• Title/Summary/Keyword: Paper Entertainment

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Deriving the Success Factors for Retailing Mobile Services: A Comparison of Mobile Service Types (모바일서비스의 성공 영향요인 도출과 서비스 유형별 비교분석)

  • Kim, Keun-Hyung;Kim, Si-Yeon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.10 no.3
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    • pp.586-592
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    • 2006
  • Mobile Services are that function of information system are served in mobile environment. So, Success model for the mobile services might be derived through mixing success model of information system with mobile attributes. There are many kinds of mobile services. Specially, commerce, communication entertainment and information services are representative types in mobile services. In this paper, we do not only derive important factors that influence success of mobile services, but also analyze how the factors influence the success of mobile services. We also analyze whether measures of the factors might differ significantly among the types of mobile services.

The Reaction of Vietnam's Generation Z to Online TV Advertising

  • AO, Hoai Thu;NGUYEN, Cong Van
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.5
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    • pp.177-184
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    • 2020
  • The paper examines the reaction of the Z-Vietnam generation to online TV advertising (TVC), which elements of online TV advertising has a positive influence, which factors do not affect or negatively affect their consumption decisions for the advertised goods. Data for the study was collected from 300 Vietnam's Generation Z in Ho Chi Minh City through live interviews or questionnaires through Google Docs Forms, with over 30 questions. The six basic factors that influence the reactions of Generation Z consumers are information, entertainment, irritation, credibility, interaction, and advertising value. The research results show that, due to the influence of social media and generational characteristics, most consumers of the Generation Z in Vietnam have a favorable attitude towards online TV advertising, and they appreciate this form of advertising. Information element, irritation, credibility and entertainment have a strong and positive impact on TVC. The other two factors are advertising value and interaction, which does not significantly affect the reaction of this generation. This study needs to be checked and reviewed by subsequent studies on a larger scale and in a wider scope because the study only conducted random sampling on a small scale, did not meet the requirements for representation and generality.

A Study on Cheating Patterns in Online FPS Games and their Countermeasures : By the Case of Point Blank in Indonesia (온라인 FPS 게임의 치팅 유형과 대응 방안에 관한 연구 : 인도네시아 포인트 블랭크 사례를 중심으로)

  • Im, Sung-Jin;Lee, Dae-Hyun
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.81-91
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    • 2011
  • Hacking tools are evolving along the growth of on-line game industry. Those tools allow users with no programming knowledge to hack the game, which causes a lot of problems in on-line game services. Specifically, FPS games based on peer-to-peer networks are vulnerable to hacks. This paper analyzes cheating patterns by the case of Point Blank in Indonesia and prioritize countermeasures, which helps game companies handle hacks efficiently.

Comic-Book Style Rendering for Game (게임을 위한 코믹북 스타일 렌더링)

  • Kim, Tae-Gyu;Oh, Gyu-Hwan;Lee, Chang-Shin
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.81-92
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    • 2007
  • Nowadays, many computer games based on NPR(Non-photorealistic Rendering) techniques have been developed due to their distinctive visual properties. However, only limited methods of NPR techniques have been exploited in producing computer games and amongst them cartoon-style rendering techniques especially has had the special interest. In the paper, we suggest an effective rendering method of comic-book style that will be applicable to computer game. In order to do, we first characterize the properties of comic-book from comparing two visuals: celluloid animation and comic-book. We then suggest a real-time rendering method of comic-book style represented by outline sketch, tone, and hatching. We finally examine its effectiveness by observing the game developed using the method.

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A Study on Augmented Reality Interaction Using Leap Motion (Leap Motion을 활용한 증강현실 인터랙션 강화 연구)

  • Jung, Hyun-Il;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.133-138
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    • 2020
  • Interaction is an important component in the sense of immersion in augmented reality. However, the function of interaction in augmented reality contents is very weak. Bringing a lot of real environmental information is one of the ways to develop augmented reality, and interaction will naturally develop. In this paper, Leap Motion was used for natural interaction in augmented reality environment through the hand widely used as an interface tool, and extended more from the limited interaction of conventional display touch methods to create a natural interaction. This development of interaction will contribute to the development of various contents as well as augmented reality later.

Measurement Method on Aesthetic Experience of Game Player (게임플레이어의 미적경험 데이터 측정방법)

  • Choi, Gyu-Hyeok;Kim, Mi-Jin
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.207-215
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    • 2020
  • Studies on aesthetic experience in games mostly focus on engineering approach centered on structural determination of specific target within the game as well as humanistic·social approach in forms of artistic conversation on game play experience. This paper have established a theoretic guideline regarding the progress of aesthetic experience which allows analysis from the perspective of player experience acquired during game play. Based on such guideline, the study classifies cognitive data (Eye-Tracking, Playing Action, Facial Expression) on aesthetic experience and suggests the methods to measure such data. By deducing errors and points to be considered related to measuring methods through pilot tests, this study will contribute to the execution of empirical study focused on player perspective.

A Study on the Adaptability of Shadow Puppet Elements to Side-Scrolling Games

  • Qi Yi;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.2
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    • pp.102-107
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    • 2023
  • Chinese shadow puppetry is an ancient form of drama with a long history. Known as the "mother of Chinese folk opera", it has rich cultural connotations and artistic value. At the same time, as a classic video game genre, side-scrolling games have many loyal fans around the world. However, in recent years, some previous entertainment cultures such as shadow puppetry are slowly disappearing. In contrast, video games play an increasingly important role in people's entertainment. Combining Chinese traditional culture with video games can be a great way to promote the preservation of these cultures. By making traditional culture more accessible and engaging, developers can help to ensure that these cultures continue to be enjoyed by future generations.The side-scrolling game is a classic game type, and it has many similarities with shadow puppetry. This paper will analyze the similarities and differences between Chinese shadow puppetry and horizontal version games, and try to explore how to organically integrate the two, so as to promote the inheritance and development of traditional culture, and promote cultural innovation and the development of creative industries.

A meaning Study of the Oriental Aesthetics of South Korean Films - Taking Along with the Gods : The Two Worlds as an Example - (한국 영화 속의 동양 미학적 의미 연구 - <신과 함께-죄와 벌>을 중심으로 -)

  • Shi, Lan-Rong
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.6
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    • pp.87-94
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    • 2019
  • South Korean films narrate exquisitely, express emotions implicitly and employ magnificent images, exemplifying unique oriental aesthetics. This paper takes Along with the Gods: The Two Worlds (2017) as an example to analyze the meaning of oriental aesthetics in South Korean films using the Film Narrative Theory. It is a fantasy blockbuster depicting family kinship stories. It structures with the familiar karma and reincarnation of Asian Buddhism with the core of family kinship. Perfectly interpreting the fantasy world of hell with stunning movie effects, it shows the family kinship of families under the main plot line of a horror film.

A Study on Development of EEG-Based Password System Fit for Lifecaretainment (라이프케어테인먼트에 적합한 뇌파 기반 패스워드 시스템 개발에 관한 연구)

  • Yang, Gi-Chul
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.525-530
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    • 2019
  • Electroencephalography(EEG) studies that have been in clinical research since the discovery of brainwave have recently been developed into brain-computer interface studies. Currently, research is underway to manipulate robot arms and drones by analyzing brainwave. However, resolution and reliability of EEG information is still limited. Therefore, it is required to develop various technologies necessary for measuring and interpreting brainwave more accurately. Pioneering new applications with these technologies is also important. In this paper, we propose development of a personal authentication system fit for lifecaretainment based on EEG. The proposed system guarantees the resolution and reliability of EEG information by using the Electrooculogram and Electromyogram(EMG) together with EEG.

Research on Character Collaboration Expression in Cushion Cosmetic Products (쿠션화장품에 나타난 캐릭터컬래버레이션 표현분석)

  • Shang, Cun;Lim, Kyung-Ho
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.111-117
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    • 2019
  • This paper analyzes the unique consume psychology characteristics of the youth consumer groups, analyzes art collaboration in the cosmetics products design, and takes the cushion cosmetic product as example, and study the expression of art collaboration between the character image and the cosmetic products. The purpose of research is to improve the product value and brand image by analyzes the art collaboration of cosmetics product, In order to provide consumers with novel and personalized product experiences, and to make products more attractive to the youth consumer groups. It can be provided some reference and inspiration for the future direction of cosmetic packaging design for the youth consumer groups.