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The Advanced EMFG Representation of Web Sites (웹사이트의 개선된 EMFG 표현)

  • 안정숙;여정모
    • Proceedings of the Korea Multimedia Society Conference
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    • 2004.05a
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    • pp.529-532
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    • 2004
  • 인터넷 보급이 확산되고, 인터넷의 생활화가 가속화되면서 사용자들의 요구를 만족시키기 위해 웹사이트는 점점 더 복잡해지고 있다. 이런 복잡한 구조의 웹사이트를 료현하는 방법으로 EMFG를 이용한 웹사이트의 표현이 연구되어지고 있다. 본 논문에서는 EMFG(Extended Mark 딘ow Graph)를 이용한 웹사이트의 표현에서 나타날 수 있는 반복적인 구조를 간략화하여 웰페이지의 흐름을 직관적으로 파악할 수 있는 방법을 제시한다.

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Leveraging Psychology in Digital Marketing : Case Study (디지털 마케팅에 있어서 심리학 원리 적용사례)

  • Choi, Yang-ae;Chung, Byoung-gyu
    • Journal of Venture Innovation
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    • v.1 no.2
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    • pp.1-12
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    • 2018
  • The applications of psychology principles in marketing areas were pervasived. As the importance of digital marketing has increased, the cases of applications of psychology principles in digital marketing areas also has increased. This study analnyzed digital marketing cases based on the psychology principles of social proof, scarcity and loss aversion, reciprocity, commitment and consistency, anchoring. Cases were analnyzed amomg USA and Korea in digital marketing areas. This attempt will facilitating interdisciplinary research. It also will improve customer engagement, increase customer life value, and develope virtuous circle of customer journey through optimal user interface and message strategies.

An Apply of Structuralistic Storytelling Model to Game Design (구조주의적 스토리텔링 모델의 게임에의 적용 가능성)

  • Park, Tae-Soon
    • Journal of Korea Game Society
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    • v.11 no.3
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    • pp.9-20
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    • 2011
  • This article attempts to analyze story of computer game by structuralistic storytelling model. The storytelling model is mainly used in traditional media. But the model is made not only by analyzing the text of story but also chasing the human psychological instinct, so I thought that it is applicable to computer games. Tetris, one of classical game was the object of analysis in this article. As a result, the 7 archetype and 12 journey of hero storytelling model were also available in tetris. The characteristic that the game user becomes protagonist itself must have been taken into account while analyzing game.

Factor Analysis for Activating Game Based Digital Urban Theme Park (게임 기반 도심형 디지털 테마파크의 활성화를 위한 요소 분석)

  • Ra, Gunju;Sung, Junghwan
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.19-30
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    • 2015
  • The increasing interest in digital leisure with virtual reality has led to the emergence of digital based urban theme park. Since there were some game type based digital theme parks, which ended up failed in Korea, we analyzed game and space factors for game based digital theme park by drawing upon Maslow's need theory and the hero's journey by Joseph Campbell. We anticipate our research for analysis of game based theme park provides important groundwork on designing various digital urban theme park.

A Journey of the Measuring Length Unit: A Description of Mathematics Textbook Development (길이재기 단원의 여정: 수학 교과서 개발과정)

  • Lee, Kyung-Hwa;Kang, Wan
    • Journal of Educational Research in Mathematics
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    • v.18 no.2
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    • pp.157-177
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    • 2008
  • This paper provides a description of the process in development of textbook unit on measuring length for second grade in elementary school according to action research methodology. The teaching unit development has been done based on the new national mathematics curriculum released in 2006. Mathematical communication and positive attitude toward mathematics are highly emphasized in the new curriculum. These new foci have been analysed through literature review and interviews with two incumbent teachers to be respected in the unit in an appropriate way. Three stages of development with different ways of organizing contents and different problem contexts were reported in the paper.

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A Study on Ludo-narrative Harmony in the Video Game "Ghost of Tsushima" (비디오 게임 "고스트 오브 쓰시마"의 게임플레이-스토리의 조화성 고찰)

  • Chun, Bumsue
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.87-104
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    • 2021
  • Ludo-narrative dissonance is a prevalent problem among open-world genre video games. However, Ghost of Tsushima (2020) alleviates this issue by designing its characters and narrative structure influenced by Akira Kurosawa's samurai films. The game's protagonist represents "Bushido," a samurai code, and the structure exudes similarity to Joseph Campbell's "Hero's Journey," which heavily influenced Kurosawa's films. The developers also designed the gameplay mechanics such as level-up system, map design, and side quests based on these narrative traits, ultimately making the goal of the narrative and the gameplay mechanics cohesive.

Cinematic reproduction of original game contents-Focusing on text analysis of games and movies (게임 원작 기반 콘텐츠의 영화적 재현-게임과 영화의 텍스트 분석을 중심으로)

  • Park, Hyunah
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.17-32
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    • 2021
  • This study focused on the games that were in the spotlight during the One Source Multi-use era, analyzing game based movies and the games. Through this, we wanted to examine the phenomena, changes, and in-depth meanings of the genre and grammar. Using Vogler's "12 Stages of the Hero Journey" and Greimas's "Model actantie" the three works of Need for Speed, Assassin Creed and Warcraft were cross-analyzed. Through this analysis, we looked at the structure of the discourse and identified the significant messages brought by the change in text.

Interview - The movie featuring a city journey of the book published by 'Great Contract' will be released on April 21 "We want to show the power and value of a good space" (인터뷰 - '위대한 계약'이 만든 책의 도시 여정 담은 영화 4월 21일 개봉 "좋은 공간이 가진 힘과 가치 알리고 싶어")

  • Yuk, Hye-Min
    • Korean Architects
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    • s.636
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    • pp.28-33
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    • 2022
  • 세계 유일 책을 위한 도시이자 생태·예술이 어우러진 파주출판도시를 통해 우리가 살고 있는 도시의 의미와 가치를 돌아보고 새로운 미래를 그리는 도시·건축 다큐멘터리가 4월 21일 개봉한다. 제46회 서울독립영화제, 제12회 서울국제건축영화제 공식 초청작이자 제12회 DMZ국제다큐멘터리영화제 예술공헌상을 수상한 영화 <위대한 계약: 파주, 책, 도시> 얘기다. 이 다큐를 만든 기린그림의 김종신·정다운 감독은 앞서 <한국 현대건축의 오늘(2016)>, <한국 현대건축의 오늘: 집(2017)>과 <이타미 준의 바다(2019)>를 통해 건축과 삶, 예술혼을 영상으로 복원해 내며 관객들의 눈길을 사로잡은 바 있다. <이타미 준의 바다>는 프리 프로덕션부터 개봉까지 꼬박 8년이 걸린 작품이다. 경기 파주시 문발동 소재 국가문화산업단지인 파주출판도시는 민주화 이전 출판이 탄압받던 시절부터 출판인들이 꿈꾸던 책을 위한 도시다. 출판사들과 더불어 새로운 철학과 가치를 담은 이상적 공간, 즉 새로운 도시를 그리던 건축사들이 '위대한 계약'을 체결하면서 실현됐다. 아무도 관심 갖지 않았던 파주의 늪지는 특색 있는 건축물과 만나 심학산과 한강의 탁월한 낙조 경관을 자랑하며 세계에서 유일한, 책을 위한 생태도시가 됐다. 편집·인쇄·유통 출판 관련 인프라를 집약한 도시는 이후 영화제작사를 비롯한 영상 관련 업체들과 IT 업체들이 입주하며 종합문화예술 도시로 탈바꿈한다. 2019년 파주출판도시 기획 30주년을 기념해 도시의 발자취를 담기 위해 시작된 영화는 과거와 현재라는 두 개의 큰 축에서 진행되며 찬란한 도시의 여정을 그린다. 그러면서 건축을 넘어 우리가 살고 있는 도시를 생각해 보게 만든다.

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Iterative Cyclic Model of Generation MZ's Consumer Purchase Decision Journey for a Fashion Product (MZ세대 소비자의 패션상품 구매의사결정여정의 반복순환모델)

  • Lee, Jung-Woo;Kim, Mi Young
    • Journal of the Korean Society of Clothing and Textiles
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    • v.46 no.4
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    • pp.638-656
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    • 2022
  • This study aimed to identify characteristics of Generation MZ's consumer purchase decision journey to develop the new fashion CDJ model. The initial stage was affected by habit, online community, social media, aesthetics, circumstantial need, and proxy. In the search and consideration stage, mobile channels were used actively. In the active search and evaluation stage, online media, experiential data, and personal information were employed. In the purchase stage, zoomers took plenty of time in search and evaluation before spending, contrary to millennials who made their purchases more quickly. In the post-purchase experience stage, zoomers actively displayed follow-up behaviors depending on their satisfaction, such as retaining or deleting the app. While, millennials did not turn away from the store or brand, but followed up on their purchases even when they had an unsatisfactory experience. Based on the characteristics of CDJ, iterative cycle CDJ models were developed. Zoomers CDJ model was presented as a search loop that consists of the search and evaluation process, in which information accumulates, and a purchase loop in which the actual purchase occurs. The iterative cycle CDJ model was presented connected to the loyalty loop as the main section, which is accelerated in millennials' CDJ model.

Devising Methodology of Creative VaQi -Focused on (2017)- (극단 크리에이티브 VaQi의 공동창작 방법론 -연극 <워킹 홀리데이>(2017)를 중심으로-)

  • Lee, Kyung-Sung
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.370-388
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    • 2019
  • From 2010, new keyword of so-called devising theatre in the Korean performing arts scene has emerged. The backdrop is the antipathy to the hierarchical creative environment, the search for a language that can reflect increasingly complex societies, and the influx of new performances from abroad. Of course, devising theatre can be realized in a wide variety of forms in the actual field, so it cannot be defined as one methodology. But commonly all these various forms of the attempts aim to create a democratic relationship among participants, and process-centered breakthrough in the hierarchy of creative materials such as texts, sounds. light and human body. In 2017, Creative VaQi seeks to find new keyword called 'Reality of Division in Korean Peninsula' and to develop it into performance languages experimenting inter-disciplinary devising methodology. The company conducted a walking trip alongside the division line(300km) and tried to achieve the landscape and traces of division. After the walking, they created a specific form and performing contents called "Walking Holiday" out of their experiences. In this thesis, I will analyze the whole process of the devising "Walking Holiday" and examine what kind of result it led to. Furthermore, I, as the director of "Walking Holiday" will continue to discuss new possibilities and limitations of devising theatre methods that the company tries and aim at this time.