• Title/Summary/Keyword: 게임활용

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The Interface between Wearable Devices and Metaverse: A Study on Soccer Game Character Ability Mapping using Mi Band (웨어러블 디바이스와 메타버스의 접점: 미밴드를 이용한 축구 게임 캐릭터 능력치 매핑 연구)

  • Hyun-Su Kim;Mi-Kyeong Moon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.6
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    • pp.1345-1352
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    • 2023
  • With the development of virtual reality (VR) and blockchain technology, Metaverse is being used in various fields such as games, education, and social networking. At the same time, shipments of wearable devices such as smartwatches are growing every year, becoming more and more integrated into people's daily lives. This study presents a new possibility of reflecting the user's body signals measured through the combination of the two phenomena in the metaverse character. Various biometric information such as the user's heart rate and amount of exercise collected through the smartwatch are reflected on the character in the metaverse, allowing the user's physical condition to be reflected in the virtual world. Through this, Metaverse is expected to provide a new experience that can be called 'extended reality' beyond simple virtual reality, improve user's satisfaction with Metaverse, and suggest a direction for the development of smartwatches.

A Study on the HDRI Production Process and the Composite Method for CG-Based Realistic Rendering (CG 기반의 실사 렌더링을 위한 HDRI 제작공정 및 합성 방식 연구)

  • Byung Chun Lee;Kyung Su Kwon
    • Journal of the Institute of Convergence Signal Processing
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    • v.24 no.4
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    • pp.199-204
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    • 2023
  • Production technologies in the imaging sector are innovating continuously and due to the visual experiences of powerful screen effects using 3D technologies, the public is now pursuing higher quality and more realistic visual effects. 3D production software with greater performance to realize this are now flooding the market, but artificial manual work and traditional hand-painting HDRI production methods still exist. There are few studies on new methods using HDRI production software using the computer's high performance data operations. In order to improve HDRI pipelines, this study links the two technological points of 'Nuke' and 'Photoshop' and it reduced production time and the improvements of quality were verified by using pipelines with new convergence methods.

An Empirical Study on Visitors' Experiences with the <Game Society>

  • Bo-A Rhee;You-min Im;So-Eun Park
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.10
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    • pp.175-184
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    • 2024
  • This study sheds light on the viewing experiences with ≪Game Society(2023)≫ through literature review and quantitative methodology to analyze the perceived value, the perceived experience quality, the attitude toward the exhibition, and the intentions to use of the exhibition. Survey participants demonstrate a tendency to rate the entertainment value higher than the esthetic and educational values. The aforementioned hedonic value shows a significant positive correlation with the degree of satisfaction, while educational and esthetic values exhibit negative corr)elations. Regarding the perceived experience quality, the attractiveness of the exhibition themes significantly influences the degree of satisfaction. Hypothesis testing results indicate that the five detailed factors related to the intention to use of the exhibition are significantly positively correlated with both the degree of satisfaction and the degree of immersion.

A study about the problems and their solutions in the production process of 3D character animation using optical motion capture technology (옵티컬 모션캡쳐 기술을 활용한 3D 캐릭터 애니메이션에서 제작과정상 문제점 및 해결방안에 관한 연구)

  • Lee, Man-Woo;Kim, Hyun-Jong;Kim, Soon-Gohn
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.831-835
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    • 2006
  • Motion capture means the recording of movement of objects such as human beings, animals, creatures, machines, etc in a form applicable to computer. Since the motion capture system can be introduced to the fields where realistic movement of human beings and animals, which cannot be attained with an existing key frame method is required, large scale is necessary or economical burden exists, it has a merit and possibility of new expression. For these reasons, this method is increasingly used in the field of digital entertainment such as movie, TV, advertisement, documentary, music video, etc centering around the game. However, in spite of such an advantage, problems such as too much advance preparation work in digital image expressions using motion capture, marker attachment, compensation of motion data, motion retargeting and lack of professional human resources, etc. are becoming a prominent figure. Accordingly, this study intends to suggest the way of more effective production of motion capture digital image through finding the problems and their draft possible solutions in the production process based on the image production examples using motion capture.

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A Study on the Analysis and Application Strategy of the Characters Developed by the Local Governments - Focused on the Characters of 31 Cities and Goons of Gyeonggi Province - (지방자치단체 캐릭터 분석 및 활용전략에 관한 연구 - 경기도 31개 시ㆍ군의 캐릭터를 중심으로 -)

  • 정현원;한광식
    • Archives of design research
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    • v.16 no.4
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    • pp.129-140
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    • 2003
  • As the importance of Culture Technology (music, publication, mobile, film, video, cartoon, animation, character, game, broadcasting etc) is increased, the field of character industry recently has been recognized as an independent brand value beyond the existing view point of simple designing; it also has been given much attention as a main axis leading the cultural industry of the 21 st century. The character of a local government plays roles such as a symbolic part of a region, parts of tourism and public relations, and a profit-making function, which results into generation of regional image and activation of regional economy. However, the present application strategy of the character is only limited to an early stage of regional advertisements. In this context, this study is aimed to investigate and analyze the character development of local governments, especially 31 cities and goons of Gyeonggi Province, comparing with those of local governments of Japan. In the long run, this will provide some suggestions for strategy of character applications. Then, this research is expected to be used as basic reference materials for character development of other local governments and government agencies.

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The Improved UCI Identifier Syntax for Convergence Digital Contents (융합 디지털콘텐츠에 적합한 UCI 식별자 구문구조 개선)

  • Kang, Sang-ug;Park, Sanghyun;Lim, Gyoo Gun
    • Journal of the Institute of Electronics and Information Engineers
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    • v.53 no.9
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    • pp.82-88
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    • 2016
  • The proposed new UCI syntax is compatible with the existing identifier and defines fixed length in such cases as printable ID, bar code and QR code which may entail better usage of identifier itself. For the compatibility, the identifiable metadata "key" is used for the existing UCI identifier and "UCI" element of metadata is defined for the new UCI identifier. The new UCI identifier plays roles of the resolution service and representation, and the old UCI identifier plays a role of internal DB management. Also, the object code has two types, meaningless and meaningful. The meaningful object code type can be used according the content classification standards in various field as comics, games, advertisement etc. The standardization activities can be supported by the root agency of UCI.

Research on Character Merchandising for Advertising Universities - Focusing on Kirin, symbolic animal of UOU (대학홍보를 위한 캐릭터 상품화 연구 - 울산대학교의 상징동물 기린을 중심으로)

  • Jang, Weon-Chul;Park, Noh-Seok
    • Archives of design research
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    • v.19 no.6 s.68
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    • pp.21-26
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    • 2006
  • This paper suggests our own new brand, Kirin. Not only we are able to design the symbolic animal of UOU, but also we are able to use the character to advertize UOU and merchandize it. These days many men between teens and 30s contact with the various characters through internet games, also they purchase goods related with the characters. For women between elementary students and workers, they purchase the various character goods such as stationery, clothes, and dolls. However, there are not many universities that produce their own characters to advertize their schools and to merchandize them. From this point of view, developing new brand would be the medium of transmitting joy to attract excellent students and to elevate the love of school. Originating the distinctive character in UOU can be used as various merchandising through licensing. Moreover, this friendly brand using character would be produced as skin image of fun and stories and spread through internet homepage. Finally, it would accord with the brand needs of consumer and contribute to advertize UOU.

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Awareness and Utilization Plan of the Smart Learning in University Education (대학교육의 스마트러닝에 대한 인식 및 활용 방안)

  • Lim, Jin-Hyung;Ko, Sun-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.8
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    • pp.5232-5239
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    • 2015
  • The purpose of this study is to examine university student's awareness and utilization plan of Smart Learning of the university education. For this purpose, a needs analysis is performed through a survey of 345 university students. Through the survey, first, students of media devices, including the average daily usage time of four hours at the most common smart devices, the intended use was used SNS, games and entertainment, datebook, and more. Second, the benefits of the smart learning, which students learn to recognize the challenges and reducing the burden most common obstacle was the difficulty in immersion classes. Third, the demand for university education smart learning, the most common opinion about the classroom building. On the basis of the above research findings, the utilization plans are proposed.

Study on the Creation and Usage of Cultural Contents for 'Geotaji Folk Tale' ('거타지' 설화의 문화콘텐츠 창작과 활용)

  • Lee, Kyu-Hoon
    • The Journal of the Korea Contents Association
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    • v.8 no.8
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    • pp.119-127
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    • 2008
  • The object of this study is to find ways of a creation and an usage of cultural contents, based on the survey of the culture archetype facts, the culture elements and the narrative structure of 'Geotagi folk tale'. This story takes its place as our cultural archetype, because of its perfect narrative structure and the myth-like features in the story line. Additionally, various cultural elements implied in the text have the world wide universality as well as the unique traditional characters of Korea. Thus, for above reason, 'Geotagi folk tale' can be helpful in creating the new cultural contents. In creating and using the cultural contents of 'Geotagi folk tale', the first way is to build up the Digital contents including the data base of the original text and others, and the creation of graphics. The second way is to create the story bank utilizing hypertext. The third way is to make flash animations or games concerning the folk tale. and the fourth way is to to develop the symbols of the folk tale as animation characters.

Effects of MMORPG-Based Hanja Learning for Elementary School Students on Self-Directed Learning Ability (MMORPG 기반 초등한자 학습이 자기주도 학습능력에 미치는 효과)

  • Park, Hee-Jin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.01a
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    • pp.135-138
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    • 2012
  • 본 연구는 다중참여역할수행게임(Massive Multiplayer Online Role Playing Game, 이하 MMORPG)이 자기주도 학습능력에 미치는 효과를 살펴보는데 목적이 있으며, 초등학교에 재학중인 4, 5, 6학년 3개 학급을 실험 대상으로 4주간 실험하였다. 실험집단은 방과 후 수업시간을 이용하여 일주일에 2시간 이상 MMORPG를 활용한 한자수업을 학습하도록 지도하였고, 통제집단은 교사의 수업 진행으로 학습하였다. 실험 전 두 집단 간의 자기주도 학습능력에 대한 동질성을 검증하기 위하여 자기주도 학습준비도 검사(Self-Directed Learning Readiness Scale, 이하 SDLRS)를 이용하여 자기주도 학습능력 사전검사를 실시하였고, 4주간 실험이 끝난 후 자기주도 학습능력 검사의 차이를 알아보았다. 더 나아가 하위요소인 효율적인 학습자라는 개념, 학습에 대한 솔선수범 및 독립성, 창의성, 자신의 학습에 대한 책임감, 기본학습 기능과 문제해결 기술, 미래 지향적인 자기이해 학습기회에 대한 개방성, 학습에 대한 애정과 열성을 다변량분산분석(MANOVA)를 실시하여 통계분석 하였다. 이러한 연구결과들을 바탕으로 다음과 같은 결론을 내릴 수 있다. 첫째, MMORPG를 활용한 한자학습과 일반교실 한자학습은 독립표본 t검정 결과 자기주도 학습능력에서 유의미한 차이가 나타났다. 즉, MMORPG를 활용한 한자학습이 일반교실수업에 의한 학습보다 높은 자기주도 학습능력 정도를 보여 주었다. 둘째, MMORPG를 활용한 한자학습이 하위요소 간에 어떠한 여향을 미치는가를 알아보기 위해 실시한 MANOVA 결과 효율적인 학습자라는 개념, 학습에 대한 솔선수범 및 독립성, 창의성, 자신의 학습에 대한 책임감, 기본학습 기능과 문제해결 기술, 미래 지향적인 자기이해에서는 유의미한 것으로 나왔지만 학습기회에 대한 개방성, 학습에 대한 애정과 열성에서는 유의미한 결과를 얻지 못하였다.

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