• Title/Summary/Keyword: 영상물

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A Program for Korean Animation Sound Libraries (국내용 애니메이션 사운드 라이브러리 구축 방안)

  • Rhim, Young-Kyu
    • Cartoon and Animation Studies
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    • s.15
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    • pp.221-235
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    • 2009
  • Most of the sounds used in animated films are artificially made. A large number of the sounds used are either actual sound recordings or diversely processed artificial sounds made with professional sound equipments such as synthesizers. One animation episode contains numerous amounts of sounds, resulting in significant sound production costs. These sounds have full potential to be reused in different films or animations, but in reality we fail to do so. This thesis discusses ways these sound sources can be acknowledged as added new values to the present market situation as a usable 'digital content'. The iTunes Music Store is an American Apple company product that is acknowledged as the most successful digital content distribution model at the time being. Its system's sound library has potential for application in the Korean sound industry. In result, this system allows the sound creator to connect directly to the online store and become the initiative content supplier. At the same time, the user can receive a needed content easily at a low price. The most important part in the construction of this system is the search engine, which allows users to search for data in short periods of time. The search engine will have to be made in a new manner that takes into consideration the characteristics of the Korean language. This thesis presents a device incorporating the Wiki System to allow users to search and build their own data bases to share with other users. Using this system as a base, the Korean animation sound library will provide development and growth in the sound source industry as a new digital sound content.

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An Empirical Analysis of the Regulation Effects on Webboard Games using VECM (벡터오차수정모형을 활용한 웹보드게임 규제영향에 대한 탐색적 연구)

  • Yoo, Byungjoon;Jeon, Seongmin
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.9 no.6
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    • pp.109-115
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    • 2014
  • Sales of online games companies that began from the small and medium-sized ventures, have grown to billions or hundreds of million dollars to target the global market. The issues related with industrial policies and regulations for game industry gain attentions. In particular, the Korean government has strengthened the relevant regulations of the webboard game service across many departments within the government such as Media Rating Commission, Game Products Administrative Committee, Ministry of Culture, Tourism and Sports, and Ministry of Female and Family. In this study, we analyze the effects of government regulation on webboard games using a VECM(Vector Error Correction Model). We have acquired the Gametrix time-series data during a year since July 2013. Having the co-integration estimated in the analysis process, we attempt to identify the long-term equilibrium relationship within webboard game industry and predict use time in near future. The results show that the use time has decreased to a third to a fourth comparing to the initial value at the beginning point in 2013. Two representative webboard games are exposed to the significant risks to have less or no use time. Additionally, we discuss the issues of the overall game industry influenced by the changes of webboard games.

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Art of National cultural in Chinese Animation (중국애니메이션에 나타난 민족문화예술성 연구)

  • Kim, Jin-Young;Kim, Jae-Woong
    • Cartoon and Animation Studies
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    • s.17
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    • pp.83-95
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    • 2009
  • As an exploratory research on China's animation, this study aims to enhance an understanding of the trends and characteristics of China's animation through examining its history and to forecast its future development trajectory. From its founding to recent period, China tried to maintain Communist political system through imbuing national identity to its people through management and supervision of media products under direct government's leadership in combination with ideological education. Such policy was also implemented in animation, major audience of which is children. With regard to the introduction of the policy and its influence, five historical phases could be identified as follows. During the first phase, from the founding of the Republic until the Cultural Revolution, national culture was introduced to China's animation. The second phase, which corresponds with the Cultural Revolution period, marks the decline of national culture. National culture was reemphasized during the third phase that follows the Cultural Revolution, which led to the nomination of the 'China school,' followed by the fourth phase, during which China's animation suffered the second decline due to the spread of TVs and foreign animation imports. Reintroduction of national culture on China's animation in the context of rapid industrialization process before and after 2000 characterizes the recent phase. It can be expected that although there could be some change in methods and forms, China's animation, which introduced national culture from its inception and maintained remarkable resilience following the period of decline, will continuously stress the its own national cultural identity.

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Effect of background music of TV documentary on audience's recall memory, flow, arousal of interest, evaluation (TV 다큐멘터리의 배경음악이 수용자의 회상 기억, 몰입도, 흥미유발, 평가에 미치는 영향)

  • Park, Dug-Chun
    • Journal of Digital Convergence
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    • v.15 no.10
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    • pp.411-417
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    • 2017
  • This experimental research explores the effect of background music of TV documentary which can be classified as channel factor in the field of media effect, on audience's recall memory, flow, arousal of interest, evaluation of documentary. Most previous researches of media effect focused on the effect of sender factor and message factor on audience's memory, understanding, acquirement of knowledge, attitude, action. However the number of researches on the effect of background music on audience's various dependent variables is extremely limited, especially it is very difficult to find studies on the effect of background music of TV documentary on audience. Therefore this research tries to find the effect of background music of TV documentary on audience's recall memory, flow, arousal of interest, evaluation. For this research of experiment, 2 groups of subjects composed of 101 university students were exposed to 2 different video clips of TV documentary, one with background music, the other without it, After this experiment, Questions which were designed to measure audience's recall memory, flow, arousal of interest, evaluation were asked and analysed. This research found that background music of TV documentary increased audience's flow, degree of interest and raised evaluation, However meaningful effect of background music on audience's recall memory was not found.

Coupled simulation of grid-based fluid and mass-spring based deformation/fracture (질점-용수철 기반변형/파괴 물체와 격자 기반 유체의 상호작용 시뮬레이션 기술)

  • Kim, Bong-Jun;Lim, Jae-Gwang;Hong, Jeong-Mo
    • Journal of the Korea Computer Graphics Society
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    • v.20 no.4
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    • pp.9-16
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    • 2014
  • This paper proposes a novel method that couples fluid and deformation/fracture. Our method considers two interaction types: fluid-object interaction and fluid-fluid interaction. In fluid-fluid interaction, we simulate water and smoke separately and blend their velocities in the intersecting region depend on their densities. Our method separates projection process into two steps for each of water and smoke. This reduces the number of grid cells required for projection in order to optimize the number of iterations for convergence and improve stability of the simulation. In water projection step, smoke region regarded as the cells with Dirichlet boundary condition. The smoke projection step solves water region with Neumann boundary condition. To take care of fluid-object interaction, we make use of the fluid pressure to update velocities of the each of the mass points so that the object can deform or fracture. Although our method doesn't provide physically accurate results, the various examples show that our method generate appealing visuals with good performance.

Characteristics of Children's Interactive Learning in a Natural History Museum (자연사박물관에서 일어나는 또래 아동간의 상호작용적 학습 양상)

  • Kim, Ki-Sang;Lee, Sun-Kyung;Kim, Chan-Jong
    • Journal of the Korean earth science society
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    • v.30 no.1
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    • pp.127-140
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    • 2009
  • The purpose of this study was to explore the characteristics of children's interactive learning focusing on the Vygotsky's ZPD (the zone of proximal development) in a natural history museum as a representative free-choice learning context. We focused on the understanding of peer dyadic discourses and data were collected from 13 peer groups of children (3rd and 4th graders) who were videotaped all conversations occurred as they visited around the exhibits with no predetermined path. The transcribed data were analyzed by the developmental level of ZPD system and the discourse within an ADL (an actual developmental level) was overwhelmingly common in the conversations between child-child dyads. The representative discourse by discourse types were parsed according to three constructs of ZPD. Children formed the intersubjectivity through semiotic mediation such as conversations and exhibits and ended up with the similar situation definition. In conclusion, the details of discourses of the most impressive dyad were looked into focusing on the scientific concept. The study implies that a natural history museum becomes a meaningful resource to offer a deeper understanding of the nature of children's learning as an informal learning setting.

Development of a CD Program Applied Logotherapy for Psycho.Spiritual Care of Late Adolescents with Terminal Cancer (청소년 후기 말기 암 환자의 정서적.영적 돌봄을 위한 의미요법 CD 프로그램 개발)

  • Kang, Kyung-Ah;Kim, Shin-Jeong;Song, Mi-Kyung
    • Journal of Hospice and Palliative Care
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    • v.12 no.2
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    • pp.61-71
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    • 2009
  • Purpose: The purpose of this study was to develop a CD program of applied logotherapy for psycho spiritual care of late adolescents with terminal cancer. Methods: Keller & Song's ARCS theory and a model for developing learning materials was applied to develop this program composed four distinct phases: planning, designing, developing, and evaluation stages. Results: This program was entitled 'Finding meaning in my life' and consisted of 5 sessions and its educational contents were made up as follows: "First Secret" is 'learning three natures of the human mind', "Second Secret" is 'learning creative values first method to find meaning of life', "Third Secret" is 'learning experiential value as second method to find meaning of life', "Fourth Secret" is 'learning attitudinal value as third method to find meaning of life', and "Fifth Secret" is 'Becoming the master of my life'. The sub-menu was made up of 'Beginning', 'Opening mind', 'Learning'. 'Laughing Song', 'Experiencing'. Conclusion: This CD program applied logotherapy with flash animation technique as an emotional and spiritual nursing intervention program for easier and more scientific application in pediatric oncology and hospice care area.

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Effect of audience's cognition desire and attention to TV documentary on acquirement of information and understanding (TV 다큐멘터리에 대한 수용자의 인지욕구와 주목도가 정보습득과 이해에 미치는 영향)

  • Park, Dug-Chun
    • Journal of Digital Convergence
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    • v.13 no.3
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    • pp.241-247
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    • 2015
  • This experimental research explores effect of cognition desire as audience's factor, and attention as context factor on audience's acquirement of information and understanding. Most previous researches of media effect focuses on news contents of TV, Newpaper and Internet. However the number of researches on TV documentary which contains lots of information very limited, and It's difficult to find researches on effect of cognition desire and attention on audience. Therefore this research tries to find effect of cognition desire and attention on audience's acquirement of information and understanding through experiment of TV current documentary. For this experimental research, 2 groups of subjects composed of 135 university students were exposed to 2 different viedeo clips of TV current documantary, one with window buzz, the other without it, after designing cognition desire as internal factor of 2 groups. Questions which were designed to measure cognition desire, acquirement of information and understanding of message were asked and analysed. This research found that subjects with higher degeree of cognition desire showed higher degree of acquirement of information and understanding than subjects with lower degree of cognition desire. However the effect of attention on audience's acquirement of information and understanding could not be found.

Developing Korean Learning Contents Using Augmented Reality (증강현실을 활용한 한국어 학습 콘텐츠 개발)

  • Park, Eunha;Jeon, Jinwoo
    • The Journal of the Korea Contents Association
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    • v.13 no.4
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    • pp.459-468
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    • 2013
  • With advancements in augmented reality technology, attempts to apply it in various fields have increased. With advancements in information technology and a growth in the number of Korean learners in Korea and abroad, there is a growing demand for state-of-the-art Korean learning contents. Because the Korean learning contents developed using augmented reality have been found insufficient, this paper investigates ways to develop better contents. This paper proposes ways to develop learning contents that can increase learners' interest in learning and lead to academic achievement, because the methods of education in Korea are limited to textbook learning and learning through the media. Because of the structure of fairytales and the educational lessons that can be learned from them, Korean learning contents are developed using fairytales. Additionally, Korean contents are designed to implement augmented reality technology, and learners need only have computers, webcams, and markers to make use of it. In consideration of Korean learners who do not have access to augmented reality technology, this paper clarifies that there should be a harmony between existing and new Korean learning contents. On the basis of this study, further studies on Korean education exploring the role of augmented reality should be conducted so that Korean learning contents that use diverse types of augmented reality technology can be will developed.

Evaluation of the Radiochromic Film Dosimetry for a Small Curved Interface (휘어진 경계에서의 좁은 영역에 대한 Radiochromic 필름 도시메트리 평가)

  • Kang, Sei-Kwon;Park, Soah;Hwang, Taejin;Cheong, Kwang-Ho;Han, Taejin;Kim, Haeyoung;Lee, Me-Yeon;Kim, Kyoung Ju;Bae, Hoonsik
    • Progress in Medical Physics
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    • v.23 no.4
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    • pp.234-238
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    • 2012
  • A tumor on the eyelid is often treated using a high-energy electron beam, with a metallic eye shield inserted between the eyelid and the eyeball to preserve the patient's sight. Pretreatment quality assurance of the inner eyelid dose on the metallic shield requires a very small dosimetry tool. For enhanced accuracy, a flexible device fitting the curved interface between the eyelid and the shield is also required. The radiochromic film is the best candidate for this device. To measure the doses along the curved interface and small area, a 3-mm-wide strip of EBT2 film was inserted between the phantom eyelid and the shield. After irradiation with 6 MeV electron beams, the film was evaluated for the dose profile. An acrylic eye shield of the same size as the real eye shield was machined, and CT images free from metal artifacts were obtained. Monte Carlo simulation was performed on the CT images, taking into account eye shield material, such as tungsten, aluminum, and steel. The film-based interface dose distribution agreed with the MC calculation within 2.1%. In the small (millimeter scale) and curved region, radiochromic film dosimetry promises a satisfactory result with easy handling.