• Title/Summary/Keyword: Design game

Search Result 1,507, Processing Time 0.025 seconds

A Study on the Analysis and Application Strategy of the Characters Developed by the Local Governments - Focused on the Characters of 31 Cities and Goons of Gyeonggi Province - (지방자치단체 캐릭터 분석 및 활용전략에 관한 연구 - 경기도 31개 시ㆍ군의 캐릭터를 중심으로 -)

  • 정현원;한광식
    • Archives of design research
    • /
    • v.16 no.4
    • /
    • pp.129-140
    • /
    • 2003
  • As the importance of Culture Technology (music, publication, mobile, film, video, cartoon, animation, character, game, broadcasting etc) is increased, the field of character industry recently has been recognized as an independent brand value beyond the existing view point of simple designing; it also has been given much attention as a main axis leading the cultural industry of the 21 st century. The character of a local government plays roles such as a symbolic part of a region, parts of tourism and public relations, and a profit-making function, which results into generation of regional image and activation of regional economy. However, the present application strategy of the character is only limited to an early stage of regional advertisements. In this context, this study is aimed to investigate and analyze the character development of local governments, especially 31 cities and goons of Gyeonggi Province, comparing with those of local governments of Japan. In the long run, this will provide some suggestions for strategy of character applications. Then, this research is expected to be used as basic reference materials for character development of other local governments and government agencies.

  • PDF

A Study on the Status of Affairs and Vision of Fashion Specialists - Focusing on the Field Related to Multi-Media - (패션스페셜리스트의 현황 및 비전에 관한 연구 - 멀티미디어분야를 중심으로-)

  • Park, Song-Ae
    • Journal of the Korea Fashion and Costume Design Association
    • /
    • v.9 no.2
    • /
    • pp.179-192
    • /
    • 2007
  • This study is to search for a new area and a new kind of occupation for fashion in the field of multi-media such as a movie, drama, mass-culture and advertisement, as a basic investigation to improve a potential of a development of fashion in the future, to keep in step with the trend of the changes under the environment of cultural renovation. In this reports, the field and vision of new contents in fashion will be proposed. The definition and environment of multi-media were examined, and various kinds and work areas of new fashion specialists were defined. 12 professionals in each fields relative to multi-media were selected and the status of affairs, problems and requirements of fashion specialists were investigated through the in-depth interviews with them. Finally new fields and visions were suggested on it's future course. The kind of fashion-specialist on the field related to multi-media were like this: 1. Fashion-stylist, Art-director and Image-maker for star on the field of Video industry. 2. Fashion-illustrator for making animation-game character, Avatar fashion product designer and Internet shopping buyer for Online-business industry. 3. Fashion PR director, Fashion-photo stylist for Advertisement industry. 1 classified new field on the field related to multi-media as the above, and I researched the role of specialist in each field and the status of affairs and vision.

  • PDF

Study on the Design Method of the Energy Harvesting Smart Sensor for Implementing IoT Service (IoT 서비스 구현을 위한 에너지 하베스팅 Smart Sensor 설계 방안 연구)

  • Jang, Ho-Deok
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
    • /
    • v.11 no.1
    • /
    • pp.89-94
    • /
    • 2018
  • This paper investigated the design method of the smart sensor for implementing IoT (Internet of Things) service. The power supply of sensor consistently acquisting data is based on the energy harvesting technology and designed with piezoelectric transducer not affected by surrounding circumstances. The wireless communication interface for the transmission of data is designed with BLE (Bluetooth Low Energy). BLE is highly adequate wireless communication technology for low power consumption and short distance wireless communication. The main application of BLE is beacon whose usage range is extended from O2O (Online to Offline) service, navigator based on indoor positioning technology, and anti-theft/lost child prevention service to mobile game. This paper studied the method to extend wireless coverage for complementing the short wireless transmission distance of BLE. The wireless sensor network based on CATV network is proposed for the easy construction of BLE sensor network and extended wireless coverage.

The Boundary Conditions of Free-to-Play Business Model in the Economic Perspective: a case study (경제학 관점에서 부분유료화 게임 비즈니스 모델 분석 및 사례 연구)

  • Yoo, Changsok;Jung, Jaeki;Lee, Sachiko
    • The Journal of the Korea Contents Association
    • /
    • v.14 no.11
    • /
    • pp.883-892
    • /
    • 2014
  • Free-to-play business model, which first commercialized in Korea, now becomes crucial sales drivers in the game industry, but the theoretical background is not well known that most of free-to-play content business models are developed based on the guts and trial-and-errors. In this study, we verified that the price discrimination theory in economics is the backbone of the free-to-play business model, and we also derived the three boundary conditions that should be satisfied in the business model design. We reviewed the three boundary conditions of free-to-play business model using case studies of previous games, and showed how the boundary conditions should work in the actual business. Through case studies, we tried to suggest the theoretical basis of free-to-play business model design, and sales enhancing techniques in free-to-play business.

Effectiveness of the Multimedia Contentware (멀티미디어 콘텐트웨어의 효과연구-교감적 의미전달을 위한 정보설계를 중심으로-)

  • 안상혁
    • Archives of design research
    • /
    • v.11 no.3
    • /
    • pp.165-174
    • /
    • 1998
  • A development of the Digital Media through media convergency is creating various contents business. Basically, contentware can be explained as something watching, listening or enjoying. It has been developing to tie a moving image with a sound and a game; something that was in the entertainment business in the past. The good way to get an insight on effectiveness of the multimedia contentware would be though the understanding of the change of communication style in digital medium. Thus, this paper covers the effectiveness problems in the semantic level rather than the accuracy and efficiency in the syntactic level in the digital media mediated communication. As the trends of the media cornsumption is moving toward more an interesting way, it is essential to build up commoness in terms of sympathy between a contentware and user. So this paper introduces the concept of commom fields of experience through the fundamentals of the phatic communication as a way to architect the multimedia content effectively.

  • PDF

The Recognition Method for Focus Level using ECG(electrocardiogram) (심전도를 이용한 집중도 인식 방법)

  • Lee, Dong Won;Park, Sangin;Whang, Mincheol
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.2
    • /
    • pp.370-377
    • /
    • 2018
  • Focus level has been important mental state in user study. Cardiac response has been related to focus and less clarified. The study was to determine cardiac parameters for recognizing focus level. The sixty participants were asked to play shooting game designed to control two focus levels. Electrocardiogram was measured during task. The parameters of time domain and frequency domain were determined from ECG. As a result of independent t-test, RRI, SDNN, rMSSD and pNN50 of time domain indicator were statistically significant in recognizing focus level. LF, HF, lnLF and lnHF of frequency domain were observed to be significant indicator. The rule base for recognition has been developed by the combination of RRI, rMSSD and lnHF. The rule base has been verified from another sixty data samples. The recognition accuracy were 95%. This study proposed significant cardiac indicators for recognizing focus level. The results provides objective measurement of focus in user interaction design in the fields of contents industry and service design.

A Study on the Planning Strategy of Tenant Variety and Placement for Urban Entertainment Center (도심 쇼핑센터(UEC)의 테넌트 구성 및 배치계획에 관한 연구)

  • Lee, Hyun-Soo;Oh, Jung-Ah
    • Korean Institute of Interior Design Journal
    • /
    • v.21 no.2
    • /
    • pp.174-185
    • /
    • 2012
  • The purpose of this study is to suggest planning strategy of tenant mix for UEC based on the final result of tenant mix analysis of five different research cases. The following is the comprehensive explanation about the result of tenant mix planning strategy for UEC currently in operation and when planning a new facility. First, overall research cases in this study show the tendency of following an old tradition, which stresses direct sales focusing on retail and dining adaptation. In order to compensate the defect, it is suggested to adopt new type of tenants with the functional mix of retail and dining with entertainment rather than decreasing the proportion of retail and dining tenant and increasing it of entertainment tenant. Second, the floorplan of UEC should adopt racetrack or circuit form that can stimulate shoppers' circular movement so to expose them to as much tenants as possible. Service consumption mode related tenants are required to place on the side or the edge of UEC, while retail consumption mode related tenants should be planned in the center. Among dining consumption mode related tenants, impulse dining tenants like a coffee shop should be placed at the turning point or at the end of the pathway, destination tenants like a restaurant and a food court, on the other hand, is needed to be placed in the center of the space. In case of Entertainment related tenants, destination tenants like bookstore or multiplex should also be placed at the end of the pathway, and on the way to those tenants, it is required to place general tenants that can share target customers with them. On the contrary, game center or record shop like tenants that can stimulate impulse sales should be placed on the visitor's main move or near the other destination tenants. Third, anchor tenants play an important role in gathering people to the UEC, and then induce them to visit the other tenants that are located near the anchors. Thus it is suggested to plan to place general tenants on the same floor as anchor tenants are placed so they can share the characteristics of target customers which create synergy effect.

  • PDF

Feasibility Analysis and Curriculum Design for the Business Simulation Learning (경영 시뮬레이션 학습의 타당성 분석 및 교수모형 설계)

  • Lee, Jae-Won;Park, Jin- Meyoung
    • The Journal of the Korea Contents Association
    • /
    • v.9 no.8
    • /
    • pp.309-323
    • /
    • 2009
  • Business simulation learning is a business education method of the software applications that applied for the university's management training. Its interest is increasing as management training tools to simulate the virtual enterprise and to learn the business management knowledge, management skills, experience and problem-solving. This research was done for the feasibility analysis and management education model design of the business simulation learning. As a prior research to the introduction and operation of the university's business simulation learning curriculum, the need and literature research on the possibility recognition of classes for college students and corporate executives, a demand survey research and analysis was done and discussed the necessity and possibility of the business simulation learning for the industry and universities education area. In addition, we designed a curriculum of the business simulation learning and presented some of education models of management for the university's management training purpose by using the results of the survey research and literature analysis.

3D Modeling of Safety Leg Guards Considering Skin Deformation and shape (피부길이변화를 고려한 3차원 다리보호대 모델링)

  • Lee, Hyojeong;Eom, Ran-i;Lee, Yejin
    • Korean Journal of Human Ecology
    • /
    • v.24 no.4
    • /
    • pp.555-569
    • /
    • 2015
  • During a design process of a protective equipment for sports activities, minimizing movement restrictions is important for enhancing its functions particularly for protection. This study presents a three-dimensional(3D) modeling methodology for designing baseball catcher's leg guards that will allow maximum possible performance, while providing necessary protection. 3D scanning is performed on three positions frequently used by a catcher during the course of a game by putting markings on the subject's legs at 3cm intervals : a standing, a half squat with knees bent to 90 degrees and 120 degrees of knee flexion. Using data obtained from the 3D scan, we analyzed the changes in skin length, radii of curvatures, and cross-sectional shapes, depending on the degree of knee flexion. The results of the analysis were used to decide an on the ideal segmentation of the leg guards by modeling posture. Knee flexions to 90 degrees and to $120^{\circ}$ induced lengthwise extensions than a standing. In particular, the vertical length from the center of the leg increases to a substantially higher degree when compared to those increased from the inner and the outer side of the leg. The degree of extension is varied by positions. Therefore, the leg guards are segmented at points where the rate of increase changed. It resulted in a three-part segmentation of the leg guards at the thigh, the knee, and the shin. Since the 120 degree knee-flexion posture can accommodate other positions as well, the related 3D data are used for modeling Leg Guard (A) with the loft method. At the same time, Leg Guard (B) was modeled with two-part segmentation without separating the knee and the shin as in existing products. A biomechanical analysis of the new design is performed by simulating a 3D dynamic analysis. The analysis revealed that the three-part type (A) leg guards required less energy from the human body than the two-part type (B).

Application Method of Image Restoration based on Augmented Reality to Museum Education (증강현실을 이용한 복원영상의 박물관 교육분야 활용방안)

  • Won, Kang-Sik
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.6
    • /
    • pp.205-212
    • /
    • 2010
  • Interest in the augmented reality is growing and increase of Smartphone is changing people's life style. The purpose of this study is to explore application method of image restoration based on augmented reality to museum education. Museum is the proper place that audience, including students could learn culture and history of past time. This study suggests that using smartphone application which is used by image restoration with augmented reality is efficient to museum audience's understanding and interest. A game design for domestic museums is planned. Smartphone application which is used by image restoration with augmented reality also could be utilized for exploring historic sites or enjoying local festivals.