• Title/Summary/Keyword: Digital Game Space

Search Result 103, Processing Time 0.017 seconds

A Study on the Trend Analysis St Environment of Motion Graphic. -Focused on Historical Backgrounds of Motion Graphic Appearance- (모션그래픽의 환경과 경향분석에 관한 연구 -모션그래픽 출현의 역사적 배경을 중심으로 -)

  • Kim, Jae-Myoung
    • Archives of design research
    • /
    • v.18 no.2 s.60
    • /
    • pp.5-14
    • /
    • 2005
  • Graphic Design is being developed as a unique genre and widely applied to movie, TV broadcasting, music video, computer an, web design, animation, and game. Some university added motion graphics in their curriculum recently. However Motion Graphic has not been defined clearly and pedagogy of motion graphics was not studied enough. Motion Graphic is not merely moving picture. Its typical purpose and concept are evolving because of the diversified application. Meta-synthesis between media and hybrid development based on diverse approach and composite presentational methods are also changing Motion Graphic. Various technology such as photograph, analytical engine, hypermedia, multimedia, digital composite picture, network and interface should be studied to understand Motion Graphic. This study reviews the historic background of Motion Graphic mainly related to its advent. A fundamental definition of Motion Graphic including the space and time is suggested and the international trend is introduced. Future Motion Graphic and possible development was also predicted.

  • PDF

Predictable Effect and Usability of Smart-Phone Application for Elderly Dementia Prevention (노인치매예방 스마트폰 앱의 기대효과 및 유용성)

  • Kim, Soo-Jung;Choi, Yun-Jin
    • Journal of Industrial Convergence
    • /
    • v.17 no.4
    • /
    • pp.87-94
    • /
    • 2019
  • The purpose of this study is to predict the usefulness and predictable effects of the use of dementia prevention games and dementia management applications provided in smart-phones for the elderly. First, 6 dementia diagnostic tools used to verify the effectiveness of the dementia prevention program were selected and the cognitive domains tested by each diagnostic tool were extracted. Second, 29 smart-phone dementia prevention game applications and dementia management applications were selected and the expected effects after using these applications were analyzed in connection with the cognitive domain extracted from the dementia diagnosis tool. As a result, it was expected that it would be helpful to manage dementia prevention by improving cognitive function in certain areas when playing games or managing dementia continuously using smart-phone dementia prevention applications. Smart-phone dementia prevention applications will be useful in improving the cognitive ability of the elderly and preventing dementia by supplementing the limitations of the dementia prevention program that is operated offline through time-space ease of use, continuous usability and economic feasibility.

Usability Evaluation Model for Locomotion Technology in VR Space (VR 공간에서의 이동기술 평가를 위한 사용성평가 모델)

  • Ding, Xiu Hui;Xie, Qiao;Jang, Young-Jick;Yun, Tae-Soo
    • Journal of the Korea Convergence Society
    • /
    • v.10 no.9
    • /
    • pp.1-9
    • /
    • 2019
  • In this paper, we propose an evaluation model to evaluate the usability of locomotion technologies in a virtual environment (VE; Virtual Environment) and try to verify them through a case study. The order of this study firstly, the factors for analysis are derived through theoretical approach to locomotion technology on VR. Second, the definition and concept of mobile technology and usability evaluation in VR are established theoretically and the elements for analysis are derived through the literature survey through the theoretical approach to VE. Third, based on this, a usability evaluation model is proposed to evaluate locomotion technologies in the VE. Finally, the results are derived by experimenting and analyzing the existing VR games applied with the three locomotion technologies derived from the literature survey. Through this paper, the locomotion technology in VR is not used separately, but can propose mobile technology that conforms to VR game content characteristics by assessing its usability and analyzing it, and it is considered to be a significant data that can suggest criteria for identifying problems in locomotion technology.