As a variety of HMD(Head Mounted Display) has come out, the production of 3D images onto which VR(Virtual Reality) technologies are grafted has been contributed to activating the production of image contents depending on a tangible or immersing type. VR-based image contents have enlarged their applicability across the entertainment industry from animation and game to realistic images. At the same time, the solution development for producing VR image contents has also gained elasticity. However, among those production solutions which have been used until now, fixed stereo camera based photographing has a limit that the binocular disparity of a user is fixed. This does not only restrict a way of expression a producer intends to direct, but also may cause the effect of 3D or space not to be sensed enough as view condition is not considered enough in a user's side. This study is aimed at resolving with skills applying in the latter part of 3D image production the problem that convergence points may be adjusted with restriction, which tends to happen at the time of the production of VR image contents. The later stage of the 3D imaging work analyzes and applies to game engines the significance of adjusting convergence points through the visualization of binocular disparity so that it is available to implement a function that the points could be controlled at random by a user.
Journal of the Korea Academia-Industrial cooperation Society
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v.17
no.1
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pp.99-110
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2016
This study examined the factors affecting the team identification of professional baseball fans. The factors were divided into the fan factor, game factors, and other factors. For the analysis, two investigators visited stadium three times in total and a total number of 297 spectators were sampled using a convenience sampling method from three baseball teams. For the fan factor, a fan who began supporting his/her team from childhood or after childhood was used as a dummy variable. The interaction effects between the fan factor and other variables were investigated to offer a stereoscopic understanding about the role of kids marketing. In addition, three game factors and four non-game factors were analyzed. The results regarding fan variable and interaction effects were obtained. Fans from their childhood have much stronger team identification, and show interaction effects with the players. Regression analysis revealed player, promotion and fan service, price, and regional connection to have positive relations with team identification. This study is especially meaningful in a sense that it has proposed positive results regarding marketing to children, and the results will contribute to both the academic field and the industry.
The growth of the mobile device market has changed the education market and led to the quantitative growth of various media education. In particular, smart devices, which have better interaction than existing PCs or consoles, can develop more user-friendly content, allowing various types of educational content and inducing changes in traditional education methods for consumers. Although many researchers recently suggest viable development methods or marketing elements of contents, development companies, and developers, until now, merely rely on the human senses. Therefore, it is necessary to study the actual user's smart-device based usability and experience environment. This study aims to propose an intuitive statistical processing method for analyzing the usability of game-type educational contents in terms of form, for popular games that have been released as a basis for analyzing the user experience environment. In particular, because the game industry has a sufficient number of similar examples, it is possible to conduct research based on big data and to use them for immediate decision-making between multiple co-developers through the analysis method proposed by the research. It is expected to become an analytical model that can communicate with other industries because it is effective in securing data sources.
Anderson, Christopher M.;Luo, Meifeng;Chang, Young-Tae;Lee, Tae-Woo;Grigalunas, Thomas A.
Proceedings of the Korea Port Economic Association Conference
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2006.08a
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pp.1-12
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2006
As national economies globalize, demand for intercontinental container shipping services is growing rapidly, providing a potential economic boon for the countries and communities that provide port services. On the promise of profits, many governments are investing heavily in port infrastructure, leading to a possible glut in port capacity, driving down prices for port services and eliminating profits as ports compete for business. Further, existing ports are making strategic investments to protect their market share, increasing the chance new ports will be overcapitalized and unprofitable. Governments and port researchers need a tool for understanding how local competition in their region will affect demand for port services at their location, and thus better assess the profitability of a prospective port. We propose to develop such a tool by extending our existing simulation model of global container traffic to incorporate demand-side shipper preferences and supply-side strategic responses by incumbent ports to changes in the global port network, including building new ports, scaling up existing ports, and unexpected port closures. We will estimate shipper preferences over routes, port attributes and port services based on US and international shipping data, and redesign the simulation model to maximize the shipper's revealed preference functions rather than simply minimize costs. As demand shifts, competing ports will adjust their pricing (short term) and infrastructure (long term) to remain competitive or defend market share, a reaction we will capture with a game theoretic model of local monopoly that will predict changes in port characteristics. The model's hypotheses will be tested in a controlled laboratory experiment tailored to local port competition in Asia, which will also serve to demonstrate the subtle game theoretic concepts of imperfect competition to a policy and industry audience. We will apply the simulation model to analyze changes in global container traffic in three scenarios: addition of a new large port in the US, extended closure of an existing large port in the US, and cooperative and competitive port infrastructure development among Korean partner countries in Asia.
The purpose of this study is to identify the factors influencing the user's continuous usage intention of computer games. A research model was developed which shows that the independent variables of value, expectation confirmation, perceived enjoyment affect user satisfaction and continuous usage intention. To test the six hypotheses, survey data were collected from 104 respondents, and hypotheses tests as well as a confirmatory factor analysis were conducted using a partial least square analysis tool. The statistical analysis result showed that expectation confirmation had a significant positive effect on satisfaction, and satisfaction also had a strong positive effect on the game user's continuous usage intention. Perceived enjoyment showed a highly strong positive effect on satisfaction. In addition, satisfaction was found to have full mediation effects in the relationship between expectation confirmation and continuous usage intention, and perceived enjoyment and continuous usage intention respectively. This result provides an important implication that continuous usage intention occurs through user satisfaction, and also indicates the contribution of this study for the game industry. Another contribution of this study is to introduce critical independent variables from the marketing and information technology domains in order to explain continuous usage intention of computer games.
This paper introduces an efficient and satisfactory search interface that enables users to browse and find the video data they want from a massively huge video database widely used in various multimedia environment. The target user group is information analysts at US defense industry or governmental intelligence agencies whose job is to identify a certain person from a lot of video footage taken from CCTV(Closed-circuit Television) cameras. For the first user test, we suggested the CAVE-like virtual reality interface to be the most optimal for the tasks we designed for, so we compared this interface with desktop interface. The softwares and database developed and optimized for each task were used in this user test. For the second user test, we researched on what input devices would be most optimal for enhancing efficiency of search task in the CAVE-like virtual reality system. Especially we focused our effort on measuring the effectiveness and user satisfaction of three different types of devices that embody gestural interface input system that encourages users' ergonomic control of the interface. We also measured the time consumed for performing each task to find out the most efficient input device among the ones tested.
Journal of Korea Entertainment Industry Association
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v.14
no.3
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pp.1-13
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2020
Tencent is an internet-based entertainment platform corporation using technology to enrich the lives of Tencent platform users and assist the contents expansion. Since 2000, Tencent have developed a great growth and innovation in entertainment contents domain. Tencent have become the market leading innovator due to the imitative innovation and M&A. The present study designed case study analyses to investigate the mechanism with regard to the growth strategy of Tencent corporation. Tencent began with imitative internet-based game and social messaging services but then added its own wechat messenger platform, now being extended to other products or services. This imitative innovation strategy enabled Tencent corporation to grow rapidly, to achieve outstanding growth. In addition, Tencent's M&A investment drive is underpinned by a vision of top management team and flexible organizational culture, from building out the Tencent's entertainment platform, game, finance, e-commerce, to global market expansion. While our results shed light on the implications to understanding Tencent's growth, there are limitations of the current study that should be considered when designing next research.
The Private Security Industry of Korea began after served security service for the United States army of 8 division. The industry grew up after establish private security regulation on December 31th of 1976. Early 1980's the industry was accelerated from bringing technical knowledge of developed nations rapidly. Also, private security was gotten into the spotlight by one of futurity industry instead public security after companies performed 86 Asian game and 88 Seoul Olympic successfully. Therefore, the industry became to increase qualitatively and quantitatively. From late 1990's the private security regulations were revised fifteen times and created about education system, bodyguard, and leader of security. 3,836 private companies and 150,030 private guards had operated until 2012. However, some of companies received administrative measure, because of the companies ran immorally. The minor companies are continuously closed down from the leader's inefficient operation. Approval standard of establishment has imperfect law. Solutions of problems are to provide high quality service, to expand company affairs, to attract specific customers through efficiency expert, to change standard of leader of security guards, to establish security education institution through the government and to intensify requirements to establish the company.
Korean firms of all sizes, from virtually every industry, have used and are using the term "excessive competition" to describe the state of their industry and to call for government interventions. Moreover, the Korean government has frequently responded to such calls in various ways favorable to the firms, such as controlling entry, curbing capacity investments, or allowing collusion. Despite such interventions' impact on the overall efficiency on the Korean economy as well as on the wealth distribution among diverse groups of economic agents, the term "excessive competition", the basis for the interventions, has so far escaped rigorous scrutiny. The objective of this paper is to clarify the notion of "excessive competition" and "over-investment" which usually accompanies "excessive competition", and to examine the circumstances under which they might occur. We first survey the cases where the terms are most widely used and proceed to examine those cases to determine if competition is indeed excessive, and if so, what causes "excessive competition". Our main concern deals with the case in which the firms must make investment decisions that involve large sunk costs while facing uncertain demand. In order to analyze this case, we developed a two period model of capacity precommitment and the ensuing competition. In the first period, oligopolistic firms make capacity investments that are irreversible. Demand is uncertain in period 1 and only the distribution is known. Thus, firms must make investment decisions under uncertainty. In the second period, demand is realized, and the firms compete with quantity under realized demand and capacity constraints. In the above setting, we find that there is "no over-investment," en ante, and there is "no excessive competition," ex post. As measured by the information available in period 1, expected return from investment of a firm is non-negative, overall industry capacity does not exceed the socially optimal level, and competition in the second period yields an outcome that gives each operating firm a non-negative second period profit. Thus, neither "excessive competition" nor "over-investment" is possible. This result will generally hold true if there is no externality and if the industry is not a natural monopoly. We also extend this result by examining a model in which the government is an active participant in the game with a well defined preference. Analysis of this model shows that over-investment arises if the government cannot credibly precommit itself to non-intervention when ex post idle capacity occurs, due to socio-political reasons. Firms invest in capacities that exceed socially optimal levels in this case because they correctly expect that the government will find it optimal for itself to intervene once over-investment and ensuing financial problems for the firms occur. Such planned over-investment and ensuing government intervention are the generic problems under the current system. These problems are expected to be repeated in many industries in years to come, causing a significant loss of welfare in the long run. As a remedy to this problem, we recommend a non-intervention policy by the government which creates and utilizes uncertainty. Based upon an argument which is essentially the same as that of Kreps and Wilson in the context of a chain-store game, we show that maintaining a consistent non-intervention policy will deter a planned over-investment by firms in the long run. We believe that the results obtained in this paper has a direct bearing on the public policies relating to many industries including the petrochemical industry that is currently in the center of heated debates.
Journal of the Korea Academia-Industrial cooperation Society
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v.15
no.8
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pp.4831-4843
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2014
Magazines on specific genres have been operating collaborative, co-working and collective production systems for value maximization using an adaptation strategy on the dynamic, complex and uncertain value network of the magazine industry. The study used a case study method, and data collection was performed by observational research, depth interviews and survey research. The subjects of the study were 'magazine industry', 'magazine firm and community', and 'collaboration system within creative users'. According to the research results, the ecosystem of magazines on a specific genre has been evolving into an innovative value network system, which is combined with the magazine firm, community users and magazine platform. Second, the rapid introduction of smart device environment changes the way of the collaborating system, in which an action and interaction came out within the community, creative users and magazine firms. Third, the production agency shows strong action and interaction, which fits the magazine platform within the ecosystem of a magazine on a specific genre well. This model has a similar fractal structure to the game, publishing, drama, movie, comic, and animation contents industry, converging to an innovative technology-based-creative-industry.
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