• Title/Summary/Keyword: 스토리 진행

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A study on the Tendency of Localization for Game Environment Design - Based on the Analysis in Romance of the Three Kingdoms (게임배경디자인의 한.중.일 지역적 특성에 관한 연구 - 삼국지게임 대상으로)

  • Wei, Meng;Cho, Dong-Min
    • Journal of Korea Game Society
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    • v.13 no.5
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    • pp.31-42
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    • 2013
  • With the development of chinese online games rapidly, Game markets need the actual possibilities of practical game's technology increasingly. Additionally Lack of originality of the Chinese online games couldn't be appropriated for consumer's preferences, so it is necessary that the talents in a game design and management should be cultivated. When we cultivate the talents, we should pay attention to the various styles in different countries, that is why we will make a comparative study on the games respectively achieved in China, Japan, and Korea according to the romance of the three kingdoms. They respected the traditional Chinese cultures as materials of this theme, it is worth learning and referencing. We had selected representative 6 games among 25 three Kingdom games and 2 games for each country as a stimulus of the game architectural design in the backgrounds design, with using of SPSS regression analysis, Therefore, this research will provide the references for the better development talents of whom can not only understand Chinese traditional culture but also adapt to the needs of game development.

A Study on Game Content Development Methodology for Mathematics Learning to Raise Mathematical Intuition: for Elementary Geometry Learning (수학적 직관을 키우는 게임 콘텐츠 개발 방법 연구 : 초등 기하 영역을 중심으로)

  • Kim, Yoseob;Woo, Tack;Joo, Heeyoung
    • Journal of Korea Game Society
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    • v.13 no.6
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    • pp.95-110
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    • 2013
  • Current up-to-date courses of study put emphasis on raising creative students. However, the cramming methods of teaching mathematics in the school seems far from the creativity and the number of students who feels mathematics difficult is increasing. To overcome this situation, the government proposed 'the mathematics education using storytelling', which leads to lots of developments of mathematics using serious game in many areas. However most of the current serious games couldn't do away with the deductive framework of mathematics, which makes it impossible to achieve the purpose of raising creative students. This is because existing mathematics serious games have not deeply contemplated many aspects such as the purpose and theories of teaching and teaching mathematics. Therefore, in order to overcome the limitations of cramming methods in existing mathematics educations, this research proposes the new method of developing serious game contents for elementary geometry that is useful to improve mathematical intuition, based on RME, the theory of teaching/learning mathematics.

Pronunciation Training Digital Service for the Deaf Children (청각장애아동의 조음훈련을 위한 디지털 콘텐츠 서비스 연구)

  • Lee, Ye-Jin;Lee, Jae-Eun;Kim, Chae-Yun;Lee, Yoon-Ji;Park, Su-E
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.4
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    • pp.407-415
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    • 2019
  • Hearing - impaired children who have difficulty hearing and hearing go through pronunciation training. The purpose of this study is to provide the pronunciation training system based on digital contents that can be used for repeated hearing training while maintaining interest in hearing - impaired children. For this purpose, we conducted an interview survey for users and experts. Based on the results, we developed a digital content based pronunciation training system. Finally, to verify the effect of the digital service implemented, the user test was conducted for the hearing - impaired children. As a result of the interview, repeated training and interest factors were found to be essential factors affecting pronunciation training. In implementing digital services, we have used fairy tales and a variety of interactive elements to derive children's interests and designed a user flow that can train multiple words and sentences for effective repetition training. As a result of the test, this digital content was evaluated positively.

The Study on the Role of 3D Animated Pre-visualization in VFX FilmProduction (VFX 영화 제작을 위한 3D animatied Pre-visualization(3D애니메이티드 사전시각화)의 역할에 관한 연구)

  • Park, Sung-Ho
    • Cartoon and Animation Studies
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    • s.51
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    • pp.293-319
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    • 2018
  • Thanks to the advancement of the related technologies and equipment, today's video contents like movies, animations and soap operas are rapidly expanding their expressible cinematic imagination area. In order to fulfill the elevated visual expectations of audiences and realize exciting storytelling and fantastic world, the fusion of different techniques is actively used, and the reality for visual effects and image synthesis is increasing more and more. Accordingly, recent VFX-oriented movies using CG have a much more complicated production process than before. Therefore, the importance of Pre-visualization, aka Pre-vis is becoming bigger in the planning process for sophisticated design. Pre-vis means that the advance visualization for stories or directing ideas in the planning process before starting production of movies or animations. 3D animated Pre-visualization realizing directors' abstract and ambiguous ideas in 3 dimensional environment in advance is, as a powerful means for visual storytelling, briskly used focusing on the VFX film industry on which the present CG is broadly used, and the role of Pre-vis throughout productions has increased compared to the past. The studies, however, on the role and utility of Pre-vis are not enough. Therefore, this study was conducted on the role of Pre-vis used for present VFX movie productions using the examples of 3D animated Pre-visualization production in which the researcher of this study participated. In this study, the role of the Pre-vis that is subdivided presently, is divided into and 3D animatics and their each role is analyzed with the example images. Through this, the characteristics that Pre-vis should have are clarified and the concept of the advantages and utility led by the use of Pre-vis in productions is strengthened. The goal of this study is to induce active uses of Pre-vis throughout productions after forming consensus about the various roles of Pre-vis and their utility.

A Study on the Ethical Function about the Animation Films and Educational Methods of the Brigham Young University (브리그험 영 대학교의 교육방법과 애니메이션 작품에 대한 윤리적 기능에 대한 탐구)

  • Lee, Hyun-Seok
    • Cartoon and Animation Studies
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    • s.40
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    • pp.55-81
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    • 2015
  • Animation as a public visuals media have been expanding increasingly its social and cultural influences beyond the ages and nations on the basis of global consumption. However, animation increases the negative impact in modern popular culture, and in regard to this, 'the recovery of ethics' should be considered in a reflexive and educational perspectives for the social role of animation. Thus, the research addresses the animation films of Brigham Young University students which contain a ethical values and receive attention by New York Times, etc. as a successful educational model. To do this, firstly, literature has reviewed by focusing on the negative impact of animation, 1) violence, 2) excessive sensationalism, 3) confusion of cultural identity, 4) gender discrimination, and 5) distorted view of history. Secondly, the education system of animation course at Brigham Young University will be analysed. Thirdly, based on this, the case study will be conducted by focusing on the 13 animation films of students to reveal the characteristics of the way of film direction. Through this research, firstly, most of animation films are comic genre, consisting of children and animal characters, family-friendly and lyrical story style and deployment of coincidental and allegoric incident. Thirdly, the religious spirit and multidisciplinary methods of education in Brigham Young University has influenced to the ethical expression and technical perfection in animation filmmaking. In the light of this, the research and suggests the new paradigm is for the practical disciplines of animation in the restoration of the ethical perspective and explores how the animation production adopts the moral significance.

Predicting Movie Revenue by Online Review Mining: Using the Opening Week Online Review (영화 흥행성과 예측을 위한 온라인 리뷰 마이닝 연구: 개봉 첫 주 온라인 리뷰를 활용하여)

  • Cho, Seung Yeon;Kim, Hyun-Koo;Kim, Beomsoo;Kim, Hee-Woong
    • Information Systems Review
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    • v.16 no.3
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    • pp.113-134
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    • 2014
  • Since a movie is an experience goods, purchase can be decided upon preliminary information and evaluation. There are ongoing researches on what impact online reviews might have on movie revenues. Whereas research in the past was focused on the effect of online reviews. The influence of online reviews appears to be significant in products like a movie because it is difficult to evaluate the feature prior to "consuming" the product. Since an online review is regarded to be objective, consumers find it more trustworthy. Contrary to prior research focused on movie review ratings and volume, we focus moves on movie features related specific reviews. This research proposes a predictive model for movie revenue generation. We decided 15 criteria to classify movie features collected from online reviews through the online review mining and made up feature keyword list each criterion. In addition, we performed data preprocessing and dimensional reduction for data mining through factor analysis. We suggest the movie revenue predictive model is tested using discriminant analysis. Following the discriminant analysis, we found that online review factors can be used to predict movie popularity and revenue stream. We also expect using this predictive model, marketers and strategic decision makers can allocate their resources in more parsimonious fashion.

Analysing the Narrative Strategy of Co-produced Transnational Romance Films (한일 공동제작 초국적 로맨스 영화의 내러티브 전략분석)

  • Cho, Jin-Hee
    • The Journal of the Korea Contents Association
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    • v.16 no.7
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    • pp.598-608
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    • 2016
  • This paper attempts to analyze the narrative strategy of co-produced transnational romance films, (2007) and (2010). These films were produced during the heyday of Korean wave, the phenomenon Korean popular culture enjoys overseas fandom. Coupling Korean male star with Japanese female star, and dramatizing their romance, the industries attempted to attract the nations' cultural consumers. International co-production has been considered as a mode of production strategic enough to penetrate into neighboring nations. One of the major benefits of international co-production is to cope with 'cultural discount' between nations. Since producers and directors from different cultural background can participate in the creative process and share ideas, they can devise quite strategic form and content to please culturally heterogeneous consumers. Korea and Japan have long been in socio-political conflict, which makes it crucial for these films' cultural producers not to stir spectators' nationalism. In other words, these films' cultural producers had to develop a narrative strategy not to analogize nations' political reality. This paper, therefore, aims to analyze the narrative structure of these films, and to specify narrative strategy in detail.

Visual Narrative Strategy of Game Promotion: Comparative Analysis of Dead Island and Dead Island 2 Trailers (게임 프로모션 시각 내러티브 전략: <데드 아일랜드>와 <데드 아일랜드 2> 예고편 비교 분석)

  • Roh, Chul-Hwan
    • Cartoon and Animation Studies
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    • s.48
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    • pp.249-269
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    • 2017
  • Promotion and marketing, which are essential to lower the investment risk and maximize commercial profit in the video game market. Game developers and publishers set up public relations strategies to encourage potential consumers' needs. Considering characteristics of video game, the trailer, which is the animated image advertisement material, could occupy a key position in its promotion and marketing plan. Cinematic spectacles and attractive narratives are essential ingredients for game trailers, which are usually produced in 3D animation. Dead Island is an open world first person shooters (FPS) game released in 2011. When launched, it grabbed a great attention with a trailer, awarded the Golden Lion Prize for the best internet film at the Cannes Lions International Festival of Creativity. The game was a commercial success and several spin-offs were producted. In 2014, its publisher, Deep Silver showed the official trailer of Dead Island 2 at Electronic Entertainment Expo, the world's largest game show. Dead Island 2 was scheduled to be released in 2016, but has been now delayed until 2018. This study compares and analyzes two trailers of Dead Island 1 and Dead Island 2. We examine the narrative structure of the trailer for the sequel promotion of a successful game. The differences between the two could be useful for building a promotion strategy of other game series.

A Study on Contents for Safety Training of the Thermal Power Plant to be Applied by Story Viewing (스토리 뷰잉(Story-viewing)을 적용한 화력발전분야 안전교육 콘텐츠 연구)

  • Kim, Yoo-sik;Min, Seol-hui;Seong, Yun-hak;Park, Yeong-jae
    • Fire Science and Engineering
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    • v.30 no.3
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    • pp.62-66
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    • 2016
  • There have been happening small and big fires due to the various causes in the thermal power plants which are the high risk buildings with the high possibility of big sizes of accidents, so the people in the power plants distribute the workers "the site action manuals in thermal power plants" and try to minimize the rate of disasters like fires through the regular education and training. However, in the Five Thermal Power Plants in Korea, there are no the standard of "the site action manuals" and Furthermore, the present educational manuals are mostly the hard copies with poor readability. So the standardization of the manuals are definitely needed. Therefore, in this research, we proceed the standardization of the manuals for the five areas of the site action manual s in the thermal power plants which are oil fires, electric fires, building fires, facility fires and gas leaking reaction SOP to improve the reaction power on the disasters in the power plants which are the national significant infrastructures, thus by using the manual, we propose the safety education contents for the thermal power plants based on the visualization technology using story-viewing method to complement the hard copy type disaster manuals.

The Value and Application of The Mt. Palgong in Daegu (대구 팔공산의 가치와 활용방안)

  • JEON, Young-Gweon
    • Journal of The Geomorphological Association of Korea
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    • v.19 no.2
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    • pp.51-68
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    • 2012
  • This paper aims to investigate the value in culture, history and ecology of the Mt. Palgong. It attempts to build the strategy for making use of The Mt. Palgong by literature survey, interview, and field survey. The main results are as follows: 1) The boundary of physical geography of the Mt. Palgong is classified into two. The boundary of the Mt. Palgong limits to granite mass block in a narrow sense, while in a broad sense, the boundary of the Mt. Palgong includes a contact aureole to be bordered on the Mt. Palgong granite mass block. The boundary from a cultural viewpoint limits to Daegu city(excluding Dalseong county) and Gyeongsan city, Yeongcheon city, Gunwi county and Chilgok (Dongmyeong-myeon, Giseong-myeon) in Gyeongbuk province. 2) In the geological boundary, one of the south-west slope is clearer than that of the north-east slope of the Mt. Palgong. The landforms such as tor, sheeting joint and gutter are well developed as a whole. Mountain landform such as boulder stream, polygonal cracking is relatively well developed on the south-west slope, while river landform is relatively well developed on the north-east slope of the Mt. Palgong. 3) It is necessary to develope various masterpiece of interesting stories related to Mt. Palgong in order to make the Mt. Palgong excellent tour complex. 4) It is desirable to designate the Mt. Palgong as a national park for systematic management. A master plan should be ultimately designed to raise brand value of Daegu city, and make good identity of the city by restoring 'The Mt. Palgong Jecheondan' and registering 'Gatbawi' as world heritage. 5) It is reasonable that the method of development in The Mt. Palgong should be based on the pattern of 'slow life town'. 'The Mt. Palgong museum' will then be designed to give visitors all the informations on The Mt. Palgong.