• Title/Summary/Keyword: 타이틀

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A study for varieties of image design-With the credits of cinema in 1990s- (영상 디자인의 다양성에 관한 연구-1990년대 국내외 영화 크레딧을 중심으로-)

  • 김인철
    • Archives of design research
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    • v.20
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    • pp.253-262
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    • 1997
  • The era of film has begun as a few media critics had anticipated already. The interestings of visual designers has asked to being with images in the processing and changing of varied image culture are different from the era of print media. It is reason to being with images that are generalizing of video culture. Now the film of images that made from popular advertisings and goods influenced by films has come. At first to being with image to visual designers need to understand films and to join making films. In films, visual designers make strengthen in part of credit titles. Credit titles are elements in films with the form of text to help understanding in the beginning and closing part of films. Credit title design has begun first by American visual designer Saul Bass as p pioneer position and have made to be varied film credit technics of computer. The advanced of technics have to think aspects of meaning of titles in the film of '007' movie series through 60s &70s. In 80s more technics have developed to being varied credits to films. And after all, in 90s there are films with almost varied titles. In Korean films ars less varied than that of Amenrican's and of French, in this study I hope to develope more varied Korean credit titles in near future.

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A Preprocessor for English-to-Korean Machine Translation of Web Pages (웹용 영한 기계번역을 위한 문서 전처리기의 설계 및 구현)

  • An, Dong-Un;Ryu, Hong-Jin;Seo, Jin-Won;Lee, Young-Woo;Jeong, Sung-Jong;Yuh, Sang-Hwa;Kim, Tae-Wan;Park, Dong-In
    • Annual Conference on Human and Language Technology
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    • 1997.10a
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    • pp.249-254
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    • 1997
  • 영어 웹 문서를 한국어로 기계번역을 하기 위해서는 HTML 태그를 번역 대상 문장과 분리하는 처리가 필요하다. HTML 태그를 단순히 제거하는 것이 아니라 대상 문장의 기계번역이 종료된 후에 같은 형태의 한국어 웹 문서로 복원하기 위한 방안이 마련 되어야 한다. 또한 문서 전처리기에서는 영어 형태소해석기의 성능을 높이기 위하여 번역 단위가 되는 문장의 인식 및 분리, 타이틀의 처리, 나열된 단어의 처리, 하이픈 처리, 고유명사 인식, 특수 문자 처리, 대소문자 정규화, 날짜 인식 등을 처리하여 문서의 정규화를 수행한다.

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Anatomizing Slots of Social Casino: Focus on Slotomania (소셜 카지노의 슬롯 해부하기: Slotomania를 중심으로)

  • Han, Sukhee
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.77-88
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    • 2018
  • This study anatomizes various traits of slots in Slotomania, the most popular online slot game in the world. Developed by Playtika, Slotomania is a social casino genre game that runs over Facebook. Slotomania has been the number one as a title in the social casino genre, and this study multi-dimensionally analyzes various characteristics of slots that exist in the game. Specifically, it analyzes factors of 1) User Interface(UI) 2) Theme 3) Payline & Betting 4) Structure & Symbol 5) Bonus 6) Additional Traits. As a reuslt, it reports that there is "diversity". Therefore, it not only researches how and why those slots are attractive to people but also explores the market of social casino based on Facebook.

An Exploratory Study of the Critical Factors for MMO Game Design based on Usability Evaluation (MMO게임 디자인을 위한 사용성 평가 핵심 요인에 대한 탐색적 연구)

  • Song, Seung-Keun;Lee, Joo-Hyeon
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.131-139
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    • 2006
  • 컴퓨터 게임 산업의 급속한 성장에도 불구하고 소수의 게임 타이틀만이 과도한 생산비를 감당하면서 수익을 내고 있는 실정이다. 기존 마케팅 이론 에 의하면 제품의 성공과 실패는 고객의 선호도, 필요, 기대에 대한 만족도 에 의존한다고 한다. 이와 마찬가지로 게임에서도 사용자의 만족을 극대화 하기 위해서는 사용자들이 무엇을 원하고, 좋아할지를 파악하여 이를 게임에 반영할 필요가 있다. 본 연구의 목표는 MMO 게임 디자인을 위한 사용성 평가 핵심 요인을 고찰하는데 있다. 본 연구는 기존의 게임 관련 HCI / 사용성에 대한 문헌 고찰을 통하여 사용성 평가 핵심 요소를 도출하고 게임 플레이 과 제와 사후 설문결과를 통하여 MMO게임 사용성 평가를 실시하여 18가지 사용 성 문제 점과 그 권장사항을 제시하였다. 그 결과 게임 인터페이스, 게임 플 레이, 게임 서사, 게임 메커니즘으로 구성된 54 개의 사용성 평가 핵심 요 소를 도출 하고 MMO 게임을 위한 새로운 사용성 평가 체계를 개발하였다. 본 연구 결과는 MMO게임 디자인 프로세스의 초기 단계에서 효과적인 디자인 의 사결정을 지원하고 게이머의 행동을 이해하는데 중요한 시사점을 제공 할 것 을 기대 된다.

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Prototyping Game Model for Tangible Interface (체감형 인터페이스를 위한 게임모델)

  • Ko Bong-Kyun;Kim Ban-Suk;Moon Kwan-Bo;Lee Sun-Ju;Hong Ju-Hee;Choo Moon-Won;Choi Young-Mee
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.412-415
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    • 2005
  • Recently, new games have been experimented to be given the adaptive interfaces equipped with AI algorithms which could interpret the user's personality, behavioral patterns, and physiological conditions in realtime. In this paper, we propose the intermediate form of tangible interface for PC package, which is currently decaying in commercial market.

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The Use of Calligraphy for Attention and Liking : Focusing on Interaction Effects of Emotion and Involvement (캘리그래피가 광고의 주목성과 호감도에 미치는 영향 : 감성과 관여도의 조절효과를 중심으로)

  • Ahn, Hee Ran;Shin, Hyung-Deok;Chung, Taeyoung
    • The Journal of the Korea Contents Association
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    • v.16 no.4
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    • pp.1-11
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    • 2016
  • Calligraphy has become popular in recent years. Designers use calligraphy to draw consumer visual attention and liking by delivering friendly and gentle images. This paper analyzes the effects of calligraphy on consumer response to advertisement design. Regression analyses show calligraphy has a positive effect on consumer visual attention and liking, particularly in sensible product/service. In low involvement product/service, however, calligraphy has a negative effect. These results imply that designers should be careful when they use calligraphy.

Design and Implementation of a C Programming Web-based Courseware Applying Constructivism Learning Theory (구성주의 학습이론을 적용한 C 프로그래밍 웹 기반 코스웨어 설계 및 구현)

  • Song Dae-Gon;Choi Seong-Man;Yoo Cheol-Jung;Chang Ok-Bae
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.11b
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    • pp.820-822
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    • 2005
  • 학습자들의 효과적인 학습을 위하여 구성주의 학습이론을 바탕으로 웹 기반 코스웨어를 설계하였다. 기존의 학습과정인 교과서, 멀티미어 타이틀, 웹을 기반으로 한 코스웨어 등이 개발되어 교육현장에서 적용되면서 학습자에게 학습 흥미유발 및 교육성취도 등에서 효과가 있는 것으로 많은 연구자료에서 검증되었다. 하지만 기존의 코스웨어들은 하나의 과정으로 순차적이며 단계적인 학습이 이루어지는 단점이 있어 본 논문에서는 이러한 점을 보완하였다. 학습자들이 각자의 경험과 지식에 바탕을 두어 여러 유형의 학습안중에서 각자에 맞는 학습안을 선택하여 학습하도록 하였다. 즉, 기존의 웹 기반 코스웨어의 장점을 살리면서 좀더 학습자에 맞는 웹 기반 코스웨어를 개발하여 적용하였다. 이러한 결과 구성주의 학습이론을 적용한 코스웨어가 학습자 중심의 능동적인 학습을 통해 학습 성취도를 높여주는 것으로 나타났다.

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A Study for the Efficiency Analysis on Big Deals of Electronic Journal (전자저널 빅딜계약의 효율성 분석 연구)

  • Kim, Jeong-Hwan;Lee, Eung-Bong
    • Journal of the Korean Society for Library and Information Science
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    • v.47 no.4
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    • pp.187-210
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    • 2013
  • The consumption through e-journal consortia makes researchers locate and use academic resources and information extensively with comparatively cheap costs. This study analyzed and investigated substantive benefits of the big deal contracts for e-journal subscriptions in terms of efficient information use. In other words, this study compare concretely the differences in efficiency of using information between large-size institutions and small-size institutions who participate in the e-journal big deal contracts. This study suggests solutions for the problems which occur persistently and repeatedly in the big deal and new counter plans which can replace the current methods of big deal contracts in a long-term perspective by revealing the gaps of acquiring and using information by the size of participating institutions.

Development and application of an English Electronic Textbook for Teaching and Learning based on XML (XML기반 영어과 교수학습용 전자교과서 개발 및 적용)

  • Oh, Young-Beom;Lee, Sang-Soo;Seo, Jung-Jin;Kim, Mi-Suk
    • Journal of The Korean Association of Information Education
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    • v.14 no.2
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    • pp.229-240
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    • 2010
  • The purpose of this paper is to develop and apply an electronic English textbook for the teaching and learning of 3rd grade students. For this purpose, the textbook was based on XML to maximize the advantages of the electronic textbook format, and avoid the disadvantages of the CD-ROM that $3^{rd}$ grade classes currently use. After electronic textbook was developed, focus group interview was implemented to confirm the effectiveness of that based on interaction, satisfaction, and interests. As a result of this study, interaction, satisfaction, and interests of students will be improved through the use of electronic textbook and it is anticipated self-directed learning ability will be improved. Also, we anticipate that the students' learning effectiveness will be enhanced.

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Nam June Paik and His Self-contradictions (시대적 변화에서 나타난 백남준과 그의 모순)

  • Jeong, So-Youn;Lee, Won-Hyung
    • The Journal of the Korea Contents Association
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    • v.11 no.7
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    • pp.153-167
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    • 2011
  • This paper critically examines the evolution of Nam June Paik's self-contradictory art philosophy. While the existing literature tends to slight it, Paik's works of arts remain fraught with contradictions: Paik has proved prima facie avant-garde an artist; however, as the scale and form of his works have developed, the prophetic, path-breaking philosophical underpinnings of his arts evolved to become more conformist. The present paper aims to shed light on the understudied and underappreciated side of Paik's accomplishments in order to come to a fuller understanding and appreciation of his arts and his legacy.