• Title/Summary/Keyword: new game generation

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A Development of Product Design for Launching in New Market - inkel Car Navigation (WideTouch) - (Car Navigation 신시장 진출을 위한 제품디자인 개발사례 연구 - 인켈 와이드터치(WideTouch) -)

  • Seo, Hong-Seok
    • Science of Emotion and Sensibility
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    • v.9 no.spc3
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    • pp.225-234
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    • 2006
  • Car Navigation market is rapidly emerging in Korea recently. And it adds the multiple functions which are various traffic and travel information, DMB(Digital Multimedia Broadcasting) TV, game, movie and music. It is evolving as a killer application device of Car Infotainment (Information & Entertainment). On the other hand, the technical barrier which is pushing into the market is low and the competition is intense in process of time. In the market situation, the design differentiation is embossed with important element. In this case study, focused on inkel which specialized in Audio/Video launching into the Car Navigation market with the new brand 'WideTouch', we tried to provide successful product design strategy based on proactive research on the market for the design differentiation through the target segmentation of the new generation, middle-aged and a woman consumer.

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Prospect of Non-Touch User Interface Technique (비접촉식 동작인식 기반 사용자 인터페이스 기술 전망)

  • Kim, Soo-Kyun;Sung, Kyung
    • Journal of Advanced Navigation Technology
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    • v.18 no.3
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    • pp.242-247
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    • 2014
  • The advancement of touch user interface technology is mostly due to the debut and success of the new user experience (UX), the iPhone. The introduction of Apple's iPhone especially made possible for the user experience to break away from the traditional input device of the mouse and keyboard. It is advancing from the current 3rd generation touch interface technology into the 4th generation non-touch user interface technology. This paper will present a non-touch interaction technology that allows interaction in a three dimensional setting through 3-D space touch. It will analyze current technologies and future emerging technologies.

A study on a new generation game console using AHP and DEA method (AHP와 DEA를 활용한 차세대 게임기 우수성 평가)

  • Seo, Myeong-Min;Kim, U-Je
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2007.11a
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    • pp.167-170
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    • 2007
  • 본 연구는 차세대 게임기의 하드웨어 성능 및 소프트웨어 측면에서 시장에 판매중인 차세대 게임기의 우수성을 평가하는 방법을 개발하고 실제 적용하는 것이 목적이다. 먼저 하드웨어 측면과 소프트웨어 측면에서의 차세대 게임기를 평가하기 위한 평가요소를 도출하고 이를 AHP(Analytic Hierarchy Process)와 DEA(Data Envelopment Analysis)에 의해 분석모델을 개발하였다. 평가요소로는 비디오, 오디오 및 기타 장치관련 요소들이 도출되었다. 또한, 차세대게임기에 대한 설문조사 및 데이터 조사를 실시하여 심층 분석하였다 이 논문으로 차세대 게임기 구매 시 결정 기준을 만들어 우수한 평가기준을 수립하는 것이 목적이다.

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Facial Feature Based Image-to-Image Translation Method

  • Kang, Shinjin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.12
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    • pp.4835-4848
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    • 2020
  • The recent expansion of the digital content market is increasing the technical demand for various facial image transformations within the virtual environment. The recent image translation technology enables changes between various domains. However, current image-to-image translation techniques do not provide stable performance through unsupervised learning, especially for shape learning in the face transition field. This is because the face is a highly sensitive feature, and the quality of the resulting image is significantly affected, especially if the transitions in the eyes, nose, and mouth are not effectively performed. We herein propose a new unsupervised method that can transform an in-wild face image into another face style through radical transformation. Specifically, the proposed method applies two face-specific feature loss functions for a generative adversarial network. The proposed technique shows that stable domain conversion to other domains is possible while maintaining the image characteristics in the eyes, nose, and mouth.

A Study on the Various Attributes of E-Sport Influencing Flow and Identification (e-스포츠의 다양한 속성이 유동(flow)과 동일시에 미치는 영향에 관한 연구)

  • Suh, Mun-Shik;Ahn, Jin-Woo;Kim, Eun-Young;Um, Seong-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.1
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    • pp.59-80
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    • 2008
  • Recently, e-sports are growing with potentiality as a new industry with conspicuous profit model. But studies that dealing with e-sports are not enough. Hence, proposes of this paper are both to establish basic model that is for the design of e-sport marketing strategy and to contribute toward future studies which are related to e-sports. Recently, the researches to explain sports-sponsorship through the identification theory have been discovered. Many researches say that somewhat proper identification is a requirement for most sponsors to improve the their images which is essential to sponsorship activity. Consequently, the research for sponsorship associated with identification in the e-sports, not in the physical sports is the core sector of this study. We extracted the variables from online's major characteristics and existing sport sponsorship researches. First, because e-sports mean the tournaments or leagues in the use of online game, the main event of the game is likely to call it online game. Online media's attributes are distinguished from those of offline. Especially, interactivity, anonymity, and expandibility as a e-sport game attributes are able to be mentioned. So, these inherent online attributes are examined on the relationship with flow. Second, in physical sports games, Fisher(1998) revealed that team similarity and team attractivity were positively related to team identification. Wann(1996) said that the result of former game influenced the evaluation of the next game, then in turn has an effect on the identification of team supporters. Considering these results in the e-sports side, e-sports gamer' attractivity, similarity, and match result seem to be important precedent variables of the identification with a gamer. So, these e-sport gamer attributes are examined on the relationship with both flow and identification with a gamer. Csikszentmihalyi(1988) defined the term flow as feeling status for him to be making current positive experience optimally. Hoffman and Novak(1996) also said that if a user experienced the flow he would visit a website without any reward. Therefore flow might be positively associated with user's identification with a gamer. And, Swanson(2003) disclosed that team identification influenced the positive results of sponsorship, which included attitude toward sponsors, sponsor patronage, and satisfaction with sponsors. That is, identification with a gamer expect to be connected with corporation identification significantly. According to the above, we can design the following research model. All variables used in this study(interactivity, anonymity, expandibility, attractivity, similarity, match result, flow, identification with a gamer, and identification with a sponsor) definitely were defined operationally underlying precedent researches. Sample collection was carried out to the person who has an experience to have enjoyed e-sports during June 2006. Much portion of samples is men because much more men than women enjoy e-sports in general. Two-step approach was used to test the hypotheses. First, confirmatory factor analysis was committed to guarantee the validity and reliability of variables. The results showed that all variables had not only intensive and discriminant validity, but also reliability. Then, research model was examined with fully structural equation using LISREL 8.3 version. The fitness of the suggested model mostly was at the acceptable level. Shortly speaking about the results, first of all, in e-sports game attributes, only interactivity which is called a basic feature in online situation affected flow positively. Secondly, in e-sports gamer's attributes, similarity with a gamer and match result influenced flow positively, but there was no significant effect in the relationship between the attractivity of a gamer and flow. And as expected, similarity had an effect on identification with a gamer significantly. But unexpectedly attractivity and match result did not influence identification with a gamer significantly. Just the same as the fact verified in the many precedent researches, flow greatly influenced identification with a gamer, and identification with a gamer continually had an influence on the identification with a sponsor significantly. There are some implications in these results. If the sponsor of e-sports supports the pro-game player who absolutely should have the superior ability to others and is similar to the user enjoying e-sports, many amateur gamers will feel much of the flow and identification with a pro-gamer, and then after all, feel the identification with a sponsor. Such identification with a sponsor leads people enjoying e-sports to have purchasing intention for products produced by the sponsor and to make a positive word-of-mouth for those products or the sponsor. For the future studies, we recommend a few ideas. Based on the results of this study, it is necessary to find new variables relating to the e-sports, which is not mentioned in this study. For this work to be possible, qualitative research seems to be needed to consider the inherent e-sport attributes. Finally, to generalize the results related to e-sports, a wide range of generations not a specific generation should be researched.

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Metaverse Friend Making System Design and Implement (메타버스 비대면 친구사귀기 시스템 디자인 및 구현)

  • Chung, HaeKyung;Ko, JangHyok
    • Journal of the Semiconductor & Display Technology
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    • v.20 no.3
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    • pp.97-102
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    • 2021
  • In this study, we developed the service that can efficiently making friends among college students in metaverse world. Metaverse technology has recently emerged as an important topic across the industry.' The development of virtual and augmented reality technologies, which have emerged as a new paradigm to drive the next generation of the Internet, is bringing us closer to the metaverse world. Metaverse is spreading around the gaming, entertainment, music, and content industries[1]. In particular, as non-face-to-face transitions have accelerated since the COVID-19 outbreak, lifestyles and industrial sites are rapidly changing beyond untacting to metaverseization, a three-dimensional virtual space. After discovering the needs of users through surveys and interviews, the research method added functions to the service that matched those needs. Users were pleased that they could make friends who matched their preferences and tastes, play like a game in a virtual world called metaverse, and customize their avatars to their liking. It was also very fresh to customize the goods so that they could be gifted and kept by themselves.

A Study on Framework to offer the differentiated Optical QoS Service in the Next-Generation WDM Optical Internet Backbone Network (차세대 WDM 광 인터넷 백본망에서 차등화된 광 QoS 서비스 제공 프레임워크 연구)

  • Kim Yong-Seoug;Ryu Shi-Kook;Lee Jae-Dong;Kim Sung-Un
    • The KIPS Transactions:PartC
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    • v.12C no.6 s.102
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    • pp.881-890
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    • 2005
  • Over for the past 10 years, the increase in geometric progression for the internet traffic, has allowed the IP protocol framework to be the most important network technology. In addition, the internet service is being developed as a service mode differentiated, aiming to support the new-mode real-time multimedia services such as internet phone, video conference, cyber reality, and internet game, focusing on offering a latest service. These days, aiming to solve the need for broad bandwidth along with guaranteeing QoS, the WDM technology of offering multiple gigabit wavelengths is emerging as the core technology of next-generation optical internet backbone network. In the next-generation optical internet backbone network based on WDM, the QoS framework is one of fore subjects aiming to offer a service of guaranteeing QoS This study analyzes the requirements of performance related to QoS framework in IP Subnet and in WDM optical backbone network, and suggests optical QoS service framework differentiated. in order to guarantee end-to-end QoS through the next-generation optical internet backbone network, using GMPLS control protocol.

An Audit Model for Customer Relationship Management in Smart Mobile Environments (스마트 모바일 환경에서 고객관계관리 구축을 위한 감리 모형)

  • Chung, Woong;Kim, Dong Soo;Rhee, Hye Kyung;Kim, Hee Wan
    • Journal of Digital Convergence
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    • v.11 no.5
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    • pp.187-199
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    • 2013
  • Since the supply of smart phones, a change in mobile environment brought a turning point called a mobile generation. Smart mobile office is a combined form of smart phones' new mobile environment and its social media. A construction of mobile office environment using smart phones brought revitalization of the smart phone market. CRM construction also became new requirements for a customer management. However, based on the current information system audit standard, check fields or check lists are insufficient to apply to audit for CRM construction in a smart mobile office environment. Therefore, this paper proposes a model for auditing CRM system construction in smart mobile office environment. It proposes audit domain and check lists of CRM construction. It also verified whether the proposed model is suitable or not by doing a survey if deduced audit domain and check lists correspond with the purpose of the CRM construction audit during smart mobile office environment. As the result, this study appear to have more than average satisfaction the suitability results were.

Identifying the Key Success Factors of Massively Multiplayer Online Role Playing Game Design using Artificial Neural Networks (인공신경망을 이용한 MMORPG 설계의 핵심성공요인 식별)

  • Jung, Hoi-Il;Park, Il-Soon;Ahn, Hyun-Chul
    • The Journal of Society for e-Business Studies
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    • v.17 no.1
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    • pp.23-38
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    • 2012
  • Massive Multiplayer Online Role Playing Games(MMORPGs) headed by some Korean game companies such as NC Soft, NHN, and Nexon have exploded in recent years. However, it becomes one of the major challenges for the MMORPG developers to design their games to appeal to gamers since only a few MMORPGs succeed whereas they require a huge amount of initial investment. Under this background, our study derives the major elements for designing MMORPG from the literature, and identifies the ones critical to the users' satisfaction and their willingness to pay among the derived elements. Though most previous studies on the design elements of MMORPG have used analytic hierarchy process(AHP), our study adopts artificial neural network(ANN) as the tool for identifying key success factors in designing MMORPG. The results of our study show that the elements of the game contents quality have a bigger effect on the user's satisfaction, whereas the ones of the value-added systems have a bigger effect on the user's willingness to pay. They also show that user interface affects both the user's satisfaction and willingness to pay most. These results imply that the strategies for the development of MMORPG should be aligned with its goal and market penetration strategy. They also imply that the satisfaction and revenue generation from MMORPG cannot be achieved without convenient and easy control environment. It is expected that the new findings of our study would be useful forthe developers or publishers of MMORPGs to build their own business strategies.

A Study on Switching Intention of Broadcasting Service to MCN Service by Migration Theory (새로운 방송 서비스로의 이전 : 이주 이론을 통한 MCN으로 전환의도 연구)

  • Kim, Yonghee
    • The Journal of Industrial Distribution & Business
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    • v.10 no.1
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    • pp.59-67
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    • 2019
  • Purpose - The Millennial Generation, which grew in the wake of the spread of the Internet and rapid changes in the media environment, is rapidly moving from the traditional broadcasting environment to the Internet-broadcasting environment in terms of content acceptance. With the emergence of UGC (User-generated content), the change in the status of single-person content creators enables the growth of multi-channel networks (MCN), a new content-distribution platform and an agency concept for single creators. Youtube-based MCN produces multiple single star producers and casts and provides its own video series through Youtube. It is also emerging as a major M&A target for global media providers in terms of providing content to a wide range of consumers with the same interests and consumption characteristics. In addition, for the Millennials generation, which are part of their lives, MCN is becoming the most suitable media for TGIF (Twitter, Google, i-phone, Facebook). Accordingly, this study defines newly emerging MCNs and analyzes the factors for accepting MCN-produced content based on the push-pull-mooring (PPM) model. Research design, data, and methodology - An empirical analysis is performed through a questionnaire survey. For this purpose, 204 people who have experience of watching MCN were studied. Collected data is processed through analysis of a structural equation model using R to test the hypothesis. Results - For the MCN service to become an alternative to existing media, it is necessary to continuously promote cultural diversity and diversity of attempts that conventional media cannot provide. It is the attractiveness of the alternative that has the greatest influence on the intention to switch to a MCN service. When we look at MCN content so far, certain patterns such as game progress, introduction, food, and chat rooms have already appeared. We need to overcome this and develop a completely new conceptual content that we have never seen before. This requires a more generous viewer perception of the topics covered. For diversity, linguistic and verbal violence should be tolerant in common sense to provide a foundation for securing cultural diversity. Conclusions - In this study, we tried to develop a comprehensive approach to the substitution effect of MCN. In terms of academic achievement, the PPM model is used to enhance the utilization of media and broadcasting. Practical implications are to provide an analytical framework for verifying alternative or complementary effects when viewers switch to MCN.