• 제목/요약/키워드: Technological characters

검색결과 33건 처리시간 0.021초

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.

인 게임 애니메이션의 실재화에 관한 연구 (A Study on Realization of In-game Animation)

  • 이선영
    • 만화애니메이션 연구
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    • 통권42호
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    • pp.177-194
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    • 2016
  • 본 연구는 인 게임 애니메이션의 진화과정을 탐구하고 가상현실을 구축하는 실재화의 작용을 연구하였다. 인 게임 애니메이션은 게임을 가시화시켜주는 콘텐츠로 게임의 목표를 달성하기 위한 정보를 전달하는 역할을 담당하고 있다. 이러한 인 게임 애니메이션은 컴퓨터 그래픽 기술에 영향을 받아 점과 선으로 지표를 설정하는 것에서 시작하였으나 기술이 발달함에 따라 아이콘화, 구체화, 입체화의 과정을 거치며 발전하였고 오늘날 인 게임 애니메이션은 실재화를 추구하기에 이르렀다. 실재화는 시각적 촉각성에 의한 것으로 시각으로 정보를 전달받는 과정에서 사실과 같은 감각을 전달하거나 시각정보에 의해 새로운 감각을 전달받게 되는 것이다. 인 게임 애니메이션의 실재화는 시각적 촉각성에 의해 현전감을 형성하며 몰입의 경험을 제공하는데서 매우 중요하다. 때문에 인 게임 애니메이션의 이미지는 단순히 현실 세계에 대한 모방이 아니라 가상성의 전제하에 스토리에 따라 캐릭터와 배경 등의 요소를 통해 공간을 구축하여 실재의 의미를 형성하게 한다. 의미 형성 과정은 게이머에게 경험을 제공하고, 시각적 인지를 통해 감각을 확장시켜, 가상을 실재와 같이 받아들이도록 하는 것이다. 또한 경험의 만족을 위해 다양한 볼거리를 제공하는데 환상과 환영에의 한 스펙터클로 게이머의 상상력에 영향을 미치며 이미지를 통한 강력한 몰입작용을 느끼게 된다. 이처럼 인 게임 애니메이션이 추구하는 실재화의 과정은 단순히 기술발달에 따른 것이 아니라 게임으로 몰입하기 위한 작용이다. 따라서 인 게임 애니메이션은 게임의 특성에 맞추어 이미지를 구축하고 있으며 그렇기 위해 게임이 추구하는 가상적 세계에 맞는 다양한 요소가 조화를 이루며 실재화를 이루고 있다. 정리하자면, 인 게임 애니메이션의 실재화는 무조건으로 사실적인 이미지를 묘사하는 것만 추구하는 것이 아니라 게임의 장르와 스토리, 게임의 세계관 등에 따라 새로운 세계를 형성하는데 집중하는 것이며 게이머의 상상력을 자극하여 게임으로 몰입하게 하기 위한 기능을 극대화하기 위한 중요한 장치라고 볼 수 있다.