• Title/Summary/Keyword: game culture

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Implementation of Dynamic Character Art using Image Association

  • Lim, Sooyeon
    • International Journal of Advanced Culture Technology
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    • v.7 no.3
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    • pp.52-57
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    • 2019
  • This study is about the creation of a character art using the free association. Character in proposed artwork induces the viewer's unconscious experience associated with it and creates new meanings to invigorate the character. When a character that performs both a linguistic function and a visual image function goes through a free association process, the viewer can induce interest and convey the meaning of the character more effectively. We proposed two ways to express the dynamic movement of the character more actively. One is drawing using various colors and free lines, and the other is the movement of the character synchronized with the gesture of the viewer. As a result of implementing dynamic character art, we can see that the viewer was actively involved in the free association process and immersed in the artwork. The viewers participated in the creation of the artwork, changing the shape of the character according to their various gestures.

Global Fashion Brand Non-Fungible Token (NFT) Application Case Study

  • Hye-Sook Park;Phil-Joo Moon
    • International Journal of Advanced Culture Technology
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    • v.11 no.3
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    • pp.315-320
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    • 2023
  • Covid-19 is rapidly changing the global society. In particular, as the online connected world has become more important in recent years, new communication methods such as VR, AR, and metaverse have emerged as global trends. As social interest in technologies such as metaverse, blockchain, and NFT continues to grow, this study aims to understand the concept of NFT, which is being illuminated as a global trend keyword, and to examine the current status of the global fashion industry. As a result of examining NFT application cases of fashion brands that have grown rapidly since Covid-19, the use of NFT in the global fashion industry can be largely classified into three categories - Collection and Investment Type, Game Type NFT, Marketing and Event Type NFT. Based on this, We expect that this study will be used as basic data to actively utilize NFT, which is still in its infancy, to prepare a plan to revitalize the domestic fashion industry.

A Study on Gamification Consumer Perception Analysis Using Big Data

  • Se-won Jeon;Youn Ju Ahn;Gi-Hwan Ryu
    • International Journal of Advanced Culture Technology
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    • v.11 no.3
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    • pp.332-337
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    • 2023
  • The purpose of the study was to analyze consumers' perceptions of gamification. Based on the analyzed data, we would like to provide data by systematically organizing the concept, game elements, and mechanisms of gamification. Recently, gamification can be easily found around medical care, corporate marketing, and education. This study collected keywords from social media portal sites Naver, Daum, and Google from 2018 to 2023 using TEXTOM, a social media analysis tool. In this study, data were analyzed using text mining, semantic network analysis, and CONCOR analysis methods. Based on the collected data, we looked at the relevance and clusters related to gamification. The clusters were divided into a total of four clusters: 'Awareness of Gamification', 'Gamification Program', 'Future Technology of Gamification', and 'Use of Gamification'. Through social media analysis, we want to investigate and identify consumers' perceptions of gamification use, and check market and consumer perceptions to make up for the shortcomings. Through this, we intend to develop a plan to utilize gamification.

Analysis of organizational culture for performance-oriented organizations using Metabuses : Focusing on competing Values Framework (메타버스를 활용하는 성과 위주의 조직에 대한 조직문화 분석 : 경쟁가치모형을 중심으로)

  • Lee, Seung-Hwan
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.53-54
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    • 2022
  • 본 논문에서는 메타버스 네트워크에서 작업을 하고, 성과를 이루려고 하는 조직이 어떠한 조직문화를 가지고 있는지 기존의 오프라인의 소통 위주의 조직과 비교하여 변화된 조직문화 성향을 알아보고자 한다. 앞으로 뉴노멀 시대에 시간과 공간의 제약에서 벗어나 글로벌 적인 환경에서 점차 메타버스를 이용한 작업은 확장되어 질것이며 기존과 다른 새로운 조직 프로세스에서 구성원들의 작업효율과 최대치의 결과 값을 얻기 위하여 이와 같은 연구를 통해 유의미를 찾고 보다 발전적인 조직문화에 보탬이 되고자 한다.

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Research on the Direction of Blockchain Game Platform using AI

  • Lee Jong Ho
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.417-422
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    • 2023
  • AI blockchain technology, which is attracting attention as a core technology of the 4th Industrial Revolution, is a technology that can be used as an important means of innovation not only in the current gaming industry but also in various industrial fields. This paper extracts the platforms and types of blockchain games currently ranked within the top 100 on the blockchain app (DApp) sites State Of The DApps, DApp.com, and Dapp Rader and introduces the top games on major platforms. As a result of extracting platforms and types, the top games were mainly based on Ethereum, EOS, and Steam. However, the results showed that there are significantly more games based on the Ethereum platform, which are stable, easy to apply, and have a low barrier to entry due to the large number of users and DApps. We plan to improve awareness of blockchain games by studying the characteristics that only blockchain games have.

The Rise of Drone Swarms: Military Applications, Countermeasures, and Strategic Implications

  • Hwang Hyun-Ho
    • International Journal of Advanced Culture Technology
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    • v.12 no.2
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    • pp.318-325
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    • 2024
  • The rapid advancement of drone technology has led to the emergence of drone swarms, a game-changing concept in modern warfare. This study explores the military applications, countermeasures, and strategic implications of drone swarms. By examining the current trends in drone swarm development and deployment, this research highlights the potential of this technology to revolutionize the battlefield. The study also investigates the challenges and vulnerabilities associated with drone swarms, emphasizing the need for effective countermeasures. Through an analysis of multi-sensor fusion, directed energy weapons, and artificial intelligence, this research proposes comprehensive strategies to counter the threats posed by drone swarms. Furthermore, the study delves into the ethical and legal issues surrounding the use of autonomous drone swarms, underscoring the necessity for international norms and regulations. The findings of this research contribute to the understanding of the transformative impact of drone swarms on military strategy and national security, while providing valuable insights for policymakers, military strategists, and researchers in the field.

The Curriculum Design for Department of Culture and Contents according to Technology Change (기술 변화에 따른 문화 콘텐츠 관련학과 교육과정 개발)

  • Jeon, SeongSin;Lee, WonHyung
    • Journal of Digital Convergence
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    • v.11 no.3
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    • pp.299-304
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    • 2013
  • Culture contents are connected directly with our lives. Experts who produce culture contents or work at such industry or most of people regardless of age and gender are exposed to media contents like movie, game, animation, broadcasting and advertising. There are a number of users who use smart phones and smart pads which can view such media contents. The era of smart device which people easily surf, watch, and produce media contents will be opened. Therefore, the efficient curriculum for producing more touchable media contents should be developed continuously. Most of people recognize the necessity of educations to enhance creativity at university education. This paper intended to research the method of roles curriculum of university produce culture contents which stimulate emotion, creative and show new technology. This paper suggests academic curriculum for department of culture and contents based on the basics, even though new media device emerges the proper talents can be fostered.

A Study on Contents Development for a Sensory Console Game Based on Bollywood (발리우드를 활용한 체감형 콘솔게임의 콘텐츠 개발에 대한 연구)

  • Kang, Hyo-Soon;Park, Yu-Ran
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.401-404
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    • 2012
  • The current situation and problems of sensory console games was analyzed focusing on the Nintendo 'Wii.' In order to develop the limitation of contents that lean strongly towards sports and fail to offer diversity one step further into glocal cultural contents, a solution of applying 'Bollywood,' which has a main musical format, is presented. Bollywood is a unique cultural code of India which can stimulate the purchase desires of consumers with its exotic freshness in third countries, and can be used to lead sales of a new form of game culture that is familiar yet in a new format in the 1.1 billion population Indian market. The political, social and economic codes of Bollywood are examined in this study in addition to cultural contents and codes that include Bollywood to develop contents that are not foreign to their culture.

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A Study on Contents Development for a Sensory Console Game Based on Bollywood (발리우드를 활용한 체감형 콘솔게임의 콘텐츠 개발에 대한 연구)

  • Kang, Hyo-Soon;Park, Yu-Ran
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.6
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    • pp.1325-1329
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    • 2012
  • The current situation and problems of sensory console games was analyzed focusing on the Nintendo 'Wii.' In order to develop the limitation of contents that lean strongly towards sports and fail to offer diversity one step further into glocal cultural contents, a solution of applying 'Bollywood', which has a main musical format, is presented. Bollywood is a unique cultural code of India which can stimulate the purchase desires of consumers with its exotic freshness in third countries, and can be used to lead sales of a new form of game culture that is familiar yet in a new format in the 1.1 billion population Indian market. The political, social and economic codes of Bollywood are examined in this study in addition to cultural contents and codes that include Bollywood to develop contents that are not foreign to their culture.

Case Study of Digital Restoration of Korean Traditional Monsters (한국 전통 몬스터 디지털 복원 사례 연구)

  • Han Kwang-Sik
    • The Journal of the Korea Contents Association
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    • v.4 no.4
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    • pp.21-32
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    • 2004
  • This study is aimed that reappearance and restoration of Korean tradition monster's original shape be able to contribute in scenario material development which is filled with history, culture and long imagination of our country. As for method of this study, it is on the basis of literature investigation in history, tale, folk-tale etc. and expert's research, and also restored 50 items of Korean tradition monster in digital way. Study finding is as following. First, prescribed scope of Korean tradition monster including god, ghost, bogy and animal. Second, Korean tradition monster's pattern is classified with S degrees and 4 classes to according to grade of rank and appearance place. Third, each of 50 traditional monsters which are usable to scenario substance development was produced with graphic image and flash animation. Fourth, suggested idea for material development of cultural contents industry as like game and character based on each monster's story. Expect the developed result production from this study to be used as a resource of elevating in comprehension forward to our cultural tradition, to be used as a unique material in field of culture contents industry of game, character, cartoon and movie etc.

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