• Title/Summary/Keyword: IT와 예술의 융합

Search Result 681, Processing Time 0.029 seconds

A study of utilizing key components in game trailer production - Focusing on production case of trailer "Thanatos" - (핵심 구성 요소를 활용한 게임 트레일러 제작에 대한연구 - 게임 트레일러 '타나토스' 제작 사례를 중심으로 -)

  • Jiang, HaiTao;Yun, TaeSoo;Lee, ByungChun;Lee, JeongGi
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.6 no.3
    • /
    • pp.19-31
    • /
    • 2016
  • Game Trailer plays the role of main marketing for promotion of game. Recently, the characteristic can be summarized as storytelling, graphics method, production technology, and game mechanics of 3D Game Trailer. Online game was produced as cinematic trailer in the beginning, but recently, in-game trailer has been produced as machinima production method for users. This method reveals functions, various contents, and graphics related to the game through trailer, and it is useful in giving information and curiosity related to the game. Machinima composes background and characters in a short period of time online due to recent 3D CG methods, and only dubbing needs to be proceeded. This saves production fee and production period, and it also has the advantage of having multi-story. Game trailer Thanatos is a video developed through machinima production method. This paper proposes production process and the importance of the key components of the whole project through the above four aspects to be used in the actual production stage by intuitively apply and analysis.

The relationship between payment of policy on children disabilities(cash, voucher) and satisfaction of parents (장애아동급여정책(현금, 바우처)과 부모만족도와의 관계)

  • Lee, Young-Kwang;Ji, Eun-Gu
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.6 no.2
    • /
    • pp.169-178
    • /
    • 2016
  • The number of people with disabilities is increasing recently in Korea, in particular the proportion of children with disabilities is approximately above 5%. While there are many studies focusing on satisfaction of payment policy due to increased concern about children with disabilities, the studies on comparison and the effect factor of user satisfaction depending on the cash and voucher are not sufficient. Based on the need to recognize and research this issue, the ultimate goal of this study is to lead to implications for the payment policy by investigating user satisfaction depending on the type of payment of policy on children with disabilities. The result that analyzes the effect of general characteristics on user satisfaction shows that in case of in-cash, children and the degree of disability affect user satisfaction. In the case of voucher, the gender of parents, the degree of disability and the average income affect it. The implication of this study suggests practical implication and policy implication. Implications of the study is that provide a customized service considering general characteristics. Second, It needs to extend the range of amount of payment of in-cash. Third, extend and pay the amount of in-cash, and the service of voucher. Fourth, provide low-income group(including public aid recipients and near poverty group) with voucher to ease financial burden.

A Study on Multicultural Mentor's Capacity (다문화 멘토의 역량에 관한 연구)

  • Park, Misuk
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.7 no.3
    • /
    • pp.879-888
    • /
    • 2017
  • The purpose of this study is to explore the competence needed to be possessed by multicultural mentors, and offer an education program for the competence development of mentors. From June to September of the year 2016 in-depth interviews were conducted with 10 mentors who have participated in multicultural mentoring for over a year concentrating on the result of their participation in the mentoring. The interview contents were transcribed, then analyzed into learning competence, psychological competence, social competence as well as cultural competence. The result of the analysis is as follows. First, the learning competence needed for mentors are intellectual capability and teaching skills needed when teaching mentors. Second, the psychological competence consists of the attitude of attentively listening to mentees and advising them. Third, the social competence is conversation skills, communication techniques and leadership. Fourth, the cultural competence consists of recognizing diversity and the ability to manage the mentee's situation. Based on the analysis of this result, educational plans for enhancing mentor's capacity are as follows: First, education for mentors is necessary before they will begin mentoring. Second, it is necessary to provide a place for mentors' self-reflection. Third, it is for mentors to receive regular counseling. This study will become a basic research to reinforce the effectiveness of mentoring and reconsider the importance of mentor's capacity.

The Method of User Experience Evaluation for Virtual Living Space (가상현실 주거공간을 위한 사용자경험 평가 방법)

  • Kim, Mi-Sun;Paek, Hee-Won;Seo, Hye-Ran;Ko, Il-Ju
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.7 no.12
    • /
    • pp.795-806
    • /
    • 2017
  • In this paper, we propose a user experience evaluation method for virtual reality living space contents and apply it to prototype simulations to measure user experience. The user evaluation method proposed in this paper is based on the existing user evaluation methodology, but it is established by changing the experience and evaluation factors to match the characteristics of the virtual reality living space. The generated virtual reality living space simulation is configured similar to real space and is placed real objects that the user actually uses in each space, so that users can feel reality. The subjects performed the tasks according to the given scenarios and then evaluated the simulation. As a result of the evaluation, the main goal of the simulation, the items that make the users feel realistic, were lower than our expectations. This means that future simulations need to be modified in a way that adds or expands elements that enhance the realism. In this way, the UX evaluation method proposed in this paper is expected to provide a more objective indicator to the content developer or designer in order to grasp the user's demand in the virtual reality living space.

An Empirical Analysis on the Efficiency of the Projects for Strengthening the Service Business Competitiveness (서비스기업경쟁력강화사업의 효율성에 대한 실증 분석)

  • Kim, Dae Ho;Kim, Dongwook
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.6 no.5
    • /
    • pp.367-377
    • /
    • 2016
  • The purpose of the projects for strengthening the Service Business Competitiveness, which had been sponsored by the Ministry of Trade, Industry and Energy, and managed by the NIPA, is to support for combining the whole business process of the SMEs with the business model considering the scientific aspects of the services, to enhance the productivity of them and to add the values of their activities. 5 organizations are selected in 2014, and 4 in 2015 as leading organizations for these projects. This study analyzed the efficiency of these projects using DEA. Throughout the analysis of the prior researches, this study used the amount of government-sponsored money as the input variable, and the number of new customer business, the sales revenue, and the number of new employment as the output variables. And the result of this analysis showed that the decision making unit 12, 15, and 21 was efficient. And from this study, we found out two more performance indicators such as, the number of new employment and the amount of sales revenue, besides the number of new customer businesses.

Method for Cultivating the Technology Transfer Based on Extracting the Technology Transfer Broker -Case Study of Global MVP (기술이전중개자 도출을 통한 기술이전 활성화 방법론 -Global MVP 연구단 사례)

  • Chun, Ha Sung;Kim, Sang Duck;Hong, Jong-yi
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.6 no.7
    • /
    • pp.361-370
    • /
    • 2016
  • Effective acquisition technology is an important factor determining the competitiveness of companies(Roxas et al., 2011). Since the importance of technology transfer has been increased, there has been a growing interest in company, government, university and research institutes (Bozeman et al., 2015). Despite the national efforts for activating technology transfer, a lot of technology is still in universities and R&D center(Ockwell et al., 2009). The barriers of technology transfer are a main reason to inhibit the technology transfer. In order to be lower technology transfer barriers, it is necessary to derive the technology transfer broker based on social network analysis. However, most studies related to technology transfer broker had been focused on empirical study(Bozeman et al., 2015). Therefore, it is needed to suggest the method to grasp the opportunity that can lead to technology innovation based on analyzing and visualizing the network of technology transfer. The method in this study provides the company with the connectable path, technology transfer broker and strategy to classify the technology actor within the network. Finally, the method is applied to Global MVP for verifying the feasibility of method.

'Han of the Class' based on the Relationship between Character and Non-Character Symbols - on the Film of Bong Joon-ho - (인물 기호와 비인물 기호 관계를 바탕으로 한 '계급의 한' -봉준호 영화를 중심으로-)

  • Song-lin Zhao;Yoojin Kim
    • The Journal of the Convergence on Culture Technology
    • /
    • v.10 no.2
    • /
    • pp.323-331
    • /
    • 2024
  • The concept of 'Han' is a psychological characteristic formed by Koreans through long-lasting national hardships. It has deeply influenced every Korean as a form of collective unconscious and has merged with various forms of art over time. Director Bong Joon-ho's works, rich in social consciousness, symbolically visualize sensitive issues like social class, presenting harsh satire on class oppression. His movies continuously emphasize human desires, the homogeneity of good and evil, insurmountable class barriers, and moral decay caused by desires. They produce a wealth of symbols filled with layers and power dynamics. Bong Joon-ho dramatically portrays and directs various forms of symbols. The metaphorical symbols in his movies provide a unique research value for delving into the deeper meanings of the films.This study examines the theme of 'class Han' in six of Bong Joon-ho's films, exploring the 'Han culture' of Korea. It applies semiotic concepts by categorizing into character and non-character symbols for an in-depth analysis of the films. The representative works from the late 1990s to the late 2010s articulate the class layers of the 'visible' and the 'invisible' through a blend of realism and surrealism. The study analyzes Bong Joon-ho's films in the sequence of 'satire-exposure-hope', examining the culturally critical nature of 'Han culture' on class and its psychological and cultural impact on the general public.

A Study on the Value of Archival Contents in University Practical Education : Focusing on University-Industry Cooperation for SW Practical Education (대학 실습 교육용 기록정보콘텐츠 가치 연구 : 산학연계형 SW실습교육을 중심으로)

  • SUN A LEE;SE JONG OH
    • The Journal of the Convergence on Culture Technology
    • /
    • v.10 no.2
    • /
    • pp.537-545
    • /
    • 2024
  • The importance of University Archives Management is increasing. In this study, we researched cases of collecting and managing educational archival contents in universities. Developed archival contents for software practical education, and implemented it to the Capstone Design course and overseas program. The effect of applying the model was analyzed through surveys and interviews. The Capstone Design Survey, involving 349 participants, indicated the highest satisfaction with the University-Industry Cooperation type. The experience of dissemination and enhancement was aggregated as the second highest satisfaction. In the second survey, 62 students who had participated in the overseas program over the span of two years took part. All nine Likert-type questions showed high satisfaction scores of more than 4 points. The top three satisfaction factors-content, program type, and advanced experience-showed high satisfaction scores of 4.85, 4.74, and 4.71, respectively. Through interviews with professors, mentors, and students, it was also confirmed that instructional methods utilizing archival contents are effective. And the model we developed is applicable for convergence education.

A Study on the Healing Effect of the Design Elements of the Healing Environment from the Environmental Stress Point of View (환경 스트레스 관점의 치유환경 디자인요소의 치유효과 연구)

  • Oh, Ji Young;Park, Hey Kyung
    • Korea Science and Art Forum
    • /
    • v.37 no.5
    • /
    • pp.215-226
    • /
    • 2019
  • This study analyzed the healing effect of the design elements of healing environment from the perspective of environmental stress, which is one of the contents of environmental psychology. By examining the objective healing effects of the design elements of the healing environment, this study attempted to prepare a theoretical basis for contributing to the construction of a systematic and systematic healing environment. This study consists of three phases. Firstly, three environmental stress theories (Attention Recovery Theory, Evolutionary Psychology, and Environmental Stress Model) were examined to review the academic basis of which the theoretical concept of the healing environment has been derived and developed. Second, we analyzed 16 previous research on the design elements of healing environment and used them as an analysis framework of this study. Thirdly, 11 foreign studies that proved the healing effects of healing environment design elements through objective research methods were considered and analyzed as an analysis framework, and the basis for applying design elements in constructing healing environment was prepared. The research results are as follows. First, the concept of healing environment was developed from Lazarus's psychological stress theory and Ulrich's theory of evolutionary psychology, suggesting that it can be used as one of the noninvasive healing tools that affect stress reduction. Second, the healing environment design elements could be divided into 15 factors and categorized as physical environment, psychological environment, and social environment, and it was found that most of them were mentioned and studied in the previous research in order of nature-friendly, aesthetic, and openness. Third, most of the previous research on the healing effects of the design elements of the healing environment were related to natural affinity and aesthetics, and it was found that the visual elements of the healing environment could affect the actual stress reduction.

Suggestion of Community Design for the Efficiency of CPTED - Focused on Community Furniture - (범죄예방환경설계(CPTED)의 효율성 증대를 위한 커뮤니티디자인 제안 - 커뮤니티퍼니쳐를 중심으로 -)

  • Lee, Ho Sang
    • Korea Science and Art Forum
    • /
    • v.29
    • /
    • pp.305-318
    • /
    • 2017
  • The need for recognizing the crime in the urban spaces as a social problem and finding out specific approaches such as the study of space design and various guidelines for crime prevention is increasing. In this regard, "Crime Prevention Through Environmental Design" (marked as "CPTED") is actively underway. Yeomri-dong Salt Way is the first place to which the Seoul Crime Prevention Design Project was appled. The business objective of improving the local environment has been implemented rationally through cooperation and voluntary participation between subject of the project executives and community members. Since its efficiency has been proven, the sites have been expanded since then and becomes a benchmarking example of each local government.This kind of problem solving effort has the same context in purpose and direction of the 'Village Art Project' which has been implemented since 2009 with the aim of promoting the culture of the underdeveloped area and encouraging the participation of the residents by introducing the public art. It is noteworthy that this trend is centered around the characteristics of community functions and values. The purpose of this study is to propose the application method of community furniture as a way to increase the efficiency of CPTED to improve the 'quality of life' of residents. To do this, we reviewed CPTED, community design, public art literature and prior research, and identified the problems and implications based on the site visit Yeomri-dong of Seoul and Gamcheon Village of Pusan which is the successful model of "Seoul Root out Crime by Design" and 'Maeulmisul Art Project' respectively. The common elements of the two case places identified in this study are as follows: First, the 'lives' of community residents found its place in the center through the activation of community by collaborative activities in addition to the physical composition of the environment. Second, community design and introduction of public art created a new space, and thereby many people came to visit the village and revitalize the local economy. Third, it strengthened the natural monitoring, the territoriality and control, and the activity increase among the CPTED factors. The psychological aspect of CPTED and the emotional function of public art are fused with the 'community furniture', thereby avoiding a vague or tremendous approach to the public space through a specific local context based on the way of thinking and emotion of local people and it will be possible to create an environment beneficial for all. In this way, the possibility and implication of the fusion of CPTED and public art are expected to be able to reduce the social cost through the construction of the crime prevention infrastructure such as expansion of the CPTED application space, and to suggest a plan to implement the visual amenity as a design strategy to regenerate city.