• Title/Summary/Keyword: Game Broadcasting

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A Development of Product Design for Launching in New Market - inkel Car Navigation (WideTouch) - (Car Navigation 신시장 진출을 위한 제품디자인 개발사례 연구 - 인켈 와이드터치(WideTouch) -)

  • Seo, Hong-Seok
    • Science of Emotion and Sensibility
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    • v.9 no.spc3
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    • pp.225-234
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    • 2006
  • Car Navigation market is rapidly emerging in Korea recently. And it adds the multiple functions which are various traffic and travel information, DMB(Digital Multimedia Broadcasting) TV, game, movie and music. It is evolving as a killer application device of Car Infotainment (Information & Entertainment). On the other hand, the technical barrier which is pushing into the market is low and the competition is intense in process of time. In the market situation, the design differentiation is embossed with important element. In this case study, focused on inkel which specialized in Audio/Video launching into the Car Navigation market with the new brand 'WideTouch', we tried to provide successful product design strategy based on proactive research on the market for the design differentiation through the target segmentation of the new generation, middle-aged and a woman consumer.

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A Study of Contents's Effect on Intercultural Communication (콘텐츠가 문화커뮤니케이션에 미치는 영향)

  • 신정숙
    • Archives of design research
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    • v.11 no.1
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    • pp.33-42
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    • 1998
  • The movie, (Jurassic Park) made by ultramodern Computer Graphics has earned 100 million dollors admission fee in 9 days after opening release and has earned 3000 million dollors that add direct income to relative field income composed by fancy industry, theme park, and so on. If you compare the income with hollywood movies with ours total amount of export, you will know the contents industry scale Many countries weight on contents industry in national supports movies, now. All image softwares that have same target movies, computer game, animation, etc. compress to contents to entertainment and was expected to secure the superiority on the 21th ultramodern media industry. The one have hegemony 21th information period if how much have the contents by the dizital broadcasting. But meaning of intercultural communication play on important part more value of contents than value of political and economical aspect.

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Use of Drones in the cultural industries (드론의 문화산업분야 활용방안에 관한 연구)

  • Yoon, Hongkeun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.4
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    • pp.99-112
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    • 2015
  • Drones are more formally known as unmanned aerial vehicles without a human pilot aboard. Its flight is controlled either autonomously by onboard computers or by the remote control of a pilot on the ground. This research aims to analyze market trends and technological developments of drones, use cases and constraints of drones in the cultural industries take advantage of the possibility of future drones. Drones are looking for broadcasting, movie, theater, games, toys drones and racing games in a variety of cultural industry. The biggest problem of drone shall provide penalties for breaches of privacy and security issues in the debate. Drones performances are required such as battery capacity and compactness because of the technical limitations. The drones are expected to be used in various fields such as journalism drone, performance tools, augmented reality games, kidult culture. The drones can create a new cultural industry market such as the combination of robotics and drone journalism, drone crowded theater, utilizing drones character games, racing games etc. In conclusion, drones help reduce manpower, time and costs dramatically and will contribute to creating added value in the cultural industries.

3D Spatial Interaction Method using Visual Dynamics and Meaning Production of Character

  • Lim, Sooyeon
    • International journal of advanced smart convergence
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    • v.7 no.3
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    • pp.130-139
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    • 2018
  • This study is to analyze the relationship between character and human semantic production through research on character visualization artworks and to develop a creative platform that visually expresses the formative and semantic dynamics of characters using the results will be. The 3D spatial interaction system using the character visualization proposed generates the transformation of the character in real time using the interaction with user and the deconstruction of the character structure. Transformations of characters including the intentions of the viewers provide a dynamic visual representation to the viewer and maximize the efficiency of meaning transfer by producing various related meanings. The method of dynamic deconstruction and reconstruction of the characters provided by this system creates special shapes that viewers cannot imagine until now and further extends the interpretation range of the meaning of the characters. Therefore, the proposed system not only induces an active viewing attitude from viewers, but also gives them an opportunity to enjoy watching the artwork and demonstrate creativity as a creator. This system induces new gestures of the viewer in real time through the transformation of characters in accordance with the viewer''s gesture, and has the feature of exchanging emotions with viewers.

The Stream Generator for Syncronized Data Broadcasting Applications (동기화된 데이터 방송 애플리케이션 제작을 위한 스트림 생성기 개발)

  • Kim Se hoon;Jung Moon Ryul
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2003.11a
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    • pp.267-270
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    • 2003
  • 본 논문은 DVB-MHP 규약을 따르는 동기화 된 데이터 방송 애플리케이션을 제작하기 위한 스트림 생성기의 구현을 기술한다. 동기화 된 애플리케이션은 비디오와 공유된 시간기준을 가지며 특정시각에 발생한 이벤트(스케쥴드 스트림 이벤트)를 처리할 수 있는 애플리케이션이다. 동기화 된 애플리케이션을 위해서 스트림 생성기는 다음 작업을 수행한다. (1) NPT(Normal Play Time)를 수신기로 보내기 위해 NPT 참조서술자를 전송 스트림 내에 MPEG2 섹션으로 포장하여 넣는다. (2) 스케쥴드 스트림 이벤트들을 생성하여 전송 스트림내의 적당한 위치에 MPEG2 섹션으로 포장하여 넣는다. (3) 애플리케이션 프로그램과 스트림 이벤트에 대한 참조(reference)를 포함하는 객체 카로셀을 생성한다. DVB-J 애플리케이션은 DVB-MHP API중에 섹션필터 관련 API를 이용하여 전송된 NPT 참조 서술자를 읽어들이고 이로부터 NPT를 재구성하며, 스트림 이벤트 관련 API를 이용하여 스트림 이벤트를 처리하도록 구현한다 스트림 생성기가 생성한 MPEG2 전송 스트림으로 Interactive Game Show 애플리케이션을 제작하여 비디오와 애플리케이션이 사용하는 이미지 디스플레이간의 동기화를 테스트하였다.

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A Study on NaverZ's Metaverse Platform Scaling Strategy

  • Song, Minzheong
    • International journal of advanced smart convergence
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    • v.11 no.3
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    • pp.132-141
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    • 2022
  • We look at the rocket life stages of NaverZ's metaverse platform scaling and investigate the ignition and scale-up stage of its metaverse platform brand, Zepeto based on the Rocket Model (RM). The results are derived as follows: Firstly, NaverZ shows the event strategy by collaborating with K-pops, the piggybacking strategy by utilizing other SNSs, and the VIP strategy by investing in game and entertainment content genres in the 'attract' function. In the second 'match' function, based on the matching rule of Zepeto, the users can generate their own characters and "World" with Zepeto Studio. However, for strengthening the matching quality, NaverZ is investing in the artificial intelligence (AI) based companies consistently. In the 'connect' function, NaverZ's maximization of the positive interaction is possible by inducing feed activities in Zepeto & other SNSs and by uploading attractive content for viral effects in the ignition. For facilitating this, NaverZ expands the scale to other continents like Southeast Asia and Middle East with the localization strategy inclusive investment. Lastly, in the 'transact' function, based on three monetization experiments like Coin & ZEM, user generated content (UGC) fee, and advertising revenue in the ignition, NaverZ starts to invest in NFT platforms and abroad blockchain companies.

Understanding the Importance of Presenting Facial Expressions of an Avatar in Virtual Reality

  • Kim, Kyulee;Joh, Hwayeon;Kim, Yeojin;Park, Sohyeon;Oh, Uran
    • International journal of advanced smart convergence
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    • v.11 no.4
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    • pp.120-128
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    • 2022
  • While online social interactions have been more prevalent with the increased popularity of Metaverse platforms, little has been studied the effects of facial expressions in virtual reality (VR), which is known to play a key role in social contexts. To understand the importance of presenting facial expressions of a virtual avatar under different contexts, we conducted a user study with 24 participants where they were asked to have a conversation and play a charades game with an avatar with and without facial expressions. The results show that participants tend to gaze at the face region for the majority of the time when having a conversation or trying to guess emotion-related keywords when playing charades regardless of the presence of facial expressions. Yet, we confirmed that participants prefer to see facial expressions in virtual reality as well as in real-world scenarios as it helps them to better understand the contexts and to have more immersive and focused experiences.

3D Object Generation and Renderer System based on VAE ResNet-GAN

  • Min-Su Yu;Tae-Won Jung;GyoungHyun Kim;Soonchul Kwon;Kye-Dong Jung
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.142-146
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    • 2023
  • We present a method for generating 3D structures and rendering objects by combining VAE (Variational Autoencoder) and GAN (Generative Adversarial Network). This approach focuses on generating and rendering 3D models with improved quality using residual learning as the learning method for the encoder. We deep stack the encoder layers to accurately reflect the features of the image and apply residual blocks to solve the problems of deep layers to improve the encoder performance. This solves the problems of gradient vanishing and exploding, which are problems when constructing a deep neural network, and creates a 3D model of improved quality. To accurately extract image features, we construct deep layers of the encoder model and apply the residual function to learning to model with more detailed information. The generated model has more detailed voxels for more accurate representation, is rendered by adding materials and lighting, and is finally converted into a mesh model. 3D models have excellent visual quality and accuracy, making them useful in various fields such as virtual reality, game development, and metaverse.

A study of virtual human production methods: Focusing on video contents

  • Kim, Kwang Jib
    • International journal of advanced smart convergence
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    • v.13 no.1
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    • pp.23-36
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    • 2024
  • Interest in virtual humans continues to increase due to the development of generative AI, extended reality, computer graphics technology, and the spread of a converged metaverse that goes beyond the boundaries between reality and virtuality. Despite the negative public opinion that virtual humans were just temporary form of entertainment event in the early days of their emergence, the reason they are showing continuous growth is due to the unique characteristics of virtual humans and the expansion of diverse usage from technological advancements. The production of video content using virtual humans is becoming vigorously active, but currently there is limitation and no exact process for the technology to apply virtual humans to video content for it to be produced accordingly to the characteristics or situations of virtual humans. In this study, we investigated the characteristics of virtual human production technology methods & processes, and identifying the impact of each production technology on the production environment through examples of virtual human content applied to domestic and international video contents. In conclusion, by proposing an appropriate production method for each content, we hope to develop and assist production practitioners so they can effectively use virtual humans in video content production.

The impact of Fashion Brand Collaborations in Sandbox Games on Purchase Intention: The Role of Brand Coolness and Self-Avatar Identification

  • He Yang;Ding Hongyi;Geng Yingjie;Chen, Mingyuan;Yoo, Seungchul
    • International journal of advanced smart convergence
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    • v.13 no.3
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    • pp.214-226
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    • 2024
  • This study examines the impact of fashion brand collaborations in sandbox games on consumer purchase intentions, focusing on brand coolness and self-avatar identification. Through online surveys of U.S. consumers aged 20-40, it finds that aesthetics, scarcity, and familiarity contribute to brand coolness, with only aesthetics directly impacting purchase intentions. Emotional engagement, self-expression, and perceived enjoyment enhance brand coolness, with emotional engagement being the most influential, and all except perceived enjoyment positively affect purchase intentions. Brand coolness from collaborations positively impacts purchase intentions, indicating that positive consumer attitudes drive behavior. Self-avatar identification moderates the relationships between familiarity and brand coolness, self-expression, and purchase intentions, and moderates the mediating effect of brand coolness. The study underscores the importance of self-avatar identification in shaping consumer behavior and calls for further research in diverse industries and new marketing forms.