• Title/Summary/Keyword: entertainment contents

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A HMD VR data transmission solution by using strip LED attached Window Signage

  • Kim, Seung-Kyun;Woo, Deok-Gun;Park, Young-Ki;Im, Sang-Il;Timur, Khudaybergenov;Ku, Kyung-Hwan;Cha, Jae-Sang
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.4
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    • pp.11-17
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    • 2020
  • This paper proposed the design of a new window signage system architecture, which utilized a window of a building, with attached LED for visible light communication. In this paper, the proposed method using the LED strip to transmit light data and receive the data through a HMD with a smart device camera. The LED strip attached to the existing building window, as a part of semi-transparent signage. Semi-transparent signage based on a controllable LED strip-modules and attached to the window used to provide entertainment contents and the information service to people through optical camera communication (OCC) as well. Also, this work suggests using the camera supplied Head Mounted Device (HMD) as an OCC receiver. The LED attached window signage system structure described in this paper can be utilized in various buildings infrastructure like house, shopping areas, industrial building, etc.

A Study on the Development and Application of Service Classification System through Virtual Reality Service Industry Analysis (가상현실 서비스 산업 분석을 통한 서비스 분류체계 개발 및 활용에 관한 연구)

  • Shin, Jae Woo;Leem, Choon Seong
    • Journal of Information Technology Services
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    • v.18 no.5
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    • pp.17-30
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    • 2019
  • With the advent of the Fourth Industrial Revolution, virtual reality, a technology that has recently attracted attention, is emerging as a core technology that will lead the future industry by changing the paradigm of various industries. The development of 3D rendering, computer graphics, and mobile technologies enabled the development of various smart devices and led to the popularization of virtual reality services using them. Recently, with the development of virtual reality-related technology, various devices and contents such as VR-related HMDs are being developed and released. However, since the classification for VR technology has not yet been established, it is difficult to define a range of industries and services to which VR can be applied. Therefore, in this study proposes a service classification system in terms of industries that can apply VR technology and services that can be provided based on the studies on industries and services of VR technology related to the Fourth Industrial Revolution. VR's industrial classification consists of eight industries including entertainment, media, education, medical care, architecture, manufacturing, distribution, tourism and each service is divided into two service categories and composed 16 services. Through the collection and analysis of virtual reality service cases, the service distribution and characteristics of each industry can be analyzed. In addition, we can develop a virtual reality new business model and present a service case for the intersecting areas. This study is expected to be used as a basic research for the activation of virtual reality services in the future.

A study of Communication System between each Game Characters (게임캐릭터의 실시간 대화시스템에 대한 고찰)

  • Choi Sam-Ha;Kim Kyung-Sik
    • Journal of Game and Entertainment
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    • v.1 no.1
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    • pp.39-46
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    • 2005
  • Communication is an element of the story-telling in processing of the game as well as basic role of information exchange. In case of communication-based adventure games which are processed through communication, the communication is playing the role beyond its basic role up to providing a limited information on quests and solutions in Massively Multiplay Online Role Playing Game(MMORPG). Even though the communication is one of most important element for absorbtion into game, current communications with Non Playable Characters in games are just monotonous event-driven method following pattern based on prepared game scenario. In this research, we have analyzed natural language processing systems which are being used in the area of Artificial Intelligence for the purpose of more realistic communications in games, and have studied methods to apply these communications on games.

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Analysis of Squash & Stretch Principle for Animation Action (애니메이션 동작을 위한 Squash & Stretch 원칙의 분석)

  • Lee Nam-Kook;Kyung Byung-Pyo;Ryu Seoc-Ho
    • Journal of Game and Entertainment
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    • v.1 no.1
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    • pp.47-54
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    • 2005
  • Squash & Stretch principle is playing an essential principle for animation action. The application of this principle gives the illusion of weight and volume to an animation character, and makes it possible that an animation action be the smooth and soft by escaping from the stiffness and rigidity. If an action of human or object on animation is expressed like a real world, it seems to be unnatural. Any action without Squash & Stretch will look rigid, uninteresting and not alive. It can be applied to movement of all objects, characters' actions, dialogues and facial expressions with a basic rule of mass, volume and gravity. Any action will not be well expressed without this principle. To be a good animation action, it should be deeply applied in 3D animation, not only 2D animation. Thus, a systemic analysis of Squash & Stretch principle is required.

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A Comparative Study on the MICE Industries of Korea and America for Development of Strategic Policies of Korean MICE Industry (한국과 미국 MICE산업 비교 분석을 통한 우리나라 MICE산업의 융합적 정책 및 전략 개발 연구)

  • Park, Yong-Hee
    • Journal of the Korea Convergence Society
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    • v.9 no.8
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    • pp.355-363
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    • 2018
  • This study is to provide insights for developing strategies and policy of MICE industry in Korea. Identifying current global statuses, trends, characteristics and analysing the strategic opinions of MICE experts', some strategies and policies were driven, which to activate MICE industry. Compared to Korea, America has comparative advantages in the size and configurations of MICE infrastructure. In order to get competitive edge, Korea needs to utilize various fused contents and stories of K-Series in MICE industry. Unique Venue and MICE destination development, which provide special experiences during the MICE participation, family friendly and children education oriented MICE environment policies are needed. Also, providing fun and Entertainment for MICE participants, demand for 'Green MICE' and medical tourism for the participants should be counted in developing strategic MICE policies.

The Influence of Lifestyle and Importance of Store Attribute upon Fashion Store Selection of Adolescence Consumers (청년기 소비자의 라이프스타일과 점포속성 중요도가 패션점포선택에 미치는 영향 -대형점포를 중심으로-)

  • 이은실;이선재
    • Journal of the Korean Society of Costume
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    • v.54 no.1
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    • pp.53-68
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    • 2004
  • The purposes of this study were to classify the contents of lifestyle of adolescence consumers, to examine the differences of lifestyle, importance of store attribute, preference of fashion store according to demographic variables, to test preference of fashion store and lifestyle, preference of fashion store, and to examine how the preference of fashion store was influenced by lifestyle, importance of store attribute, and demographic variables. Subjects were 317 adolescence consumers(13-24 years) in Seoul, Korea. Preference of imported & brand goods, orientation of fashion & beauty life, and family orientation had a direct effect on preference of department store($R^2$=.129). Sex had an indirect effect on preference of department store through orientation of fashion & beauty life. Search of video media & information and age(-) had a direct effect on preference of entertainment shopping center($R^2$=.150). Orientation of fashion & beauty life(-), sales promotion, sex, and reasonable consumption had a direct effect on preference of discount store(R =$^2$.109). Sex(-) had an indirect discount store through orientation of fashion & beauty life, and sex(-), search of video media & information, age(-), and reasonable consumption did through sales promotion. Sales promotion, preference of imported & brand goods(-), and store atmosphere(-) had a direct effect on preference of traditional market($R^2$=.060). Sex(-), age(-), search of video media & information, and reasonable consumption had an indirect effect on preference of traditional market through sales promotion, and search of video media & information, reasonal consumption, and acceptance of foreign culture did through store atmosphere.

Cubical User Interface for Toy Block Composition in Augmented Reality (증강 현실에서의 장난감 블록 결합을 위한 큐브형 사용자 인터페이스)

  • Lee, Hyeong-Mook;Lee, Young-Ho;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.363-367
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    • 2009
  • We propose Cubical User Interface(CUI) for toy block composition in Augmented Reality. The creation of new object by composing virtual object is able to construct various AR contents effectively. However, existing GUI method requires learning time or is lacking of intuitiveness between act of user and offered interface. In case of AR interfaces, they mainly have been supported one handed operation and it did not consider composition property well. Therefore, the CUI provide tangible cube as the manipulation tool for virtual toy block composition in AR. The tangible cube which is attached multi-markers, magnets, and buttons supports free rotation, combination, and button input. Also, we propose two kinds of two-handed composing interactions based on CUI. First is Screw Driving(SD) method which is possible to free 3-D positioning and second is Block Assembly(BA) method which support visual guidance and is fast and intuitive. We expected that proposed interface can apply as the authoring system for content such as education, entertainment, Digilogbook.

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Humanoid Robot Performance System for Performing in Public Places (공공장소에서 공연을 위한 휴머노이드 로봇 공연 시스템)

  • Hwang, Heesoo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.3
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    • pp.190-196
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    • 2016
  • This paper proposes a humanoid robot performance system for performing in public places, such as an event, exhibition, or street performance. The system of modular structures can be moved easily, and can be played by a module or a combination of modules. The system developed with open source-based software and hardware is easy to adapt and improve. The robot performance control program for controlling robots, displays, audios, videos, and performance instruments was developed using the open source language, Processing. The performance instruments were developed using the open source hardware, Arduino. The contents of the robot performance were composed of scene-specific image, background audio, computer graphics, and videos. For their control and synchronization, the performance control program communicates with the humanoid robots and the performance instruments. In addition, performance accessories required to represent the performance concepts are produced by 3D modeling and printing. In a public place, the robot performance is performed with the theme of celebrating a Halloween day.

A Study on Gamers Segmentation based upon Uses and Gratifications of Mobile games (모바일게임 이용 충족이론을 기반으로 한 모바일 게이머 유형 분석에 관한 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2005.10a
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    • pp.133-164
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. The overall trend for mobile games is towards bigger, more colorful, more involving and exciting contents, which will build upon the developing capabilities of mobile phones and networks in order to bring new styles, concepts and experiences of game play to the users. In this paper, we attempt to investigate the demographic factors which play critical roles in determining the level of playing times; classify mobile gamers based on their motives for playing games; and empirically test differences in their demographic factors and mobile game usage. Statistical results show that significant differences in playing times exist, depending upon their age, gender, mobile device, mobile phone usage, mobile game experiences, and preferred games genres. Applying Factor analysis, we have identified Escape, Social interaction, Challenge and Competition, Fantasy, Diversion and Relaxation, Ease of Accessibility as key motivators for playing mobile games. Additional cluster analysis shows that the categorization of gamers, according to their usage habits and the key motivators for playing, can be made as follows: M-gamers, Multi-gamers and Communication-focused gamers. Further correlation of these grouping with socio-economic data shows the significant differences in gaming habits and patterns of mobile phone use.

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A Study on the Analysis of the Present Conditions of Robot-typed Mechanic Games and Development Methods (로봇형 메카닉 게임 현황 분석 및 발전 방안에 관한 연구)

  • Ryu Seuc-Ho;Kyung Byung-Pyo;Kim Tae-Yul
    • Journal of Game and Entertainment
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    • v.2 no.1
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    • pp.1-7
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    • 2006
  • While numerous On off-line and mobile games have been released in our domestic game market annually, the release of mechanic games in our domestic game market is merely a minority. The marketability of robot-typed mechanic game among our domestic game markets has net been widened. What are the reasons that the robot-typed mechanic game in our domestic games has not been expanded in terms of its users? The purpose of this study is to figure out the reasons why there have been few demands and manufactures of robot-typed mechanic games in domestic market. This study investigate the present conditions of robot-typed mechanic games released domestically and internationally and the reasons for game users' avoiding them through the ranking of sale and popularity. In addition, it analyze three biggest causes such as the absence of planning capability, cultural exclusivism against robots and difficulties in manipulation. Lastly, the study investigate the necessity and importance of robot-typed mechanic games in domestic markets.

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