• Title/Summary/Keyword: Music game

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A study about the improvement plan in production processes of digital entertainment image using the motion capture system (모션캡쳐시스템을 활용한 디지털 엔터테인먼트 영상에서 제작과정상 개선 방안에 관한 연구)

  • Lee, Man-Woo;Yun, Deok-Un;Park, Jin-Seok;Kim, Soon-Gohn
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.824-828
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    • 2006
  • Introduction of motion capture system to the field of digital entertainment paved the way to accelerate the development of 3D character animation all the more. Motion capture system has been developed of the level that it can capture the fierce motions of character particularly in the digital game image and improve the dynamic characteristics by capturing the movement of human muscle or express the human's true emotion by capturing wrinkles and expression on face. Such an extension of realistic expression enables them to be used increasingly in movie, TV, advertisement, music video, etc centering around the game industry in the field of digital entertainment. The fact is, however, that many difficulties are held in the image production process compared with the competing countries such as USA and Japan, owing to inferiorities in technical expertise and capital in the image production process using the local motion capture, insufficient professional human resources of motion capture and small size of local motion capture image market. Hence, this study intends to suggest the plan to improve the technical problems in terms of integrated motion capture system, motion capture professional human resources and motion capture in-house program development in the production process of digital entertainment image using the motion capture system by surveying local and overseas examples of image production.

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Research for Vitalizing the Exportation of Korean Entertainment Program Format (한국 예능 프로그램 포맷 수출 활성화 방안 연구: 글로벌 예능 프로그램 포맷 특성과의 비교분석을 중심으로)

  • Lee, Eugene;Yu, Sae-Kyung
    • The Journal of the Korea Contents Association
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    • v.16 no.12
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    • pp.160-169
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    • 2016
  • This paper analyzed features of Korean entertainment program formats exported to Asia mostly with that of top 100 Global entertainment program formats exported globally in order to explore Korean entertainment program formats to export globally. Two groups of entertainment program were analyzed in three ways, program category, cast, and material. Regarding program category, quiz game programs showed highest exportation in Global top 100 formats while only 14.3% of Korean entertainment formats exported. As for the cast members, Korean formats prefer well-known celebrities. On the other hand, Global formats produce programs featuring non-famous, ordinary people. Moving on to material of each formats, Global formats focus on puzzle/riddle whereas, Korean formats mainly focus on music/dance and family/parenting. These results indicate that Korean entertainment programs contain strong cultural aspects which generate disadvantages on exportation of these programs, compared to Global entertainment programs. In conclusion, to export Korean entertainment program formats globally, quiz game format with ordinary people and using materials that delivers less cultural aspects are need to be developed.

Development of a Self Instrument Learning Tool Using an Electronic Keyboard and PC Software (전자건반악기를 이용한 악기 자율학습기 개발)

  • Lim, Gi-Jeong;Lee, Jung-Chul
    • Journal of Korea Multimedia Society
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    • v.15 no.1
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    • pp.51-62
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    • 2012
  • In this paper, we propose a self instrument learning tool using a PC-based software and an external electronic keyboard instrument with USB interface to help primary school students to learn playing piano more easily and effectively. The PC-based learning software and the external electronic keyboard instrument interact through the USB interface. This tool has a help window to provide information how to play and support interesting game mode for exercise. The external electronic keyboard instrument receives a selective information through the USB interface and display it on LEDs and 7-segment for novices to easily know the relation between the notes and the positions in the keyboard. The external keyboard instrument can detect false inputs, display them on LEDs and on the information window. We implemented a self instrument learning system and our feasibility tests showed its validity of the self learning tool to improve the learning efficiency.

A Study on Promotion Strategy of Categorized Mobile Apps using Datamining (데이터마이닝을 이용한 모바일앱 구분 별 촉진 전략에 관한 연구)

  • Jeong, Tae-Seok;Shin, Yong-Jae;Yim, Myung-Seong
    • Journal of Digital Convergence
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    • v.10 no.5
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    • pp.339-349
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    • 2012
  • Smartphones which represent to the Mobile convergence, is the rapid spread, more than half of Korean are using. Accordingly, mobile apps that run on smartphone market is growing at a rapid pace. However, most studies on smartphone and mobile apps are focusing on the technology acceptance and improvement of function. So, this study is to suggest promotion strategy to each mobile apps, analyzed through three phases. First phase is the frequency analysis that deduct most frequently used mobile apps. Second phase is association rules that found to associate between mobile apps. Finally, to analyze deduction techniques for acquired 5 mobile apps to target variable in pre-2 phase use total 35 variables of 20 mobile apps categories, demographic variables, amount of PC, movie, music, book, game usage and fees per month.

A study of new business creation on digital contents industries (디지털콘텐츠 산업분석을 통한 기술사엄화 기회창출 연구)

  • Park, Dong-Un;Kim, Eun-Sun;Park, Young-Seo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.759-762
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    • 2006
  • Historically, internet is the fastest growing media together with the ICT development and the key of the development is contents. Digital contents indicate information which covers voice, DB, game, publications and music etc. and the areas have been creating new technology business opportunities. The value chain of digital contents consists of production, collection, processing, services, connection and navigation and is expected to be reorganized around business players of production and distribution areas. This paper presents on those changes occurring in business environment and examples of business models, and further provides industries and academias with technology commercialization strategies.

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A study about the problems and their solutions in the production process of 3D character animation using optical motion capture technology (옵티컬 모션캡쳐 기술을 활용한 3D 캐릭터 애니메이션에서 제작과정상 문제점 및 해결방안에 관한 연구)

  • Lee, Man-Woo;Kim, Hyun-Jong;Kim, Soon-Gohn
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.831-835
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    • 2006
  • Motion capture means the recording of movement of objects such as human beings, animals, creatures, machines, etc in a form applicable to computer. Since the motion capture system can be introduced to the fields where realistic movement of human beings and animals, which cannot be attained with an existing key frame method is required, large scale is necessary or economical burden exists, it has a merit and possibility of new expression. For these reasons, this method is increasingly used in the field of digital entertainment such as movie, TV, advertisement, documentary, music video, etc centering around the game. However, in spite of such an advantage, problems such as too much advance preparation work in digital image expressions using motion capture, marker attachment, compensation of motion data, motion retargeting and lack of professional human resources, etc. are becoming a prominent figure. Accordingly, this study intends to suggest the way of more effective production of motion capture digital image through finding the problems and their draft possible solutions in the production process based on the image production examples using motion capture.

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A Study on the Analysis and Application Strategy of the Characters Developed by the Local Governments - Focused on the Characters of 31 Cities and Goons of Gyeonggi Province - (지방자치단체 캐릭터 분석 및 활용전략에 관한 연구 - 경기도 31개 시ㆍ군의 캐릭터를 중심으로 -)

  • 정현원;한광식
    • Archives of design research
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    • v.16 no.4
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    • pp.129-140
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    • 2003
  • As the importance of Culture Technology (music, publication, mobile, film, video, cartoon, animation, character, game, broadcasting etc) is increased, the field of character industry recently has been recognized as an independent brand value beyond the existing view point of simple designing; it also has been given much attention as a main axis leading the cultural industry of the 21 st century. The character of a local government plays roles such as a symbolic part of a region, parts of tourism and public relations, and a profit-making function, which results into generation of regional image and activation of regional economy. However, the present application strategy of the character is only limited to an early stage of regional advertisements. In this context, this study is aimed to investigate and analyze the character development of local governments, especially 31 cities and goons of Gyeonggi Province, comparing with those of local governments of Japan. In the long run, this will provide some suggestions for strategy of character applications. Then, this research is expected to be used as basic reference materials for character development of other local governments and government agencies.

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Analysis of Directing Super Hero Action Thriller (슈퍼 히어로 액션 스릴러 <다크 나이트>의 연출 분석)

  • Lee, Jeong-Gook
    • The Journal of the Korea Contents Association
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    • v.11 no.4
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    • pp.140-154
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    • 2011
  • Through this thesis, I intended to analyze superhero action thriller through that achieved in art and box office after the film release. I would to access about it centering around directing viewpoint. of Christoper Nolan is evaluate as 'upgraded excellent action thriller'that have remarkable theme and excellent visual. Analysis of directing'll classify both contents and form. See about contents... theme of existential dilemma about the good and the evel, characters who is grew more powerful, and deeper than Batman series in old times. the fifth plot, especially dramatic plot by Joker's game, and various irony and motif. About form... efficient use of IMAX camera, prominence of action directing about car chase and fighting... better editing and music and art than former super hero series. The most important merit of is it's a philosophical theme. It is dipicted very seriously and successfully. First of all, the film has more advanced technique power and new directing style.

An Exploratory Analysis on Adoption of Potential Customers in Transmedia Storytelling : Emphasis on Korean TV Drama and Movie (잠재고객의 OSMU(One Source Multi Use) 콘텐츠 수용에 대한 탐색적 분석 : 영화, 드라마를 중심으로)

  • Park, Bong-Won;Lee, Kun-Chang
    • Korean Management Science Review
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    • v.27 no.2
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    • pp.81-95
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    • 2010
  • There is an increasing interest in contents such as movie, drama and game using transmedia storytelling. It includes Le Grand Chef, The War of Flower, Dae Jang Geum, The Matrix, Harry Potter and The Lord of the Rings. However, transmedia contents have not always been successful. To study the factors affecting possible outcomes of transmedia storytelling, we analyzed the intention on transmedia of potential consumers who have not been exposed to transmedia contents before. To this end, we investigated two different cases : first, potential customer intention to watch dramas which will be produced after launching comic-based movies; second, potential customer intention to see movies which will be made after broadcasting comic-based TV dramas. In each case, we analyzed the outcomes from potential customers by applying several variables including gender, exposure to the original and components of contents (plot, quality of act and music etc). Our study showed that potential customers prefer movies or TV dramas with quality of acting, directing, casting and storylines. Interestingly, the quality of acting is more important in dramas than in movies and casting is an appealing factor to potential customers in movies. In TV drama cases, potential customers have high watching intentions when they read the original content. Among them, male potential customer have low watching intentions on TV drama when they did not read the original content. However, female potential customers have high watching intentions on TV drama regardless of the previous exposure to the originals. In movie cases, female potential customers have higher intentions on seeing movies than male. These results suggest that one needs to consider several factors such as casting, acting and gender for generating transmedia contents with a high probability of success.

A Study on the Trend Analysis St Environment of Motion Graphic. -Focused on Historical Backgrounds of Motion Graphic Appearance- (모션그래픽의 환경과 경향분석에 관한 연구 -모션그래픽 출현의 역사적 배경을 중심으로 -)

  • Kim, Jae-Myoung
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.5-14
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    • 2005
  • Graphic Design is being developed as a unique genre and widely applied to movie, TV broadcasting, music video, computer an, web design, animation, and game. Some university added motion graphics in their curriculum recently. However Motion Graphic has not been defined clearly and pedagogy of motion graphics was not studied enough. Motion Graphic is not merely moving picture. Its typical purpose and concept are evolving because of the diversified application. Meta-synthesis between media and hybrid development based on diverse approach and composite presentational methods are also changing Motion Graphic. Various technology such as photograph, analytical engine, hypermedia, multimedia, digital composite picture, network and interface should be studied to understand Motion Graphic. This study reviews the historic background of Motion Graphic mainly related to its advent. A fundamental definition of Motion Graphic including the space and time is suggested and the international trend is introduced. Future Motion Graphic and possible development was also predicted.

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