• Title/Summary/Keyword: 상호작용 미디어

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A Study on Gameplay Narrative of Contemporary Animated Films (당대 애니메이션 영화의 게임플레이성 서사에 관한 연구)

  • Qin, Jianbo
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.83-91
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    • 2019
  • Gameplay exists not only in game activities, but also in other art forms. An animated film with strong gameplay whose gameplay narrative follows the presupposition principle, achieved through unimaginable sound effects, exaggerated visual styling, hypothetical time and space concepts, fictional storylines and character performances. The strength or the presence or absence of gameplay in animated films is reflected in the grasp and use of these gameplay elements in the process of animated film narratives. The gameplay narrative of animated films fully utilizes the characteristics of gameplay thinking. In the process of scriptwriting and narrative, it combines entertainment, action, adventure, competition and other elements to fully reflect the characteristics of "gameplay". Gameplay narratives often use the strategies of reverse setting, repetition and interaction, and rules and challenges setting, which not only enhances the fun of animated film narratives, but also attracts the attention of the audience, which then can enhance the audience's viewing experience.

A Study on Extraction of Skin Region and Lip Using Skin Color of Eye Zone (눈 주위의 피부색을 이용한 피부영역검출과 입술검출에 관한 연구)

  • Park, Young-Jae;Jang, Seok-Woo;Kim, Gye-Young
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.4
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    • pp.19-30
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    • 2009
  • In this paper, We propose a method with which we can detect facial components and face in input image. We use eye map and mouth map to detect facial components using eyes and mouth. First, We find out eye zone, and second, We find out color value distribution of skin region using the color around the eye zone. Skin region have characteristic distribution in YCbCr color space. By using it, we separate the skin region and background area. We find out the color value distribution of the extracted skin region and extract around the region. Then, detect mouth using mouthmap from extracted skin region. Proposed method is better than traditional method the reason for it comes good result with accurate mouth region.

A Proposal for the Development of Online Graduate School for Lifelong Education (평생교육을 위한 온라인 대학원 발전방안 제안)

  • Kwon, Arum;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.20 no.3
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    • pp.415-422
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    • 2022
  • This study requires a new paradigm for universities in line with the global pandemic and the 4th industrial revolution. Accordingly, we propose an educational plan for the H university online graduate school in Korea. As a research method, the implications of scholars and experts on future education were synthesized, and the cases of overseas universities using it were analyzed to propose an online graduate school education plan. As a result of the study, online graduate school needs diversity as a venue for providing new opportunities as lifelong education, and to realize this, they use a microcredit. Blockchain technology is introduced so that microcredit can be transparently verified. In addition, to correspond to various convergence major programs and further develop them, problem-solving-oriented teaching methods enhance students' convergent skills as well as active learning and interaction. More detailed curriculum research at online graduate schools is needed in the future, and we hope that you will contribute to the development of online graduate school education based on this study.

Analyzing the Characteristics of User-Participation-based Idea Platforms Depending on their Classification (사용자 참여형 아이디어 플랫폼의 유형별 특성 분석)

  • Choi, Seungyeon;Park, Jae Wan
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.8
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    • pp.481-490
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    • 2016
  • Today, the advance of a community tool such as a SNS enables users to easily share information each other and quickly deliver various opinions to suppliers. The suppliers are trying to create new value through co-creation strategies in order to satisfy rapidly and variously changing user's needs. User-participation-based idea platforms are emerging as a open innovation space that can provide user participation and interaction between suppliers and users. However, although each idea platform has specific advantages in each stage of a development process, this development process is not generalized as one complete, integrated development process. Thus, the development of an effectively integrated process, which includes advantages in each stage of the process, is needed. This research aims to analysis the characteristics of idea platforms based on the classification of idea platforms as a basic study for proposing a new development processes of them. This research will contribute to the guideline for developing a new user-participation-based idea platform.

A Study on Gesture Interface through User Experience (사용자 경험을 통한 제스처 인터페이스에 관한 연구)

  • Yoon, Ki Tae;Cho, Eel Hea;Lee, Jooyoup
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.6
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    • pp.839-849
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    • 2017
  • Recently, the role of the kitchen has evolved from the space for previous survival to the space that shows the present life and culture. Along with these changes, the use of IoT technology is spreading. As a result, the development and diffusion of new smart devices in the kitchen is being achieved. The user experience for using these smart devices is also becoming important. For a natural interaction between a user and a computer, better interactions can be expected based on context awareness. This paper examines the Natural User Interface (NUI) that does not touch the device based on the user interface (UI) of the smart device used in the kitchen. In this method, we use the image processing technology to recognize the user's hand gesture using the camera attached to the device and apply the recognized hand shape to the interface. The gestures used in this study are proposed to gesture according to the user's context and situation, and 5 kinds of gestures are classified and used in the interface.

How Does Problem Epistasis Affect the performance of Genetic Algorithm? (문제 상위는 유전 알고리즘의 성능에 어떤 영향을 미치는가?)

  • Yu, Dong-Pil;Kim, Yong-Hyuk
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.4
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    • pp.251-258
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    • 2018
  • In mathematics and computer science, an optimization problem is the problem of finding the best solution from feasible ones. In the context of genetic algorithm, the difficulty of an optimization problem can be explained in terms of problem epistasis. In biology, epistasis means that the phenotype of a gene is suppressed by one or more genes, but in an evolutionary algorithm it means the interaction between genes. In this paper, we experimentally show that problem epistasis and the performance of genetic algorithm are closely related. We compared problem epistasis (One-Max, Royal Road, and NK-Landscape) using a framework that quantifies problem epistasis based on Shannon's information theory, and could show that problem becomes more difficult as problem epistasis grows. In the case that a genetic algorithm finds the optimal solution, performance is compared through the number of generations, otherwise through the ratio of the fitness of the optimal solution to that of the best solution.

Development of a Multicultural Program for Local Childcare Community (지역사회 보육공동체를 위한 다문화 프로그램 개발)

  • Lim, Jihye;Park, Bongsu
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.12
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    • pp.263-270
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    • 2016
  • In this study, we developed the multicultural program that could strengthen capabilities of the local childcare community and analyzed the satisfaction and effects of the program. The multicultural childcare community programs are designed for taking into account the conditions of effective contact between social groups. Five programs for multicultural childcare community are performed during the period (August from July 2015), and there were 196 members of local community involved in that programs. Local multicultural community program indicated a high satisfaction and we were able to lead on building their self-esteem and social engagement of multicultural parents through that program. Furthermore, we can confirm the needs of the program for local multicultural childcare community have continued. It is significant that this study provides basic data for the multicultural childcare community program to make a contribution to another local multicultural community.

ICT Convergence Healthcare Services Status and Future Strategies (ICT융합 헬스케어 서비스 현황 및 발전전략)

  • Lee, Tae-Gyu
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.10
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    • pp.865-878
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    • 2017
  • To realize the healthy life of human, mental, physical, and environmental factors must be managed continuously and stably. In order to manage human health, the 21st century healthcare field is essential ongoing interactions and convergence with ICT technologies. Such demands have created a convergence of technologies (fusion technology) in combination with the heterogeneous technologies. And, with the convergence of medical technology and ICT technologies, the development of personalized therapy environments is created. Advances in ICT-converged healthcare services are progressing due to the development of diverse wearable devices. Such ICT fusion system is exponentially increasing the complexity of the ICT convergence healthcare system and is resulting in various technical, institutional, environmental, and cultural issues. This study explores the status of developments in ICT healthcare technologies from the past to date, identifies major technology and policy issues to address these challenges. Finally it will recommend healthcare policies and a future road-map.

A Study on FIFA Online3 Characters' Behavior and Transaction Method based on Transactional Analysis (교류분석을 기반으로 한 FIFA Online3 캐릭터 행동과 교류방식 연구)

  • Kim, Mi-Sun;Ko, Il-Ju
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.3
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    • pp.65-75
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    • 2017
  • This research studies the behavior patterns of a character in FIFA Online3, and the transaction patterns between the characters to present a character that acts like a real person and has social interaction with other characters. A character interacts with others mediated by balls in FIFA Online3, we analysis character's behavior and interactions more cleary. Providing the realistic behavior patterns of a character and the relation in the transaction patterns between the characters based on psychology theory, we can give a player the sense of reality. To define the behavior pattern of a character, this study applied the Ego-state as defined by Transactional Analysis(TA). Based on the Transactions in TA, this study then defined the transaction patterns between the characters, which are produced by the actions that a character in the game. This study also presented how to apply a character's transaction patterns with the examples. It showed that a character can act in the game like a real person by defining how a character acts and interacts in the game.

Analysis of Instagram Use in Public Libraries and Policy Implications (공공도서관의 인스타그램 게시물 이용 분석과 정책적 시사점)

  • Dahyung Choi;Eungyung Park
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.35 no.2
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    • pp.65-84
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    • 2024
  • As the number of Instagram users continues to grow, an increasing number of public libraries are establishing and maintaining accounts on the Instagram platform. The objective of this study is to classify and analyze the content of Instagram posts from 14 public libraries that are actively engaged on the platform. A classification of post types, divided into seven large, 16 medium, and 76 small categories, was employed to analyze the content of posts on each library's Instagram account from the account's inception to the end of December 2023. The analysis revealed that library posts focused on a few items, including book recommendations, library introductions and news, and event announcements of literary and arts programs. Program event announcements and reviews, book recommendations and reading programs were found to be highly correlated with user engagement and teen reading programs. Based on these findings, it is recommended that future Instagram posts should be more user-centered and interactive, and that libraries should actively promote their events on Instagram and other social media platforms.