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Development of Busan Marine Tourism Contents using Storytelling -Focusing on the Development of Marine Leisure Theme Course in Galmaetgil- (스토리텔링을 활용한 부산 해양관광 콘텐츠 개발 -갈맷길에서의 해양레저 테마 코스 개발을 중심으로-)

  • Lee, Bo-Bae;Kang, Bum-Kyu
    • The Journal of the Korea Contents Association
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    • v.17 no.8
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    • pp.196-208
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    • 2017
  • Busan is one of the most popular tourist cities of the Republic of Korea. To develop differentiated urban brand as the nation's flagship maritime city, Busan needs to explore diverse marine tourism stories and develop related contents. For the purpose of developing storytelling as a way to facilitate the maritime tourism of Busan, this study attempted to i) create 'marine leisure Galmaetgil of Busan' contents using 5-step storytelling modules and ii) develop themed tour routes based on the marine tourist contents and related graphic elements such as tour route map and image editing. Galmaetgil is a beautiful trail developed along the coastal line. It is one of the most famous tourist contents of Busan. Based on this asset, Busan would be able to develop its own tourist contents as the nation's proud marine-leisure city. The emotional stories which can draw a great attention from the citizens and tourists and informative storytelling would make people understand and experience marine leisure in a fun and easy.

Analysis of Chinese Game Cosplay Photography - Focused on 'Qiwei Zoe' - (중국 게임 코스프레(cosplay) 사진 연구 - '칠미조(七味zoe)'를 중심으로-)

  • Jin, Tao;Lee, Sang Eun;Yang, Jong Hoon
    • The Journal of the Korea Contents Association
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    • v.17 no.11
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    • pp.470-478
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    • 2017
  • Costume play is an act of imitating the appearance or behavior of characters in digital games, cartoons or animations. In recent years, cosplay culture has become popular in China as the digital game is made into a movie. The number of cosers has also increased. Especially, Qiwei Zoe has been very popular among cosers because her cosplay photography reflects the understanding of the cosplay culture. A number of cosers admit that her work shows a commercial and artistic potential of cosplay photography. This paper analyzed how she maintains the contents of the original but creatively reimplementing them. She shoots the fantastic image of the character like it really exists in reality so that she can avoid excessive editing work. She emphasizes the character's action that symbolizes its personality and utilizes a variety of outdoor shooting locations similar to the original scenes. We also discussed how cosplay photographers can create cosplay photography by maintaining its artistic features.

A Study on Motion Graphic about Title Design in Hollywood Movies Trailer (할리우드 영화예고편 타이틀 디자인의 모션그래픽 연구)

  • Kim, Jong-Sung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.3
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    • pp.1021-1026
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    • 2012
  • The active use of motion graphic in the production of digital movies contents is a significant way to deliver the contents' messages clearly and intensely. The analysis of film expression characters of digital movies contents based on the motion effect provides a good tool to present an effective method for the production of films using motion graphic. Motion graphic, which can animate motionless movies and graphic images dynamically, is now used as an excellent tool in the editing of digital movies. So, this study aims to show systematically the expression characters of digital movies contents by using the production of films of motion graphic. It also aims to suggest an efficient production of films by analyzing major contents produced with motion graphic and after that examining their types and skills according to the genres and times.

Efficient Browsing Method based on Metadata of Video Contents (동영상 컨텐츠의 메타데이타에 기반한 효율적인 브라우징 기법)

  • Chun, Soo-Duck;Shin, Jung-Hoon;Lee, Sang-Jun
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.5
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    • pp.513-518
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    • 2010
  • The advancement of information technology along with the proliferation of communication and multimedia has increased the demand of digital contents. Video data of digital contents such as VOD, NOD, Digital Library, IPTV, and UCC are getting more permeated in various application fields. Video data have sequential characteristic besides providing the spatial and temporal information in its 3D format, making searching or browsing ineffective due to long turnaround time. In this paper, we suggest ATVC(Authoring Tool for Video Contents) for solving this issue. ATVC is a video editing tool that detects key frames using visual rhythm and insert metadata such as keywords into key frames via XML tagging. Visual rhythm is applied to map 3D spatial and temporal information to 2D information. Its processing speed is fast because it can get pixel information without IDCT, and it can classify edit-effects such as cut, wipe, and dissolve. Since XML data save key frame information via XML tag and keyword information, it can furnish efficient browsing.

An Implementation of a GPS Signal Generator based on FPGA and Indoor Positioning System (FPGA를 기반으로 한 GPS 신호생성기 구현 및 실내측위 시스템)

  • Choi, Jun-hyeok;Kim, Young-Geun;Ahn, Myung-Soo
    • Journal of Satellite, Information and Communications
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    • v.10 no.3
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    • pp.38-43
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    • 2015
  • This paper describes a GPS signal generator that can generate multiple satellite signals in real time at the RF level. It realizes the verified software algorithm on a FPGA. The algorithm models orbits and environmental errors such as ionospheric and tropospheric multipath. The position of a simulated receiver is one of simulation parameters. The hardware which consists of a digital logic board and an analog board can generate 16 simulated satellites signals at the same time. The users can generate spoofing signals and jamming signals as well as satellite signals by using the windows-based control software. In addition, the software provides GIS-based simulation scenarios editing tools. We verified the generator by using commercial receivers. As an application, we configured generators as indoor positioning systems and tested them in a building. To improve the accuracy of indoor systems is our further study.

The Practical Application Strategy of Video Production for Recording an Archeology (고고학 기록을 위한 영상제작 활용 방안)

  • Park Soon-Hong;Jeon Byeong-Ho
    • Journal of Game and Entertainment
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    • v.2 no.1
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    • pp.45-55
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    • 2006
  • The video production, as a recording data about the archeological survey, has advantages to be visualized in actuality and historical fact presented objects with elements such as moving images, audio(voice) and text(subtitle). While the report with text and images such as photographs and drawings does not present exactly, the video production can record a concrete excavation process to be difficult of represent with former media. To make a practical use the video production in archeological surveys, the use dimension should be expanded to the entire archeological excavations and the shooting and editing work should be done by those video production-specialized staffs. Ultimately, when this video production device is used but also for the survey purposes but also for the education, exhibition, and even commercial purposes, it can have the substantial meaning as a survey tool.

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3D Flight Path Creation using Sketch Input and Linear Spline Curves (스케치 입력과 선형 스플라인 곡선을 이용한 3D 항공경로 생성 방법)

  • Choi, Jung-Il;Park, Tae-Jin;Sohn, Ei-Sung;Jeon, Jae-Woong;Choy, Yoon-Chul
    • Journal of Korea Multimedia Society
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    • v.13 no.9
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    • pp.1373-1381
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    • 2010
  • Current flight maneuver diagram used by pilots is based on 2D spatial presentation, so it has limitation on display 3D flight information and hard to understand it instinctively. Flight animation authoring tools for this diagram are complex to use and lack useful features like non-linear editing of flight path and real-time interactivity on multiple aircrafts. This research focuses on 3D flight path generation method in the animation system for flight maneuver education. This research combines initial sketch input on 2D diagram with the thrust of an aircraft to generate 3D linear spline as close as to real flight. Using suggested linear spline creation method, the flight path can be visualized, edited, and animated in real-time at the flight maneuver briefing and debriefing.

Motion Simplification of Virtual Character (가상 캐릭터의 동작 단순화 기법)

  • Ahn, Jung-Hyun;Oh, Seung-Woo;Wohn, Kwang-Yun
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.10
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    • pp.759-767
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    • 2006
  • The level-of-detail (LoD), which is a method of reducing polygons on mesh, is one of the most fundamental techniques in real-time rendering. In this paper, we propose a novel level-of-detail technique applied to the virtual character's motion (Motion LoD). The movement of a virtual character can be defined as the transformation of each joint and it's relation to the mesh. The basic idea of the proposed 'Motion LoD' method is to reduce number of joints in an articulated figure and minimize the error between original and simplified motion. For the motion optimization, we propose an error estimation method and a linear system reconstructed from this error estimation for a fast optimization. The proposed motion simplification method is effectively useful for motion editing and real-time crowd animation.

Exploratory Study to Develop Customers' Experience Measurement Scale of H&B Store

  • NOH, Eun-Jung;CHA, Seong-Soo
    • The Journal of Industrial Distribution & Business
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    • v.11 no.7
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    • pp.51-60
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    • 2020
  • Purpose: Recently, Korean cosmetics distribution market has been reorganized with the H&B store. In the domestic cosmetics distribution market, existing brand road shops are decreasing, and multi-shops are leading the H & B stores, which have greatly improved their experience and content. In these environmental changes, the offline distribution channels are turning into the multi-editing shops that have introduced products of various brands and greatly enhanced experiences and contents. Nevertheless, most studies of factors and measurement items for measuring customer experience in the H&B store use Schmitt (1999)'s Strategic Experience Modules (SEMs). Therefore, the purpose of this study is to propose a measure that is practicable through consideration of the in-store customer experience components of the H&B store. Research design, data and methodology: Based on Schmitt's Strategic Experience Modules (SEMs), which are widely used in customer experience marketing, the metric pool was constructed through customer and literature research on H & B store managers. Since then, 101 preliminary surveys and 211 main surveys have been conducted in order to propose a dimension of customer experience and refine the metrics. Results: As a result of the research, H&B store's customer experience was derived from a measurement model consisting of 19 measurement items in total of five dimensions: environmental experience, intellectual experience, behavioral experience, tech experience, and relationship experience. This study analyzed that compared to the existing Schmitt's Strategic Experience Modules (SEMs), (1) emotional experience expanded to environmental experience, (2) Cognitive and relationship experiences are maintained (3) behavioral experience was subdivided into physical and technical experiences. In particular, the environmental experience has been proposed as a major component is an important point because the H&B store recently opened a large flagship store and is competitive in constructing a differentiated space. Conclusions: Related experience was seen as an important component of customer experience in the offline store, but in the process of refining the scale, interaction items with employees of the H&B store were removed, and rather, participation in the APP or SNS channel of the company, event Participation, interaction with other customers, etc. appear to be important, while suggesting the practical implications.

A STUDY ON THE ANALYSIS OF DIGITAL AERIAL PHOTO USING IMAGE SEGMENTATION (영상분할기법을 이용한 수치항공영상 해석에 관한 연구)

  • Kwon, Hyun;Lee, Hyun-Jik;Park, Hyo-Keun
    • Journal of Korean Society for Geospatial Information Science
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    • v.2 no.2 s.4
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    • pp.131-142
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    • 1994
  • Generally, there are two methods which generates the base map of Geo-Spatial Information System(GSIS). one is the digitizing of existing map, and the other is the analytical plotting method editing data acquired by sensors using computers. But the analytical plotting method and method of the digitizing of existing map is technically complex and has the disadvantages in the costs and time. The subject region of study(the Kwangyang province), was photographed by aircraft, and photographing scale was 1/6,000. Then this area was divided into two specific regions, the residential area, and the agricultural area. In this study, we developed the algorithm that generated base map of database in GSIS from the aerial photo. This algorithm is as followed. First, the digital aerial photos were generated using these aerial photos. Second, these digital aerial photos were enhanced by implementing the histogram equalization. Third, the objects of the enhanced images were extracted by implementing thresholding and edged detection techiques of image segmentation. Finally, these images could be used to updated the base map of database in GSIS. The result obtained from this study showed that method used by this study were more efficient than existing method in costs and time.

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