• 제목/요약/키워드: 몬스터

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A Study on the 3D Stereoscopic Disparity in Four Animation Movies (3D 입체 애니메이션의 장면별 입체시차 연구)

  • Suh, Donghee
    • Cartoon and Animation Studies
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    • s.34
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    • pp.105-128
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    • 2014
  • This study was aimed to analyze the disparities of 3D stereoscopic images in four well-known American animation movies. After Avatar (2009), lots of stereoscopic movies were developed in Korean 3D production. Almost all 3D productions in Korea, however, focus on the display images or TV series animation yet. In order to make many well-made Korean stereoscopic 3D animations in future, analyzing and comparing the disparities of 3D stereoscopic images is necessary and even mandated. First, I chose 40 cuts from each four American stereoscopic 3D feature films, including Despicable me 2, Epic, Monster University, and Turbo. According to the classifications of shot angles by Vineyard (2008), secondly I analyze the 23 different angular disparities of 3D stereoscopic images and displayed in tables. Demonstrated shot angle disparities in each scene would provide numerical information to animators how to design and make the 3D stereoscopic images. Making successful stereoscopic 3D feature film will be a huge turning point in the Korean animation field in future. This study would be a first trial to seek a new method to set ahead an outlook of numerical values of 3D stereoscopic images for better visual effects.

A Study on the Danger of Flickering Phenomena in Animation Production (애니메이션제작에 있어서 명멸현상의 위험성에 관한 연구)

  • Jeon Hyoung-Do
    • The Journal of the Korea Contents Association
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    • v.6 no.8
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    • pp.57-67
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    • 2006
  • The motion effect of animation can be maximized by using the intended number of frame(flickering phenomena) responding to the viewer's perception in the production processes. But, the high contrast of chroma in a color arrangement can cause very dangerous situation if a particular effect(scheduled number of frame for the intended rapid flickering in a zoom-in scene of the warning light of police car and the traffic light) or a excessive visual stimulus is tried. The danger of flickering phenomena is defined as 'Flash Nervousness Attack Symptom' in medical terminology, which has received wide attention because the damage to the viewers of Pocket Monster was very serious in Japan. Producing a piece of animation work, the quality control of colors is important but the color setting considering the psychological aspects, the danger of repetitive flickering of flashes and patterns in image effect are more serious, so these factors should be checked in the production stages. After investigating the domestic and foreign prescriptions including the guidelines for animation production technique in Japan, a solution to reduce the danger of flickering phenomena of color and light was suggested through statistical comparative analysis with the test results.

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A study of a Japanese goblin character:Centered around the making method of goblins' image (요괴 캐릭터 연구:요괴 이미지의 생성원리를 중심으로)

  • Kim, Yoon-A
    • Cartoon and Animation Studies
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    • s.16
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    • pp.141-163
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    • 2009
  • This paper examined the goblin characters in Japan animation. The meaning of the goblin in this paper is not a just monster. They have a spirit. This concept is based on animism in japanese mind. I attempted a chase of goblin character's making methods. My theoretical approaches lean on the concepts "inter-textuality" of Julia Kristeva and "text" of Roland Barthes. First of all, I compared some beings of the old chinese myth-geographical book with some characters of Japan animation . The making method of goblin characters is two. One is 'Hybrid', the other is 'Mutant'. And than I appled to Japanese traditional image, "Baek-kuy-ya-hang-do"(hundreds of goblins' parade). The making method of goblins is combined to a inter-textual way as hybrid or mutant.

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Psychological Serious Game Scenario for Teenagers Self Identity Based on Religious Wisdom Narratives (청소년 자아정체성 형성을 위한 종교 지혜 내러티브 기반의 심리 기능성게임 시나리오)

  • Lee, Joo-Ah;Kim, Mi-Hye
    • Journal of Digital Convergence
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    • v.13 no.1
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    • pp.495-502
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    • 2015
  • The main goal of psychological serious game, which is called "SAVE ME, LOVE ME" made on the purpose of sound identity for teenagers is to reach inner awareness through the process of dilemma problem solving by the support of unconditional love. This action game is about how to deal with routine dilemma through the first person narration that teenagers are faced to. Its features are on the metaphorical use of 'A Prodigal Son' in the Bible, one of religious wisdom narratives to heal the psychological stresses which teenagers suffer from. This game is aimed at helping teenagers to build a positive and solid sense of self by fighting against growing threatens to teenager's solid sense of self, by defeating monsters, and by listening to the various stories which game characters tell.

A Study of Ironic Features in Full-length Animation of PDI Dreamworks and Pixar - Focusing on and (PDI Dreamworks와 Pixar 애니메이션에 나타난 아이러니적 특성 연구 -<슈렉 포에버>와 <몬스터대학>을 중심으로)

  • Kim, Yun-Jung
    • Cartoon and Animation Studies
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    • s.36
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    • pp.1-17
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    • 2014
  • The purpose of this study was to identify ironic characteristics that appear through ironic reversal in formal aspect and foreshadow structure examined through the progression stage of irony within the narrative structure in contents aspect. This study is intended to research how ironic expressions is embedded in latest full-length animation created by major animation production companies in America, such as PDI Dreamworks and Pixar. As identified in this study, the irony can be defined into two categories. First, Irony appears dramatically in a last scene through the process of prediction and implication after setting up a situation. It delivers laughter as it is mainly used to portray characters or to set up backgrounds for incidents. Secondly, foreshadow that appeared in the early part of animation in relation to irony was revealed with a surprising twist with the cause-and-effect relationship in the middle or end of the play. The irony strengthens dramatic elements and was used to make the story richer. By analyzing two american full-length animation films, various consecutive ironic expressions in narrative, which is the reversal irony in continuous scene or irony used with foreshadow were identified.

User Value Analysis in Social Commerce Using Means-End Chain Theory (수단-목적사슬이론을 이용한 소셜커머스의 사용자 가치 분석)

  • Choi, Jeong-Ah;Lim, Yeong-Woo;Kwahk, Kee-Young
    • Knowledge Management Research
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    • v.23 no.1
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    • pp.1-26
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    • 2022
  • With the spread of social networks, platform-based social commerce has grown rapidly with the use of multiple smart devices. Given the rapid growth of social commerce sites such as Coupang and Ticket Monster, it is very important to understand the user's purchase decision-making process in a social commerce environment. The purpose of this study is to develop a richer understanding of the goals of users using social commerce. Second, a methodological alternative for analyzing the user's goals is introduced. In this study, laddering interview and means-end chain analysis were used. As a result of interview conducted on 40 users who have more than 6 months of purchasing experience using social commerce, a hierarchical goal map showing the user's goal structure was derived. This map contains 22 ultimate goals of social commerce, including warm relationships with others, fun and enjoyment of shopping, accomplishment, satisfaction, financial saving, and convenience. In addition, there are various paths from activities to ultimate goals, so investigating the goals pursued by users can give us insight into understanding user.

Developing a first-person horror game using Unreal Engine and an action camera perspective (언리얼엔진과 액션 카메라 시점을 활용한 1인칭 공포 게임 개발)

  • Nam-Young Kim;Young-Min Joo;Won-Whoi Huh
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.1
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    • pp.75-81
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    • 2024
  • This paper focuses on developing a first-person 3D game to provide extreme fear to players through realistic camera direction utilizing the features of action cameras. As a new camera production technique, we introduce perspective distortion using a wide-angle lens and camera shake when moving to provide higher immersion than existing games. The theme of the game is horror room escape, and the player starts with a firearm, but in order to overcome the concern that the game's difficulty is low due to the use of firearms, the player is asked to control the use of firearms by imposing burdens such as chasing monsters and reducing the number of magazines. The significance of this paper is that we developed a new type of 3D game that maximizes the fear effect of players through realistic production.

The Effects of Users' Motivation on their Perception to Trading Systems of Online Game Items (온라인 게임 아이템의 거래 방식이 사용자의 재미와 유용성에 주는 영향에 관한 실증적 연구)

  • Lee, Ki-Ho;Choi, Bo-Ruem;Lee, In-Seong;Jung, Seung-Ki;Kim, Jin-Woo
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.8-15
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    • 2007
  • 최근 온라인 게임 시장이 급속하게 성장하고 있다. 온라인 게임은 컴퓨터 게임의 장르 중에 상당히 큰 비중을 차지하고 있으며, 많은 사용자들은 온라인 게임을 매일 즐기고 있다. 온라인 게임 시장이 커지면서, 온라인 게임 아이템의 거래 시장 역시 성장하고 있으며, 온라인 게임 아이템은 게임 안에서 거래가 이루어질 뿐만 아니라 게임 밖에서도 실제 화폐를 통해 거래되고 있다. 게임 아이템에 대한 경매 사이트가 국내뿐만 아니라 외국에도 존재하여 활발히 거래가 이루어 지고 있으며, 2004년에는 게임 아이템의 구매를 위해서 최대 8억 8000만 달러에 이르는 실제 화폐가 지불될 정도로 게임 아이템의 거래 시장은 거대하다. 이렇게 규모가 커진 게임 아이템 거래 시장은 학술적으로, 실용적으로 많은 중요성을 갖는다. 그러나 온라인 게임 아이템 거래에 대한 실증적인 연구는 많지 않다. 몇몇 온라인 게임 아이템 거래에 대한 연구는 게임 아이템의 권리를 중심으로 연구가 되었으며, 게임에 대한 많은 연구는 게임 아이템보다는 몬스터와 싸우는 것이나 게임 캐릭터를 만드는 것과 같은 게임 플레잉 설계에 집중하고 있다. 또한 전자 상거래 분야에서는 사용자들이 거래를 통해 최대한의 이윤을 얻기 위할 것이라는, 즉 외적 동기를 가지고 있을 것이라는 가정을 바탕으로 거래의 효율성과 거래 비용에 초점을 맞추어 연구가 진행되었다. 그러나 온라인 게임 아이템은 실용적인 성격뿐만 아니라 유희적 성격을 가지고 있기 때문에 온라인 게임 아이템 거래에서 사용자는 외적 동기뿐만 아니라 내적 동기도 함께 가지게 된다. 본 연구는 거래 비용이론과 몰입, 그리고 재미와 관련된 이론을 바탕으로, 온라인 게임 아이템의 거래 방식이 사용자의 지각된 재미와 사용자가 느끼는 거래비용에 미치는 영향을 실험 방법론을 통해 실증적으로 검증하였다. 본 연구의 결과, 거래에서 내적 동기를 가진 사용자는 게임 아이템 거래 의도에 지각된 재미가 거래 비용에 비해 더 많은 영향을 미쳤으며, 외적 동기를 가진 사용자는 게임 아이템 거래 의도에 지각된 거래비용이 지각된 재미에 비해 더 많은 영향을 미쳤다. 본 연구의 결과는 과거 대부분의 관련 연구가 거래 방법의 유용성만을 강조해왔던 것과는 달리, 거래 자체의 재미와 즐거움, 그리고 거래에 대한 몰입 등의 감성적 측면을 고려함으로써 거래 비용 이론을 확장했다는 데 이론적 의의가 있을 것이다. 또한 실용적 측면에서 게임 아이템 거래 방식을 어떻게 설정해야 사용자들에게 유용성과 더불어 재미를 제공해 줄 수 있는지에 대한 실질적인 가이드라인을 제시할 수 있을 것이다.

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Gameplay Experience as A Problem Solving - Towards The New Rule Spaces - (문제해결로서의 게임플레이 경험 - 새로운 법칙공간을 중심으로 -)

  • Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.25-41
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    • 2009
  • The objective of this study is to develop an analytic framework to code systematically the gamer's behaviour in MMO(Massively Multi-player Online) gameplay experience, to explore their gameplay as a problem solving procedure empirically. Previous studies about model human processor, content based protocol, and procedure based protocol are reviewed in order to build the outline of the analytic framework related to MMO gameplay. The specific gameplay actions and contents were derived by using concurrent protocol analysis method through the empirical experiment executed in MMORPG gameplay. Consequently, gameplay are divided into six actions : kinematics, perception, function, representation, simulation, and rule (heuristics, following, and transcedence). The analytic framework suitable for MMO gameplay was built. As a result of this study, we found three rule spaces in the problem solving domain of gameplay that are an heuristics, a following of the rule, and a transcendence of the rule. 'Heuristics' denotes the rule action that discovers the rule of game through trial-and-error. 'Following' indicates the rule action that follows the rule of game embedded in game by game designers. 'Transcendence' presents the rule action that transcends that. The new discovered rule spaces where 'Following' and 'Transcendence' actions occur and the gameplay pattern in them is provided with the key basis to determine the level design elements of MMO game, such as terrain feature, monster attribute, item, and skill et cetera. Therefore, this study is concludes with key implications to support game design to improve the quality of MMO game product.

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Suggestion of a Creative Character based on Cultural Archetype -focused on , Korean Classic Folktales- (문화원형을 기반으로 한 창의적 캐릭터 제안 한국 고전 설화 <불가살이(不可殺伊)>를 중심으로)

  • Shin, Shang-Ki;Lee, Chae-Ron
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.451-460
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    • 2013
  • Project to deal with cultural archetype as a material for creation to develop modern one has continued. But it would be meaningless if cultural archetype is simply reproduced into modern one with modern medium so that such contents cannot see through desire that the general public, that is, contemporary recipients want. This is because desire of people who lived in the past is not completely same as one of modern people. This study began to make convergence from Bulgasalee(不可殺伊) as a Korean cultural archetype to cultural contents fit to modern times. To develop creative character based on ground for existing Bulgasalee(不可殺伊), these were investigated - method and meaning of modern transformation for classics, economic value of the character, and examples to understand direction of future development. Bulgasalee(不可殺伊) as a Korean cultural archetype is Korean style monster where wish of contemporary people was reflected so that it has character of anti-war and hero. To eat iron and be related to fire is a unique character that only Bulgasalee(不可殺伊) has. Bulgasalee(不可殺伊) re-born in modern sense based on such characters is equipped with tool to treat iron as arms and to it, image of fireman is reflected. It is thought that this study not only suggested character for successful modern transformation of cultural archetype but also newly developed value that the character has.