• 제목/요약/키워드: Technological characters

검색결과 33건 처리시간 0.026초

FPS 게임에서의 캐릭터 성격 분석 연구 -FPS 게임 팀 포트리스2를 중심으로- (Analysis of Character Types for FPS Game -based on Team Fortress2-)

  • 박명훈;노승석;박진완
    • 한국콘텐츠학회논문지
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    • 제11권2호
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    • pp.152-161
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    • 2011
  • 1인칭 슈팅 게임인 FPS 게임은 시각적 사실성이 뛰어난 고급 그래픽이 특징으로 컴퓨터 성능의 향상과 게임 제작 기술의 발전으로 꾸준히 성장해 가고 있다. 하지만 대부분의 FPS 게임은 동일 캐릭터에 무기만 바꾸는 방식의 단조로운 자유도를 제공하며 이로 인해 사용자의 입장에서는 장기간 게임진행시 흥미를 잃기 쉽다. 이러한 단조로운 게임방법을 변화시키고자 1999년 밸브(Valve) 社의 '팀 포트리스 클래식' 게임을 발표하였다. 이 게임은 FPS 게임 사상 최초로 병과 시스템을 도입하여 다양하고 개성 있는 캐릭터 구성으로 큰 주목을 받았다. 이를 MBTI 심리 검사 도구로 분석해 FPS 게임을 개발할 때 다양한 병과 캐릭터가 플레이어에게 얼마나 더 게임에 대한 몰입과 흥미를 주는지 분석하였고, 그 결과를 제시하였다.

K-POP 홀로그램 콘서트에 나타난 스펙터클 분석 -SM Entertainment 콘텐츠를 중심으로- (Analysis on the Spectacles of K-POP Hologram Concerts -Focus on Contents of SM Entertainment-)

  • 한혜원;정아람
    • 한국콘텐츠학회논문지
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    • 제16권7호
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    • pp.740-749
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    • 2016
  • 홀로그램은 소수 전문가 집단을 위한 특정 기술의 영역에만 한정되지 않고, 대중을 위한 엔터테인먼트 콘텐츠에서 광범위하게 활용되고 있다. 특히 K-POP 엔터테인먼트 콘텐츠의 경우, 홀로그램 영상을 도입하는 사례가 증가하고 있다. 홀로그램을 부분적으로만 활용해 스펙터클을 연출하거나, 아이돌 자체를 홀로그램 캐릭터로 재현해 '원본 없는 이미지'만으로 콘서트를 진행하기도 한다. 이에 본 연구에서는 K-POP 엔터테인먼트 콘텐츠 중 홀로그램 콘서트를 일정 기간 이상 안정적으로 진행하고 있는 SM Entertainment 의 콘텐츠를 연구 대상으로 선정하고, 홀로그램 콘서트에서 발현되는 스펙터클과 아우라를 분석해 실제 인물의 퍼포먼스와 변별되는 홀로그램 콘서트만의 차별화 전략을 도출했다. 그 결과 홀로그램 콘서트의 경우 배경에서 무대와 객석을 분리함으로써 소외효과를 극대화했으며, 아이돌 캐릭터에게는 탈현실의 환상성을 부여했다. 홀로그램 콘서트에서는 홀로그램의 허구성을 은폐하기 보다는 오히려 이를 폭로함으로써 환상성을 극대화하는 전략을 취한다. 홀로그램 콘서트는 ICT 강국으로서의 한국의 이미지를 강화하고 지리적으로 글로벌화에 불리할 수 있는 한류의 물리적 한계를 극복하여, 융합 콘텐츠의 대중화 사례를 제시한다는 점에서 그 의의가 있다.

Sustainability and International Environmental Agreements

  • Lin, Yu-Hsuan
    • 자원ㆍ환경경제연구
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    • 제24권2호
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    • pp.251-281
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    • 2015
  • This paper examines the perceptions of sustainability, which is conceptualised as cross-generational social preferences, on the formation of international environmental agreements (IEAs) in a two-stage game in two periods. There are two scenarios are considered: myopic and sustainable development scenarios. The myopic scenario assumes the decision makers only concern the present welfare. Whilst the scenario of sustainable development has two characters: cross-generational fairness and altruism. When both are taken into account, a coalition will be expanded. The numerical example indicates that the marginal cost of the total emissions is the crucial factor for the formation of IEAs. Only when the marginal cost is low, a sustainable system can be succeeded. While, the technological advancement may lead to a more efficient production per unit of emissions, it also encourages countries to emit more in total and have a lower level of welfare. The results confirm the importance of sustainability to IEAs. The lesson learnt from this study is: when decision makers are myopic, the system is unsustainable even if an IEA is formed. Only when the perception of sustainability is considered, the system could be sustainable. Regardless of the existence of IEAs, international environmental conventions shall not neglect the fundamental goal to pursue sustainable development.

Research on Disney's 3D Animation 's Style, Layout Pipeline, and Camer a Capture System

  • Paik, Jiwon;Kim, Cheeyong
    • 한국멀티미디어학회논문지
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    • 제16권11호
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    • pp.1348-1356
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    • 2013
  • Disney Animation has showed not only artistic excellence but also technological innovations through a lot of animation films that they released. Especially with the unique concept that free-willed game characters dive into different worlds of games in animation film, received both critical and commercial acclaim for its stunning visuals and outstanding CG (computer graphics) effects. The purpose of this study is to analyze different styles of game worlds, Disney's layout pipeline, and in-house camera capture system used in . This paper analyzes that three game worlds in this film such as Fix-It Felix Jr., Sugar Rush, and Hero's Duty express different styles by using appropriate character animation and camera movements. Especially Hero's Duty game which new in-house camera capture system is extensively used maximizes unseen visuals by perfectly making realistic and believable game world. Disney's newly developed in-house camera capture system, which is used in this film for the first time, allows real camera's motion and shake and real-time camera's movement and correction within animation set. Result of this study proves that this system improves directing of feature animation and enhance efficiency of the layout department's production process. Therefore, it contributes to a great extent to development of animation films' business.

디지털시대 패션에 나타난 사이버페미니즘 연구(제1보) -사이버하위문화 스타일을 중심으로- (A Study of Cyberfeminism in fashion in the digital era -Focused on cybersubculture style (Part I)-)

  • 김현수;양숙희
    • 한국의류학회지
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    • 제27권11호
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    • pp.1229-1240
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    • 2003
  • The purpose of this study was to review such results of the scientific and technological development as women's changed status, sexual identity and their views of physique in the cyber space based on cyber feminists' theories, and thereby, examine the concept of space during the medieval age, and then, the fundamental spiritual concept involving the fetishism of women's body as sexual objects in the materialistic space of the digital age in terms of the consciousness of trend or supra-sensual perceptions, and thereby, review the effect of the cyber terrorism and violence on the fashion in sub-cultural terms. Some researchers distinguish psychedelic styles from cyberdelic ones to assume such psychiatric visions as psychedelic fashion characterized by resistance and delinquency-cyber punk fashion, cyber hippie fashion, cyborg fashion- and then, define them all as cyber resistant culture fashion or as a sub-cultural style of the cyber culture. As a result, it was found that human bodies are being encoded with the networks, various cyber characters or avatars are emerging, while human bodies are being distorted or exaggerated with human beings and machines being imploded.

비즈니스 구성요소 분석을 통한 기업의 R&D 기술포트폴리오 가치평가모델 (Development of an Evaluation Model for R & D Technology Portfolio Based on Business Model Components)

  • 김영태;임광혁;이상철;박상찬
    • 품질경영학회지
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    • 제40권3호
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    • pp.372-380
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    • 2012
  • Purpose: The purpose of this research is to develop the methods for evaluating the business value of a company's technical portfolios. In this study, technical portfolios of 10 major manufacturers and e-Biz industries are examined first from a business model perspective. Subsequently, we suggest future direction of R&D for the pharmaceutical industry by deducing the leading industries sharing similar traits with the pharmaceutical industry. Methods: In order to evaluate and analyze the patents of the major leading industries based on the constituents of a business model, the target patents were selected through the following procedure. Results: First, In this study, using the data obtained from the patent analysis, the differences in the technology portfolios of specific business entities based on the constituents of their business models. Second, deduced business rules of particular business entities through classification analysis and role-model of pharmaceutical industry Conclusion: If enterprise discovers technological change and characters of other enterprise or technology, enterprise could judge a direction of technology which will be developed in the near term and a plan which utilized existing technology to increase enterprise's profits.

유형별 혁신네트워크가 혁신성과에 미치는 영향: 한국의 혁신적 기업을 사례로 (Impacts of Networks on Innovative Results of Korean Corporations)

  • 이성근;이관률
    • 기술혁신연구
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    • 제12권3호
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    • pp.25-47
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    • 2004
  • The globalizing economic processes based on knowledge-based economic systems have changed the environment of competition between corporations fundamentally. As a result, all corporations must carry out their own activities for innovation in order to strengthen their competitiveness continuously. However, it may be difficult for the companies to meet the demand of rapidly changing markets as well as technological changes by themselves. Therefore, most of companies intensify their interdependent collaboration with other corporations for carrying out innovative activities. This is a process of building innovation networks. Innovation networks can provide opportunities to learn latest technologies and at the same time reduce uncertainties for the future. In fact, innovation networks enable not only to provide information about technology, market etc. but also to create learning processes between innovative actors. Thus, innovation networks are the most significant factor to stimulate innovative activities as well as to generate the growth of companies. This paper argues about impacts of innovation networks on the result of innovative activities. Furthermore, this focuses on the analysis of characters of corporations as well as patterns between innovation networks and innovation results.

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전쟁의 현상학-노먼 메일러의 『밤의 군대들』 (The Phenomenology of War in Mailer's The Armies of the Night)

  • 권택영
    • 영어영문학
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    • 제54권2호
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    • pp.217-234
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    • 2008
  • Norman Mailer is one of the American writers who dramatize sensual pleasure in order to show how American idealism ends up being trapped and corrupted. The most remarkable cases are the tragic heroes of Scott Fitzgerald and the tough characters of Ernest Hemingway; while the former describes the victim of sensual pleasure, the latter brings the sensuality out from the darkness into 'the clean and well-lighted place.' In one of his most successful experimental fiction writings called 'New Journalism,' Mailer portrays the battle between the liberal left and the conservative right in the demonstration of 1967. Mailer achieves two things in this new technique. First, he demystifies the traditional epistemology grounded in the neutral and transparent narration and suggests that every narration can not escape mediation by a narrator. Secondly, he demonstrates that there is no clear distinction between good and bad. Rather, Good is nothing but a disguised form of Evil, and God is feasible only through the courageous action borrowed from Evil. In this technological world, devil is more powerful and attractive than God. This paper assumes the materiality of courage and focuses on the phenomenology of war carried out not from soul but from body, not from the consciousness but from the materiality.

Communication with Video Games as a Process of Semiosis

  • Maletska, Mariia;Ostashchuk, Ivan;Khrypko, Svitlana;Salo, Hanna;Petryshyn, Halyna;Lobanchuk, Olena
    • International Journal of Computer Science & Network Security
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    • 제22권10호
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    • pp.37-42
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    • 2022
  • Communication as a process of interpreting signs has always existed in people's life. In post-information society, the communication between a person and a technological system through the specific sign-attaching process becomes widespread. Moreover, it somehow replaces usual communication between people. One of the means of communication in the digital space are video games. They not only play an important role in communication processes, but also are a special case of sign-creating and interpreting. The purpose of the article is to examine video games as a space of sign-based communication between a person and a game as a specific digital system. With the help of general scientific and hermeneutic methodology, the analysis of video games as a post-information society phenomenon which people communicate to has been conducted. The process of semiosis as attaching special meanings to signs has been traced in both manipulating in-game objects and characters and understanding rules of an in-game world.

에듀테인먼트 기반의 어린이 웹사이트 디자인에 관한 연구 (A Study on the Optimization of Edutainment Website design For Juvenile Users)

  • 손은미;임은정;이현주
    • 디자인학연구
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    • 제15권1호
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    • pp.143-152
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    • 2002
  • 인터넷이 보편직인 일상의 도구로 자리잡으면서, 그 이용자의 수도 급격하게 증가하고 있다. 특히 초등학생의 인터넷 이용률의 급심장을 주목할 필요가 있다. 이들은 태어나면서부터 자연스럽게 인터넷을 접하게 된 세대로 앞으로 대두될 새로운 미디어 시대를 이끌어 나갈 주역이다. 또한 이들은 미래의 인터넷의 발전과 변화를 주도할 수 있다는 잠재력을 가지고 있는 세대이기도 하다. 현재 국내에서는 이러한 어린이를 위한 웹사이트에 대한 투자가 미흡하지만, 그 관심도가 높아지는 만큼 인터넷 시장을 주도할 새로운 영역으로 자리 잡아가고 있다. 이러한 관점에서 지금까지의 단순 학습 전달 목적의 사이트 개발보다는 보다는, 흥미 있는 요소를 통해 자연스럽게 학습환경에 몰두할 수 있도록 도와주는 에듀테인먼트 사이트의 개발이 요구된다. 어린이의 인지적인 특성을 고려하여 사이트를 설계함과 동시에, 디자인, 공학, 아동학 등의 다양한 학문 분야들 간의 학제적 접근이 필요하다. 뿐만 아니라 학습자가 보다 쉽게 정보를 인지하고 수용할 수 있는 인터페이스의 설계가 필요하며 이를 위해서는 일관성 있는 레이아웃과 아동의 감성을 고려한 색상과 배색, 내용의 조직화와 더불어, 멀티미디어 요소를 적극 활용하여 학습으로 연결해야 한다. 또한 어린이 스스로가 직접 제어하며 사고하도록 유도하는 상호작용을 통해 학습 효과를 높이고 학습의 참여도와 상상력, 사고력도 더욱 향상시킬 수가 있을 것이다. 어린이 웹사이트가 가진 잠재력을 최대한 발휘하기 위해서는 이러한 시도 외에도 기술적인 지원과 적극적인 투자가 필요하며, 동시에 어린이의 사용성 평가를 통한 관련 연구들의 선행이 필수적이다.

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