeonnam province. We propose seven regions as a region with content relevance for inter-regional collaboration through resource elements and analysis of Jeonnam cities and counties. We suggest "Story SarangBang" so that we can uncover and systematize stories with symbolic character by region. The developed story resources are developed as experiential contents through realistic media production technology and virtual reality platform and expanded to tourism contents and expanded to the window effect of contents. Also, by expanding cooperation governance between regions, it is possible to enhance opportunities for development of joint contents and enhance utilization as tourist contents, thereby contributing to regional economic development and related industries development.

Remediation of 3D Movie on < Priest > (<프리스트>를 통해 본 3D 영화의 재매개)

  • Chung, Il-Hyoung
    • The Journal of the Korea Contents Association
    • /
    • v.12 no.1
    • /
    • pp.225-233
    • /
    • 2012
  • This study is focused on the relationship of old and new media with the concept of cultural interface. This study try to find out their similarities and differences of media contents and interface through contents analysis of text. As a results, there are competible coexistance of transparent immediacy and hypermediacy as a double logic of remediation. And the features of remediation that borrowing, aggressive, and absorb are showed cross each other. A related studies are focused on the narrative structure of story and on analysis of character, events, and background. And the other studies are focused on the policy of new media distribution. But, recent new media emphasizes the visualization of 3D technology and that strategy. Also they tries to convert a various media contents. Therefore, it is important to check and prepare those environmental changes of media. Then, more researches will be applied to remediation and cultural interface of this study. And I hope that they will be find an alternative strategy of contents and interface on media.

Analysis on Textbook Contents & Proposition on Direction of Textbook Writing for 'Teaching Practice' ('교직실무' 교재내용 분석 및 교재 집필 방향)

  • Kwon, Choong-Hoon;Cho, Heung-Soon
    • The Journal of the Korea Contents Association
    • /
    • v.12 no.9
    • /
    • pp.512-521
    • /
    • 2012
  • Recently, the criterion of teachers' qualification has been changed in Korea. 'Teaching Practice' was included new subject in the teaching training system since 2009. The purpose of this paper is to analyze the textbook contents and to propose the direction of textbook writing for 'teaching practice'. So the study contents of this paper are as follows ; First, it is to identify the changes of the teacher training system and the principles of collection on textbook materials. Second, it is to review the trends of the authors' character and the textbook contents on 'Teaching practice'. Finally, it is to proposal the direction of textbook writing for 'teaching practice'. For this study, the researchers collected 15 textbook published in Korea from 2009 to 2011. According to the results, the researchers to present the authors' number, authors' position, the system of chapter topics on the textbook. Based on these finding, the proposition of the textbook writing were present as follows: First, to change the criterion of national documents. Second, to collect the needs on the school fields widely. Third, to grasp the unique identity of subject that is isolated from the previous subjects, Fourth, it is to promote the joint writing form which is include professors and experts in the school field.

Analysis of learning preferenece using student's sympathetic-parasympathetic response (학습자의 교감/부교감 반응 분석에 의한 학습 선호도 분석에 관한 연구)

  • Kim, Bo-Yeon;Cha, Jae-Hyuk
    • Journal of Digital Contents Society
    • /
    • v.8 no.3
    • /
    • pp.355-363
    • /
    • 2007
  • One of major factors for learning achievement is the student's learning preference according to his character type. In course of learning, if a student studies e-learning contents opposed to his preference, then he would be under stress and his blood pressure and heart beat be changed. For measuring unwillingness, we used spectral components in frequency domain known as stress measure. For 13 children attending kindergarten we examined S(sensing)/ N(intuition) of MBTI and presented same learning contents during 10 minutes. During learning we gathered ECG signals, changed into HRV(heart rate variability), transformed time-varying HRV signal into spectral density in frequency domain. And then, we divided it into three areas of low(LF), middle(MF), and high-frequency(HF) and calculated stress measures by rates of those frequency area. We compared estimated stress measures of S group with them of N group whether students in different group preferred different contents or not. Experimental shows that students according to MBTI type prefer different contents.

  • PDF

A Study on the Usability of Digital Humans in New Media Contents

  • Jihan Kim;Jeanhun Chung
    • International journal of advanced smart convergence
    • /
    • v.12 no.4
    • /
    • pp.300-305
    • /
    • 2023
  • This thesis is a study of content development utilizing media outlets to date through digital humans. The trend of global content is that the video content industry, including the character business, is growing. Lil Michela, who was selected as one of the 25 most influential people on the Internet by Time magazine in 2018, Nasua, who appeared in a SK Telecom commercial, and Rosie, who appeared in a Shinhan Bank commercial, are representative. Digital humans, which are driving new content, are computer-generated human characters with various characteristics and are referred to as virtual humans, metahumans, and cyber humans. With the rise of the metaverse after COVID-19, digital humans are being utilized in various forms such as media and marketing as an element of visual content. In the form of media, we can see that the boundaries between the offline and digital worlds are converging, and in the form of marketing, we can see that digital humans connect consumers and products more naturally. In the form of interaction, it is possible to achieve two-way communication through various methods of operation, and through these factors, it is possible to go beyond behavioral communication in the form of memorialization to emotional communication through AI technology. What can be seen through these processes is that through the currently developing digital human production methods and AI functions, not only experts but also non-experts can create quality contents, and new directions of contents will appear, and contents that can provide immediate feedback by bringing consumers and creators closer together have been studied.