• 제목/요약/키워드: Game Company

검색결과 136건 처리시간 0.36초

A Study on the Perception of Metaverse Fashion Using Big Data Analysis

  • Hosun Lim
    • 한국의류산업학회지
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    • 제25권1호
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    • pp.72-81
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    • 2023
  • As changes in social and economic paradigms are accelerating, and non-contact has become the new normal due to the COVID-19 pandemic, metaverse services that build societies in online activities and virtual reality are spreading rapidly. This study analyzes the perception and trend of metaverse fashion using big data. TEXTOM was used to extract metaverse and fashion-related words from Naver and Google and analyze their frequency and importance. Additionally, structural equivalence analysis based on the derived main words was conducted to identify the perception and trend of metaverse fashion. The following results were obtained: First, term frequency(TF) analysis revealed the most frequently appearing words were "metaverse," "fashion," "virtual," "brand," "platform," "digital," "world," "Zepeto," "company," and "game." After analyzing TF-inverse document frequency(TF-IDF), "virtual" was the most important, followed by "brand," "platform," "Zepeto," "digital," "world," "industry," "game," "fashion show," and "industry." "Metaverse" and "fashion" were found to have a high TF but low TF-IDF. Further, words such as "virtual," "brand," "platform," "Zepeto," and "digital" had a higher TF-IDF ranking than TF, indicating that they had high importance in the text. Second, convergence of iterated correlations analysis using UNICET revealed four clusters, classified as "virtual world," "metaverse distribution platform," "fashion contents technology investment," and "metaverse fashion week." Fashion brands are hosting virtual fashion shows and stores on metaverse platforms where the virtual and real worlds coexist, and investment in developing metaverse-related technologies is under way.

Research on the Development of One IP(intellectual property) Animation & Game in Chinese Market

  • Pan, Yang;Choi, Chul-Young;Meng, Zilu
    • International Journal of Internet, Broadcasting and Communication
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    • 제11권2호
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    • pp.67-75
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    • 2019
  • "No IP, No Content" has become a phenomenon in the content industry, high-quality IP has a strategic importance. It has become a Trinity in the movie-anime-game basic package, Competition is more intense. However, there is a tremendous amount of know-how hidden behind the use of IP to operate games well. We are worth exploring in detail. The research and analysis of digital IP market, the advantages and disadvantages will be the focus of our pragmatic research. As an emerging market in the digital industry, China has great research value. This paper analyzes the status quo of the current Chinese market by comparing the mature US and Japanese markets. For example, the research of American Disney Company analyzes the mature market structure of Japan. compared with the excellent case of the Chinese market legend of qin. By studying the current situation of China's digital market, analyzing the interest trends of the customer base, discovering existing problems and improving the accuracy of the prediction and judgment of the Chinese digital market in the future.According to the survey, the IP heat is mainly concentrated in six categories of games, animation, TV, variety, movies, and novels. At present, the most popular IP of manufacturers have three major categories. This article will conduct research and analysis on digital IP, and analyze the market status of China, the United States, and Japan and the research on outstanding representative works in the market.

가상의 3D와 실제 로봇이 동기화하는 시스템 및 플랫폼 (Game Platform and System that Synchronize Actual Humanoid Robot with Virtual 3D Character Robot)

  • 박창현;이창조
    • 한국엔터테인먼트산업학회논문지
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    • 제8권2호
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    • pp.283-297
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    • 2014
  • 미래 인간의 삶은 사회, 경제, 정치와 개인 등 삶의 전 영역에 걸쳐 다학제적 기술의 파급효과 증대에 의해 혁신될 것이다. 특히 로봇 분야와 로봇을 이용한 차세대 게임 분야에서는 다학제적 기여와 상호작용에 의해 더욱 더 기술간 융합화가 가속화 될 것으로 전망된다. 본 연구는 지금까지의 "인간-로봇 인터페이스 기술"의 기술적인 한계 및 시공간적 제약을 뛰어넘는 새로운 인터페이스 모델로, 기존 인간-로봇 인터페이스 기술에서 가질 수 없는 다양한 모달리티(modality)들의 융합을 통해 보다 신뢰성 있으며 편하고 자유로운 "인간-로봇 인터페이스 기술"의 연구이다. 이족보행의 휴먼로봇과 모바일 기기 화면의 3D 콘텐츠(contents) 로봇(가상로봇)의 동작과 위치 값을 실시간적으로 연동하는 동기화(Synchronization) 엔진을 개발하고, 상호간의 정보를 주고받기 위한 무선 프로토콜(Protocol) 및 효율적인 티칭(Teaching)을 위한 학습에 의한, 다이렉트 티칭앤플레이(Direct Teaching & Play)의 티칭 프로그램 개발과, 이를 이용한 로봇 게임 시스템을 연구한다.

Modified Structural Modeling Method and Its Application: Behavior Analysis of Passengers for East Japan Railway Company

  • Nagata, Kiyoshi;Umezawa, Masashi;Amagasa, Michio;Sai, Fuyume
    • Industrial Engineering and Management Systems
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    • 제7권3호
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    • pp.245-256
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    • 2008
  • In order to cope with the ill-defined problem of human behavior being immanent uncertainty, several methodologies have been studied in game theoretic, social psychological and political science frameworks. As methods to arrange system elements systematically and draw out the consenting structural model concretively, ISM, FSM and DEMATEL based on graph theory etc. have been proposed. In this paper, we propose a modified structural modeling method to recognize the nature of problem. We introduce the statistical method to adjust the establishment levels in group decision situation. From this, it will become possible to obtain effectively and smoothly the structural model of group members in comparison with the traditional methods. Further we propose a procedure for achieving the consenting structural model of group members based on the structural modeling method. By applying the method to recognize the nature of ill-defined problems, it will be possible to solve the given problem effectively and rationally. In order to inspect the effectiveness of the method, we conduct a practical problem as an empirical study: "Behavior analysis of passengers for the Joban line of East Japan Railway Company after new railway service of Tsukuba Express opened".

모바일 게임 인앱구매에 영향을 주는 요인에 관한 연구 (An Empirical Analysis of In-app Purchase Behavior in Mobile Games)

  • 장문경;김창근;유병준
    • 경영정보학연구
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    • 제22권2호
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    • pp.43-52
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    • 2020
  • 모바일 게임 산업은 빠르게 성장하는 산업으로 이미 놀라운 크기의 시장 규모를 가지고 있다. 이러한 모바일 게임의 산업적 중요성에 따라 점차 구매의도에 대한 연구와 함께 실제 인앱구매 행동에 관한 연구가 요구되고 있다. 따라서 본 논문은 국내 모바일 게임업체에서 제공한 실제 게임 로그 데이터셋을 분석하여 인앱 구매의 핵심 동인을 연구하였다. 구체적으로, 목표 지향적, 습관적, 그리고 사회적 상호작용적 게임플레이의 인앱구매에 대한 영향을 분석하고, 추가적으로 게임플레이와 구매 행동과의 재귀적 관계도 고려하였다. 음이항 회귀분석 분석 결과, 모든 요인들이 당기의 인앱구매에 긍정적인 영향을 미치는 것으로 나타났다. 또한, 일반화 적률법 분석 결과, 이전의 습관적인 게임플레이는 인앱구매에 긍정적인 영향을 미치지만, 이전의 사회적 상호작용적 게임플레이와 이전의 인앱구매는 현재의 인앱구매에 부정적인 영향을 미치는 것으로 나타났다. 이러한 연구 결과를 토대로 본 연구는 모바일 게임플레이의 다양한 특성들이 인앱구매에 미치는 영향에 대한 이해를 향상시킬 수 있으며, 나아가 연구자와 실무자에게 의미 있는 통찰력을 제공할 수 있을 것으로 기대된다.

로그자료 분석을 통한 인터넷 서버의 용량 분석 (Capacity Analysis of Internet Servers Based on Log-Data Analysis)

  • 김수진;윤복식;이용주;강금석
    • 경영과학
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    • 제19권1호
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    • pp.29-38
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    • 2002
  • Due to the rapid increase In the Internet traffic volume, ISPs are faced with the definite need of the expansion of server capacity. In order to Provide prompt services for customers and still prevent excessive facility cost, it is critical to determine the optimum level of internet server capacity. The purpose of this Paper is to provide a simple but effective strategy on the expansion of servers capacity according to the increase in internet traffic. We model an internet server as an M/G/m/m queueing system and derive an efficient method to compute the loss probability which, In turn, Is used as a basis to determine proper server capacity. The Process of estimating the traffic parameter values at each server based on log data analysis is also given. All the procedures are numerically demonstrated through the process of analyzing actual log data collected from a game company.

시나리오 역학 게임을 통한 신속 시스템 설계/검증방법 -패키지 응용시스템을 대상으로- (Rapid System Design/Validation Method through Scenario Based Role Playing Game -for Package Based System Implementation-)

  • 예동경;이용재;강두호;최열현
    • 한국CDE학회지
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    • 제4권2호
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    • pp.30-35
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    • 1998
  • Recently, many enterprises wish to preoccupy competitive positions in the market by motivating themselves towards CALS(Commerce At Light Speed) and try hard to achieve system implementation with the use of new concept-based backbone systems such as ERP(Enterprise Resource Planning) or PDM(Product Data Management). However, unfortunately there is an inevitable discrepancy during implementation period between package vendors and customers due to lack of clear methodology and misunderstanding about system. In some cases, consensus on partially verified system design invokes customers'continuous change demands and often it tends to result in unnecessary project delays. PDM application system implementation project of the company L has been studied here to solve these sorts of problems. The major yields of this work are achievement of a willing approval from customers and rapid system design under a time-limited and conceptually defined project scope and finally, through fully verified system design, we were able to reach successful system implementation.

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엑셀러레이터의 출현과 엑셀러레이터 서비스 단계 연구 (A Study on Accelerator Emergence and Accelerator Service Stage)

  • 최중빈
    • 한국IT서비스학회지
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    • 제18권3호
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    • pp.129-141
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    • 2019
  • Currently, there is a wave of second startup companies in Korea as well as within the global market, and the role of accelerators have become highly important at the center of changes. In the early 2000s, Y-Combinator has made Airbnb and Dropbox grow into a global company, and its start-up support model has begun to gain worldwide attention, and further became the beginning of the "accelerator" industry. The accelerator industry has been expanding rapidly throughout the United States, Britain and Israel, as well as China and Southeast Asia in recent years. As of the end of 2018, more than 130 accelerators have been operating in Korea, starting with Primer in 2010, and the scope of its activities has been expanding into specialty fields such as Pintech, bio industry, and Block chain, as well as Game. The purpose of this study is to study the role of the accelerator through the phenomenon of these accelerators and their step-by-step support services.

A Study on the Corporate Management Strategy of OTT Service: Focusing on Coupang Play

  • Jae Hyun, Cho;Min Jung, Kang
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권1호
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    • pp.150-156
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    • 2023
  • In a recent study, the phenomena of attention being drawn to the media business, particularly over-the-top (OTT) services, was the focus. Particularly, after the Squid Game was broadcast in September 2021, the total number of Netflix users had topped 213.6 million since the company first entered the domestic market. Domestic companies have also introduced OTT services like 'Wave', 'Tving', and 'Watcha Play' to capitalize on this market trend. However, questions persist about how Korea's native OTT providers, both large and small, are being harmed by Netflix's strong financial position and massive content quantity. In order to offer realistic performance metrics, we analyze Coupang Play among domestic OTT service providers after reviewing the business model and management strategy of representative OTT service firms.

중국 온라인 유통시장의 발전과 시장진출 전략 (Chinese Online Circulation Market and Market Approaching Strategy)

  • 송재두;이찬우
    • 디지털융복합연구
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    • 제15권8호
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    • pp.477-487
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    • 2017
  • 중국의 소비시장이 성장함에 따라 중국 내수시장 진출에 대한 새로운 전략이 필요한 시점이다. 중국은 전자상거래를 활성화하기 위하여 통관 물류 시스템 개선 및 세제 혜택 등 다양한 지원을 강화하고 있다. 이에 따라 이 연구는 게임이론과 국내 제조기업의 진출사례 SWOT분석 방법을 활용하여 중국 온라인 유통시장에 대한 접근전략을 도출하였다. 중국 온라인 유통시장은 Alibaba와 Jingdong이 전체 시장의 약 80%를 차지하는 과점 형태로 게임이론을 따르면 한국 기업과 중국 기업이 선택할 수 있는 경우의 수는 저 위험 저 수익의 진출 최소화에서 중등 위험 중등 수익의 시험적 수용으로 전환될 가능성이 있음을 알 수 있었다. 또한 중국 온라인 유통시장에 진출한 기업의 SWOT 분석을 통해 중국 온라인 유통시장진출에 앞서 오프라인 시장에서 자사 제품 및 브랜드 인지도를 제고하여야 한다는 점과 중국 현지에 적합한 현지화 모델을 준비해야 한다는 시사점을 도출할 수 있었다.