• Title/Summary/Keyword: Contents Development Process

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A tailor-made process proposal for Interactive space using smart device (스마트 디바이스를 이용한 인터렉티브 공간의 맞춤형 콘텐츠 프로세스 제안)

  • Won, Jong Wook;Oh, Moon Seok
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.4
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    • pp.155-165
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    • 2013
  • For the service and creation of new space, the next generation smart device for interactive space using tailor-made contents process serve as an opportunity for the growth of new special display due to the integration of the latest digital technology. The application of next generation technology is in the field that most people expect. So, this thesis serving as the beginning, it is hoped that the smart mirror and wall industry in Korea will play a practical and academic momentum. An interactive environment which is the smart device can be realized when space displays based on smart device built on the experience of the user can provide various tailor-made processes such as academics, performances, meetings, virtual experience, exhibits and promotion, and through this a strategic direction was suggested for the development of each field.

Development of Teaching Media based on the Actual Field for Advertisement Drawings - focused on Understanding of Manufacturing Process of Outdoor Advertisement and Materials and Suggestion of Mock-up - (광고물 설계도면 수업을 위한 현장기반 수업매체 개발 - 옥외광고물의 제작과정, 소재이해, 실물모형 제안을 중심으로 -)

  • Lee, Hyun-Yi
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.383-389
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    • 2009
  • For teaching Advertisement Drawings practically, knowledge of Outdoor Advertisement Practice must be ahead of drawing practices. For understanding and practicing of various materials, treatments, manufacturing process and arrangement on drawings, it is desirable understanding outdoor manufacturing process, and making use of a mock-up. Actually, technical books about outdoor advertisement are very insufficient. As a teaching media based on the actual field for advertisement drawings, snapshots of the field and actual process and a mock-up of a signboard was prepared for practical application.

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Development of Intuitive Author for 3D Game/Animation Contents (효율적인 3D 게임 및 애니메이션 콘텐츠 제작을 위한 직관적인 저작 기술 개발)

  • Ji, Su-Mi;Lee, Jeong-Joong;Kim, Sung-Gook;Woo, Kyeong-Deok;Baik, Sung-Wook
    • Journal of Korea Multimedia Society
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    • v.13 no.5
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    • pp.780-791
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    • 2010
  • This paper presents a semi-autonomous authoring method which can intuitively create 3D game/ animation contents for unexperienced users. In particular, this method considers their convenience to provide them with easier authoring environments. The 3D game/animation contents created by this method consist of several scene components connected to each other in a logical flow structure. Thus, it is possible to easily understand the overview of 3D content description for its production and manipulate these scene components for efficient management. Four different genres of game/animation contents have been developed by using an authoring tool based on this method. According to results of a survey intended for game developers who created game contents with the authoring tool, this method is shown to save contents development cost/time as well as raise the efficiency and convenience of whole process of contents creation to the expected level.

A Study on the Prototyping for Developing Computer Game (컴퓨터게임 제작을 위한 프로토타입에 관한 연구)

  • Tak, Hwa-Eun;Kim, Sung-Kon
    • Archives of design research
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    • v.17 no.4
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    • pp.129-140
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    • 2004
  • The process of game development is contained of many steps that is hard to forecast success or failure. In order to develop successful game, the development period should be shorter, which could reduce development cost. In order to reduce development period and cost, it is needed to make a communication among planners, programmers, graphic designers and investors lively with a prototype as a communication tool. In this study, the concrete examples are demonstrated how to use prototypes as a tool for communication and feedback of team members, in the process of game development. This paper explains the characteristics of various types of prototypes according to types of game contents. This paper demonstrated two types of prototype according to development stage, one type is a prototype to gather feedback in the planning stage, the other is a prototype to make team members cooperate and communicate in the stage of production stage.

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Research on the Development Strategies of Confucius Institute for Expanding China's Foreign Trade

  • Yanni, Qiao;Jinge, Yao;Bae, Ki-Hyung
    • International Journal of Contents
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    • v.17 no.3
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    • pp.15-29
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    • 2021
  • The purpose of this paper is to explore how the Confucius Institute Chinese international promotion could better promote the development of China's foreign trade, by analyzing the distribution of the Confucius Institute worldwide, based on the theory of language economics, using SWOT analysis to analyze the advantages and disadvantages of the internal environment, opportunities and challenges of the external environment of Chinese international promotion of Confucius Institute. The following findings were gathered: as a language teaching institution and information exchange platform, Confucius Institute has the ability to share trade information and increase trade opportunities; to improve cultural identity and reduce transaction costs; to promote cultural communication and integration, and drive the development of related industries. The internal disadvantages were mainly reflected in the mismatch between the global regional distribution structure of Confucius Institutes, and the economic and trade structure, such as, the asymmetry between language, culture output, and demand. In addition, the management mechanism was not perfect. External opportunities were mainly new opportunities brought by economic globalization, cultural diversity, and the development of the Belt and Road initiative. External challenges were mainly influenced by the China threat theory and the fierce cultural competition among countries. The corresponding countermeasures were put forward based on the advantages of the platform and grasping the external opportunities: improving the quality of operation and speeding up the localization process; respecting cultural differences and realizing cultural common learning; seeking multilateral cooperation and enhancing the capacity for independent development.

A Study of Game Development Procedure for Creative Convergence Education (창의 융합형 교육을 위한 게임 개발 절차)

  • Chan-Il Park
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.63-64
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    • 2023
  • 4차 산업의 활성화와 더불어 창의 융합형 인력 양성이 중요한 요소로 자리 매김하고 있다. 인문학적 상상력, 과학기술 창조력, 인성, 융합, 가치 등이 창의 융합형 교육에서 중요한 요소이다. 본 논문에서는 창의 융합형 교육을 위한 게임 개발 절차를 제안한다. 게임개발 절차로 사전준비, 아이디어발상, 팀구성, 기술공유, 구현 그리고 결과공유 절차를 창의 융합형 인재 개발의 주요 요소와 연결하여 제안한다.

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The Study about The Manufacturing Environment and Developing Process of Mobile 3D Game (모바일 3D 게임 제작환경과 개발프로세스에 관한 연구)

  • Ko Byeong-Hee;Kim Soon-Gohn
    • Journal of Game and Entertainment
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    • v.1 no.1
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    • pp.23-30
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    • 2005
  • The paradigm of mobile game contents move from 2D to 3D due to the development of the recent mobile technology and the change of the market environment. Therefore the game manufacturers are concerned about them but the game is developed in the 3D solution manufacturers which have high technology and some major CP and the game is served through the mobile telecommunication companies. Almost of the small CP in Korea ·also judge the mobile 3D game as a next source of benefit so they prepare the development of the mobile 3D game in the future value in market and the industry survival strategy but the game has defects. They take more developing hours and cost than the 2D game and the lack of manpower for the development and the information. Therefore, in this study, we researched the manufacturing environment being the optimization of mobile environment and developing process of 3D game in order to grope for overcoming different these circumstances.

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Digital Media Design Curriculum: Focusing on Planning and Evaluation in Design Process (디지털미디어 디자인학과의 교과 과정 현황 및 교과 과정 제안: 계획 및 평가 프로세스를 중심으로)

  • Yoon, Young-Doo
    • The Journal of the Korea Contents Association
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    • v.10 no.10
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    • pp.190-196
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    • 2010
  • Digital media has evolved in different areas as a result of the development of media and communications technology. The development of such media has also affected design in general as well as the design process systems focused on computer systems. Specifically, study of digital media design is based on a variety media and the development of computers due to social and environmental changes. Additionally, study is required on the convergence of variety of research including business, computer science, and human ergonomics. Nevertheless, most curricula in domestic universities are biased towards training practical manpower rather than creative/analytical manpower. For this reason, interchange between and study in multidisciplinary courses is desirable. Therefore, this study analyzes the curricula of departments of multimedia design of major universities and suggests enhanced curricula based on an analysis of the current state and understanding of the problem.

Current status and issues of motion drawing education for animation (애니메이션을 위한 모션드로잉 교육의 현황과 과제)

  • Lee, Jong Han;Park, Sung Won
    • Cartoon and Animation Studies
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    • s.35
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    • pp.129-153
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    • 2014
  • This study is a process of studying an alternative educational model and a preceding analysis process of the study where a teaching method considering the expertise of animation is applied with a perspective of effectively increasing the animation drawing ability. The animation field which is the image contents is a visual art that delivers the story through the movement of the subject, and when looking only at the education related to the drawing, the items required for expertise should be clarified and the development of a systematic curriculum and teaching method is required. Therefore in this study, it aims to review the necessity of education model development by analyzing the educational contents and domestic and foreign curriculums that corresponds to the categorization of motion drawing considered with expertise of animation. As a result, it will be used as a basis for planning the educational model of a subject in the category of motion drawing. This process corresponds to the analysis phase of ADDIE educational model development and in the future, as an attempt for integrated studies, will lead to a study of developing and applying the educational model based on the functions of brain and creative mechanism.

Virtual Reality Program Model for Trauma Intervention in Multi-cultural Adolescents (다문화청소년의 트라우마 중재를 위한 가상현실 프로그램 모형)

  • Kim, Kyung-Sook;Song, Eun Jee;Kim, Min-Kyeong;Ju, Sejin;Kim, Min-Jung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.2
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    • pp.361-366
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    • 2017
  • As the technology of virtual reality has recently developed, virtual reality treatment programs for game addiction and alcoholism are being developed. The purpose of this study is to present a model of developmental process of virtual reality based cognitive behavior therapy program for trauma intervention in multicultural adolescents. The development of virtual reality program of cognitive behavior therapy consists of three stages. In the first step, In the first stage, the trauma characteristics including the main emotions and the expression problem due to the trauma experienced by the multicultural youth should be grasped. In the second stage, the contents of the development process and scope of the scenario for the cognitive behavior therapy for trauma should be presented. In the final stage 3, the study will examine the feasibility of implementing the scenario contents in the virtual reality program. Through this process, the intervention program development model that can lead the positive change of the multicultural youth was presented.