• Title/Summary/Keyword: Digital contents

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Gameplay Experience as A Problem Solving - Towards The New Rule Spaces - (문제해결로서의 게임플레이 경험 - 새로운 법칙공간을 중심으로 -)

  • Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.25-41
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    • 2009
  • The objective of this study is to develop an analytic framework to code systematically the gamer's behaviour in MMO(Massively Multi-player Online) gameplay experience, to explore their gameplay as a problem solving procedure empirically. Previous studies about model human processor, content based protocol, and procedure based protocol are reviewed in order to build the outline of the analytic framework related to MMO gameplay. The specific gameplay actions and contents were derived by using concurrent protocol analysis method through the empirical experiment executed in MMORPG gameplay. Consequently, gameplay are divided into six actions : kinematics, perception, function, representation, simulation, and rule (heuristics, following, and transcedence). The analytic framework suitable for MMO gameplay was built. As a result of this study, we found three rule spaces in the problem solving domain of gameplay that are an heuristics, a following of the rule, and a transcendence of the rule. 'Heuristics' denotes the rule action that discovers the rule of game through trial-and-error. 'Following' indicates the rule action that follows the rule of game embedded in game by game designers. 'Transcendence' presents the rule action that transcends that. The new discovered rule spaces where 'Following' and 'Transcendence' actions occur and the gameplay pattern in them is provided with the key basis to determine the level design elements of MMO game, such as terrain feature, monster attribute, item, and skill et cetera. Therefore, this study is concludes with key implications to support game design to improve the quality of MMO game product.

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A Study of Use of Body Motions and Body-weighted Values for Motion Display in Virtual Characters (신체 가중치를 이용한 동일 감정 표현의 몸동작 변형)

  • Lee, Chang-Sook;Jin, Da-Xing;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.125-135
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    • 2010
  • Body motions are commonly used to express emotions in virtual characters based on body parts, which are frequently employed in games. For this purpose, it is necessary to create different types of animations corresponding to the emotions shown by virtual characters. Therefore, a large of number of animations should be created for different gestures depending on the level of human emotion. In this paper, we propose a method for displaying gestures with various degrees of complexity on the basis of the level of emotion in virtual characters. In particular, this method can be used to display passive and exaggerated expressions by adding weighted values to the frames that rotate the characters to make them show different gestures depending on the level of emotion. To verify the effectiveness of the proposed method, we use the Emotional Animation Tool (EATool), with which body-weighted values can be applied to the actual or virtual characters. After assigning different emotions to walking motions in the newly developed environment, we apply different body-weighted values depending on the level of each emotion. The results of a comparative test reveal that a given type of walking motion differs with the level of emotion.

A Study on the patterns of land use change based on the digital parcels (필지중심 토지이용변화패튼엔 관한 연구)

  • 김정훈
    • Spatial Information Research
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    • v.10 no.1
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    • pp.153-164
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    • 2002
  • This used a new method to capture the neighbouring relationship among parcels. To define the neighbouring relationship, all the surrounding parcels in the study area can be identified as neighbours of the current parcel as long as they touch each other even at a point. To examine neighbouring parcels on all polygons of the study area, this study used ArcViews avenue programming which visited each polygon in turn and produced an outfile containing the parcel record ID and the contents of each of the adjacent parcels. The second thing is to translate the record IDs of neighbouring parcels into land use. For this, this study used the Lookup function in Excel to obtain neighbouring land use. To deal with how to calculate the ratio of each land use to neighbouring land uses, this study used Visual Basic. finally, this study considered a term of neighbour land use as the ratio of the number of urban use adjacent parcels to the total number of adjacent parcels. This study shows that GIS and spatial analysis can be applied to land use change in the urban fringe area at a very detailed level using municipal parcel data which occupies about 80% of administrative affairs, especially at the local government level in Korea. The results of analysis can be useful for local government to understand its situation and to manage land use efficiently in the urban fringe. The methodology developed in this study is especially useful for an empirical approach.

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Creating Cultural Consumer Value in Corporate Culture Marketing. -Focused on Cultural Space 'SpigenHall' and Opera , Apple Steve Jobs' 10th Anniversary Memorial Study- (기업 문화마케팅의 문화소비자 가치 창출 -융복합문화공간 '슈피겐홀'과 오페라 <스티브 잡스의 혁명>을 중심으로, 애플 스티브 잡스의 10주년 추모 연구-)

  • Oh, Se Jong
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.3
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    • pp.111-116
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    • 2020
  • This is a case study of corporate culture marketing to commemorate the 10th anniversary of the death of Steve Jobs on October 5, 2021. Corporate culture marketing seeks to derive cultural consumer values through Steve Jobs' fandom, and to increase corporate brand image and achieve profits. According to Big Data, Steve Jobs' brand image was derived from 'Innovation', 'First', 'Creativity', 'Change', and 'Design'. So, the relationship between Spigen convergence culture space 'SpigenHall', which is highly related to Steve Jobs' brand image, and the opera , which is made of the material of former Apple CEO Steve Jobs, is analyzed with big data and culture. We investigated the opinions of content experts. SpigenKorea and the digital opera are designed to provide Steve Jobs' story of joy and sorrow, offer VIP members' premium services, press publicity is 'the first in Korea', GangNam's suitable for famous celebrity performance venues and cultural and artistic venues 'SpigenHall', the revenue of the performance ticket was selected as a donation. This study is suitable for researching the life story of male CEOs and planning a cultural city. The limitations of the study need to analyze various works by genre and attempt to analyze consumer values according to the industry.

Quality Characteristics of Sulgidduk Added with Cabbage Powder (양배추 분말을 첨가한 설기떡의 품질 특성)

  • Yang, Mi-Ok
    • Journal of the East Asian Society of Dietary Life
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    • v.19 no.5
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    • pp.729-735
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    • 2009
  • The objective of this study was to evaluate the quality characteristics of Sulgidduk added with cabbage powder. The moisture contents of Sulgidduk added with cabbage powder ranged from 37.2 to 33.7% and were significantly lower than those of the control. As the amount of cabbage powder increased, the L-value was reduced, while the a- and b-values were increased. In terms of textural characteristics, Hardness, Adhesiveness, Springiness, Cohesiveness, Gumminess, and Chewiness decreased with greater concentrations of cabbage powder. Sensory evaluation revealed that the favorite degree of color, flavor and taste received high increasing scores with increasing addition amounts of cabbage powder, while the Chewiness did not differ significantly (p<0.05) among the samples. The moistness found to be highest in the control, while it decreased as the amount of cabbage powder increased. The overall acceptance was highest as (6.00) for the Sulgidduk (CS6) that contained 6% of the cabbage powder. Overall, the results of this study indicate that adding 6% cabbage powder to Sulgidduk was produced the optimal results, and provided good quality characteristics and high overall acceptance.

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Implementation of a Web-based Hybrid Engineering Experiment System for Enhancing Learning Efficiency (학습효율 향상을 위한 웹기반 하이브리드 공학실험시스템 구현)

  • Kim, Dong-Sik;Choi, Kwan-Sun;Lee, Sun-Heum
    • Journal of Engineering Education Research
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    • v.10 no.3
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    • pp.79-92
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    • 2007
  • To enhance the excellence, effectiveness and economical efficiency in the learning process, we implement a hybrid educational system for engineering experiments where web-based virtual laboratory systems and distance education systems are properly integrated. In the first stage, we designed client/server distributed environment and developed web-based virtual laboratory systems for digital systems and electrical/electronic circuit experiments. The proposed virtual laboratory systems are composed of four important sessions and their management system: concept learning session, virtual experiment session, assessment session. With the aid of the management system every session is organically tied up together to achieve maximum learning efficiency. In the second stage, we have implemented efficient and cost-effective distant laboratory systems for practicing electric/electronic circuits, which can be used to eliminate the lack of reality occurred during virtual laboratory session. The use of simple and user-friendly design allows a large number of people to access our distant laboratory systems easily. Thus, self-guided advanced training is available even if a lot of expensive equipment will not be provided in the on-campus laboratories. The proposed virtual/distant laboratory systems can be used in stand-alone fashion, but to enhance learning efficiency we integrated them and developed a hybrid educational system for engineering experiments. Our hybrid education system provides the learners with interactive learning environment and a new approach for the delivery of engineering experiments.

In-Situ based Trajectory Editing Method of a 3D Object for Digilog Book Authoring (디지로그 북 저작을 위한 3D 객체의 In-Situ 기반의 이동 궤적 편집 기법)

  • Ha, Tae-Jin;Woo, Woon-Tack
    • Journal of the HCI Society of Korea
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    • v.5 no.2
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    • pp.15-24
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    • 2010
  • A Digilog Book is an augmented reality (AR) based next generation publication supporting both sentimental analog emotions and digitized multi-sensory feedbacks by combining a conventional printed book and digital contents. As a Digilog Book authoring software, ARtalet provides an intuitive authoring environment through 3D user interface in AR environment. In this paper, we suggest ARtalet authoring environment based trajectory editing method to generate and manipulate a movement path of an augmented 3D object on the Digilog Book. Specifically, the translation points of the 3D manipulation prop is examined to determine that the point is a proper control point of a trajectory. Then the interpolation using splines is conducted to reconstruct the trajectory with smoothed form. The dynamic score based selection method is also exploited to effectively select small and dense control points of the trajectory. In an experimental evaluation our method took the same time and generated a similar amount of errors as the usual approach, but reduced the number of control points needed by over 90%. The reduced number of control points can properly reconstruct a movement path and drastically decrease the number of control point selections required for movement path modification. For control manipulation, the task completion time was reduced and there was less hand movement needed than with conventional method. Our method can be applicable to drawing or curve editing method in immersive In-Situ AR based education, game, design, animation, simulation application domains.

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Light ID and HMD-AR Based Interactive Exhibition Design for Jeonju Hanok Village Immersive 3D View (전주 한옥마을의 실감 3D View를 위한 Light ID 및 HMD-AR 기반 인터렉티브 전시 설계)

  • Min, Byung-Jun;Mariappan, Vinayagam;Cha, Jae-Sang;Kim, Dae-Young;Cho, Ju-Phil
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.4
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    • pp.414-420
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    • 2018
  • The digital convergence looking for new ways to engage visitors by superimposing virtual content on projection over the real world captured media contents. This paper propose the Light ID based interactive 3D immersive exhibition things view using HMD AR technology. This approach does not required to add any additional infrastructure to be built-in to enable service and uses the installed Lighting or displays devices in the exhibit area. In this approach, the Light ID can be used as a Location Identifier and communication medium to access the content unlike the QR Tag which supports provide the download information through web interface. This utilize the advantages of camera based optical wireless communication (OWC) to receive the media content on smart device to deliver immersive 3D content visualization using AR. The proposed exhibition method is emulated on GALAXY S8 smart phone and the visual performance is evaluated for Jeonju Hanok Village. The experimental results shows that the proposed method can give immersive 3D view for exhibit things in real-time.

Analysis of Status about Theses and Articles Related to Domestic STEAM Education (국내 STEAM 교육 연구 논문의 현황 분석)

  • Kim, Young-Heung;Kim, Jin-Soo
    • 대한공업교육학회지
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    • v.42 no.1
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    • pp.140-159
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    • 2017
  • The purpose of this research was to collect and select the theses and articles of the STEAM education in domestic and to analyze a research status by the review, then to suggest a direction of the further research in technology education. The objects of this research were the theses and articles of the STEAM education in domestic published from January 2007 to June 2016. I collected the theses and articles by using the search engine of the Korean Academic Information Service, the Korea Education and Research Information Service, the National Assembly Digital Library, and finally selected 821 theses and articles for the objects. I analyzed the theses and articles by verifying their subjects, abstracts and contents, and applied the analysis framework developed in advance. I used the frequency analysis, the cross analysis to analyze the datas statistically. Also, I used SPSS 18.0 program. Drawing on the finding of this research, major conclusions of this research were as follows. First, the researches of the STEAM education in domestic had been studied numerously from 2012 to 2015, but it has been decreased since 2016. Second, the researches of the STEAM education in domestic have been studied numerously for the development of the educational program and the instructional source. Third, the research objects of the STEAM education in domestic have been studied numerously for elementary school, middle school and high school in a row. Forth, the researches of the STEAM education in domestic have been focused numerously on a science. Fifth, the researches of the STEAM education in domestic have been concerned mainly about the creativity effect among other educational effects.

A Study on the Gap Analysis between Expectation and Perceptions of Users for IPTV Services based on N-Screen Technology (N-Screen 기술 기반 IPTV서비스에 대한 이용자의 기대와 인지 간의 GAP분석에 관한 연구)

  • Kim, Jun Soo;Kang, Sang Ug;Lim, Gyoo Gun
    • The Journal of Society for e-Business Studies
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    • v.18 no.2
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    • pp.205-222
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    • 2013
  • One of the recent important issues in IT fields is the convergence. It had been simply focused on functional convergence of technologyies. However the convergence in terms of businesses or services also has been made in recent years. The convergence between broadcasting and telecommunication industries can be possible because the e-transformation of broadcasting industry based on digital technology such as multimedia and multi-channel, can be combined with the high speed telecommunication network. It is giving a birth of various convergence services such as IPTV. IPTV is a kind of new service that is combined with the convergence of network, contents, and device. Nevertheless the controversy about the scope and the value of this new convergence service has constantly been raised; for example, what is the difference between IPTV and Internet TV? or what are the benefits that customers can have? This study measured the expectation level and the cognitive level of users before and after using the service and analyzed the gap between the importance and the satisfaction of the service. From this study, we proposed the priority of each function by analysing Importance-Performance Analysis(IPA) method to suggest required functions of IPTV service based on N-Screen technology. This study will identify the gap of awareness level between service providers and end users for the functions of broadcasting and telecommunications convergence service and suggest a solution enhancing user satisfaction.