• Title/Summary/Keyword: Digital content production

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Tablet PC based Convergence Educational Serious Game for Children (태블릿 PC 기반의 융합형 아동 교육용 기능성 게임)

  • Ko, Jeong-Won;Lee, Ji-Won;Kim, Mi-Hye;Jung, Hye-Kyung;Park, Sung-Jun
    • Journal of Korea Game Society
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    • v.14 no.1
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    • pp.59-68
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    • 2014
  • As the prevalence of mobile platforms, expanding digital content production and also increasing interest about the serious game. However, existing educational serious games are short of application of educational function and lower effectiveness that not linked with off-line education. In this paper, we developed an educational serious game 'Rice-Mimi Adventure' for children based Tablet PC. The Games are designed five steps by four elements that storytelling, playing, music and cooking. Specially, players interaction between characters should be increase their own concentration and interest. For the effectiveness verification that linked education of on/off-line, experiment to 126 students of 3,4th grade in Choenan. A result shows positive data that on/off-line linked education using Tablet PC and effectiveness of game contents applied design factors. For this work, we should find effective class and teaching method using digital contents in off-line education for children.

Study on Efficient Responsive Web Design for Individual Search Contents of Korean Portal (국내 포털의 개별형 콘텐츠 검색 영역 데이터에 기반을 둔 효율적인 반응형 웹 디자인에 관한 연구)

  • Lim, Kyeng Gyu;Cho, Hee Jun;Lee, Goo Yeon
    • Journal of Digital Contents Society
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    • v.16 no.4
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    • pp.513-522
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    • 2015
  • Various types of digital displays from PC monitor up to smart watch have been developed in response to the dramatic technological progress of electronics. Accordingly, web content creators have the need to provide web contents respectively depending on the different display environments, which increases production time and costs. As a technique for overcoming this, the responsive web design method has been proposed, which means a web page with the size of the screen being adjusted depending on the types of display. Although the responsive web system is increasingly implemented in the region of contents search pages of domestic portals, there are still many cases that contents are implemented separately for PC and for mobile. In this paper, we investigate the responsive types of the web implementation of contents search pages of domestic portal, and propose an efficient new UI for responsive web to individual types of contents search pages which responsive design is not applied to.

Study on the Production of Interactive Multimedia Content using Floating Holograms (플로팅 홀로그램을 활용한 인터랙티브 멀티미디어 콘텐츠 제작 연구)

  • Choi, Junhwan;Kim, Jun
    • Journal of Digital Contents Society
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    • v.19 no.9
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    • pp.1625-1630
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    • 2018
  • Image presentation ways have recently been growing, and hologram, which is one of the next generation image presentation methods, has been developed through a lot of researches, but it is difficult to embody. Therefore, a similar hologram method has been used for different multimedia contents to present the hologram-like effects. This paper intends to investigate ways to effectively use a floating hologram method as one of the pseudo hologram methods to apply to interactive multimedia contents. It also aims to produce works applying a motion sensor to contents of a boxed form using the floating hologram method while studying real-time interaction between sound and image presented from audience's participation to provide researches on advantages and disadvantages of utilizing hologram and the technology while suggesting complementary methods on them.

Status and development direction of Virtual Reality Video technology (가상현실 영상 기술의 현황과 발전방향 연구)

  • Liu, Miaoyihai;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.405-411
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    • 2021
  • Virtual reality technology is a new practical technology developed in the 20th century. In recent years, the related industry is rapidly developing due to the continuous development and improvement of virtual reality (VR) technology, and various image contents that are realistic through the use of virtual reality technology provide users with a better visual experience. In addition, it has excellent characteristics in terms of interaction and imagination, so a bright prospect can be expected in the field of video content production. This paper introduced the types of display of VR video, technology, and how users view VR video at the current stage. In addition, the difference in resolution between the past VR equipment and the current equipment was compared and analyzed, and the reason why the resolution affects the VR image was explored. Among the future development of VR video, we will present some development directions and provide convenience to people.

A case study on the promotional animation of the mobile game 'Honour Of Kings' (모바일 게임 <왕자영요>의 홍보 애니메이션 사례연구)

  • JIANG, QIANQIAN;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.19 no.8
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    • pp.293-299
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    • 2021
  • With the development of OSMU mode in the game industry, the most popular 3D mobile game 'Honour Of Kings' in China, in addition to the entertainment effects of the game itself, has paid more attention to the production of promotional animation video contents in recent years. The huge animation market is generating abundant game revenue for 'Honour Of Kings'. This paper selected the most popular game promotional animations 'MU BIAO' and 'Bu Ye Chang'an' through a survey of 30 CG promotional animation in the official story station of 'Honour of Kings'. Important elements such as rich stories and the special effects of the gorgeous scenes, etc are summarized. Through the research of this paper, grasped the importance of promotional animation content in the game industry, and can expect the common growth of the game industry and the animation industry, which is one of the ways to create high profits in the game market.

PBSL(Project based Self Learning) for Pre-production of Game·Animation·Visual Images (게임·애니메이션·영상 기획 프로젝트 수업을 위한 PBSL(Project based Self Learning))

  • Lee, Hyun-Seok
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.467-474
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    • 2019
  • Key areas of digital contents, the games and animation industries are increasingly expanding. Therefore, training of a specialized workforce is required in accordance with these enterprises' growing demand. Education in the field of games and animation lies in cultivating talents with creative thinking, collaboration, and problem-solving skills. Thus, this paper aims to propose a PBSL teaching model for creative convergent talent through game and animation projects. The study will focus on the characteristics of creative convergence talents, project teaching, and related job competencies for game and animation education. Based on literature research, a 'Project Based Self Learning' instructional model is presented, in which creative thinking and collaboration competencies are explained in a way they can be performed by the learner. As a case study, D University's class was applied with PBSL. A survey showed that the autonomy aspects were higher than the creativity and convergence attitudes, indicating that the students improved their autonomy and motivation. However, the team composition needs further supplementation.

Problems of Using Cyberdramaturgy in Modern Foreign Cinematography

  • Portnova, Tatiana V.
    • International Journal of Computer Science & Network Security
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    • v.22 no.10
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    • pp.25-30
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    • 2022
  • The article is devoted to the actual problem of the use of digital technologies in modern cinema in developed countries. The purpose of the study is to identify the essence of the term "cyberdramaturgy" and the problems of its use in modern film production. The research methodology is based on a systematic approach and includes the methods of the general scientific group (analysis, synthesis, deduction, induction), as well as a number of special methods: the method of content analysis of scientific literature on the research topic; sociological survey method; as well as the method of statistical analysis. The results of the survey were analyzed using the Neural Designer program (a tool for advanced statistical analytics) and translated into a graphical diagram format for clarity of perception. Answers in 75 questionnaires were evaluated by the average score for six analysis criteria, which made it possible to bring all the calculations to a 10-point scale. As a result of the study, the author of the article concluded the following: directors believe that the use of cyber analogues of actors and backgrounds leads to the blurring of genres, the hybridization of cinema and animation; directors are also concerned about the problem of replacing the director himself with a special program. The writers are completely concerned with the problem of machine scripting with almost infinite variability beyond the human imagination. Directors-producers believe that the cyberdramaturgy development will lead to completely new standards of cinematic quality, sharply different from the traditional assessment of acting and scene setting, to the appreciation of 3D animation as the highest category in the art. Such innovations actually devalue all international cinematography awards, as cyberdrama reduces the value of cyberactors to zero. It is impossible to bail out an "Oscar" or a "Golden Globe" award for a digital double or a separate cyber model that is used in the film instead of the actors.

A study on the development of fashion illustration course using contour drawing (콘투어 드로잉을 활용한 패션 일러스트레이션 교과 개발 연구)

  • Kim, Koh Woon
    • The Research Journal of the Costume Culture
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    • v.28 no.4
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    • pp.508-526
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    • 2020
  • This study has established a fashion illustration education plan using the contour drawing that fosters observational ability and enables creative drawing. This study developed two illustration curriculum proposals consisting of 15 weeks, combining literature and case studies. The researchers organized a step-by-step teaching plan that utilizes contour drawing according to the three stages of fashion illustration classes: foundation courses, general courses, and intensive courses. When the contour drawing is used at the beginning stage of the foundation courses of fashion illustration, it can be used as a technique to reduce the fear of students about practical skills, induce interest in illustration, and cultivate observation ability about objects. In general process, it is combined with various tools and coloring materials to strengthen expression power, and it is possible to produce detailed expressions and illustrations about human body and clothing. In intensive courses, it is expanded to the production of creative works with new aesthetics through digital techniques and mixed materials. As such, the contour drawing is expanded in various ways according to the learning contents and goals of each step, and is flexibly adjusted according to the learning content. Contour drawing has the effect of acquiring observation and expression ability, and it is analyzed as a technique that enables the production of creative illustration of students.

Development of Instructional Materials for Micro-UAV Design and Production Program using 3D Printers and Its Application (3D 프린팅을 이용한 소형 무인기 설계·제작 교육 프로그램을 위한 수업자료 개발과 적용)

  • Kim, Sitae;Kim, Minseong;Kong, Dongjae
    • Journal of Engineering Education Research
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    • v.24 no.5
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    • pp.46-52
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    • 2021
  • This study introduces the development and application of instructional materials for a micro-UAV (unmanned aerial vehicle) design and manufacturing program in university education for freshman/sophomore students. The ADDIE methodology was applied to the development of educational materials, which consist of 15 lessons including the aircraft design theory, 3D CAD modeling, 3D printing production, and UAV flight control. The validity of the program was evaluated with 8 expert panels. A total of 82 participants from engineering and social science grouped the 16 teams for the creative UAV wing design and cooperative interactions. The results of overall program satisfaction survey was measured highly as the average 4.54 (out of 5), so that the students were content with the professional engineering knowledge, 3D digital tools, and the opportunity to design and manufacture airplanes on their own. In conclusion, it can be confirmed that the developed program is effective for UAV education for junior level college student.

The establishment of the secondary copyright according to the production method of the 3D stereoscopic video content and the attribution (3D입체영상 콘텐츠의 제작방법에 따른 2차적 저작권 성립 여부와 귀속에 관한 연구)

  • Lee, Sung-Gil;Kim, Gwang-Ho;Kim, Joon-Gi
    • Journal of Digital Contents Society
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    • v.15 no.2
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    • pp.237-250
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    • 2014
  • In this paper, the research problem (1) 2D to 3D stereoscopic images to create the work, the stereoscopic 3D production work in accordance with the method works independently of the 2D image derivatives can be recognized as whether the rights were discussed. (2) In addition, 3D imaging work has to be recognized as a derivatives, the copyright belongs create derivatives and about the rights of attribution investigated.