• Title/Summary/Keyword: 하프라이프

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A Study on the Meanings of Half-Life: Alyx and the Success Factors of VR Games (하프라이프 알릭사의 의미와 VR게임 성공 요소 고찰)

  • Kwon, Dong-Hyun
    • The Journal of the Korea Contents Association
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    • v.20 no.9
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    • pp.271-284
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    • 2020
  • Good reviews that Half-Life: Alyx received created a turning point for the vitalization of the VR market with an uncertain future due to the absence of a revenue model together with the increased sales of VR equipment. Based on previous studies, this study categorized the characteristics of VR games according to graphs, first-person system, interface, controller, interaction technology, sound and stories. The analysis results show that the seven elements corresponded with "interactions" and "virtual images," which represent the completion level of games as part of VR components, and were connected to one another, which led to the proposal of an upper-rank concept "presence" to put them together. "Immersiveness," which represents users' emotions as part of VR components, was analyzed with the immersion theory to assign tasks of proper difficulty level for users' abilities. In the research process, the Delphi technique and FGI were administered to a panel of 15 experts to ensure objectivity. Finally, "presence" and "immersiveness" are characteristics in proportion to each other and can be valid concepts in future analysis of VR games as well as Half-Life: Alyx, which led to the proposal a new concept framework called 'presence effects' by combining the two words.

Development of Electronic Ballast for Metal Halide Lamp wilts Free Voltage Input (프리볼트입력용 메탈핼라이드램프 전자식안정기 개발)

  • 김기정
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.16 no.1
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    • pp.20-26
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    • 2002
  • HID(high intensity discharge)lamps include high pressure mercury lamp, high pressure sodium lamp and metal halide lamp. Metal halide lamps have been considered to be one of the most erective light sources. These lamps have good efficiency, good color rendering and good focusing capability. The objective of this research is to alum on the metal halide lamp(MH70W) by the developed electronic ballast with free voltage input(AC 100∼277V). The developed electronic ballast consists of a free voltage input converter, a flyback converter & half-bridge inverter, ignitor & protector and control1er. Experimental results show that developed electronic ballast turns on the metal halide lamp(MH70W) with free voltage input(AC 100∼277V) very well.

A Study of Theory and Form of Storytelling User Interface - Establishing Theory by Study of the Game Interface - (스토리텔링 유저인터페이스의 이론과 형태연구 - 게임인터페이스 연구를 통한 이론 정립 -)

  • Lee, Dae-Young;Sung, Jung-Hawn
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.43-50
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    • 2008
  • UI design is growing in meaning and form itself through the development of hardware and contents. And it makes users accept its interface as a extension of the body and mind because of the substantial rapport of the user and contents with developing of device and graphic. In this study, we analyzed user interface in a view of digital storytelling by observing of its role within user and contents. Not only this, classifying and investigating story elements in the games for forming the theoretical basis of storytelling UI are enforced. For the case study of UI, we choose the game, Diablo, Half-Life, and Homeworld because the game is suitable for the application of node-type storytelling and effectively uses graphic and input unit. This analysis explains the interface has the contents data that divided or shared and it means the interface performs its part of story nodes, which are extracted from the story, and choice. And we analogized that the story elemental can be substituted and used practically for interface because the stories made through the thing that users and developers are in the space of coexistence by the interface. Storytelling UI will be a good way to make a most intriguing piece as a joyful spontaneous complex that use story node. It is worth by reason of making by user and discovering live inner story so that it can approach to the substance of the story.

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Differences Between Wearing Styles and Preferring Styles and the Sensibility According to Men's Fashion Style (남성복의 감성 및 선호 스타일과 실제 착용간의 차이)

  • Rim, Byungmook;Lee, Janghyung;Kim, Jisu;Na, Youngjoo
    • Science of Emotion and Sensibility
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    • v.19 no.4
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    • pp.71-82
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    • 2016
  • As times change rapidly the lifestyle, personality, and values of men have changed diversely. Not only have preferences for men's clothing changed, men's fashion market has also grown, and novel, non-preexisting styles have come into place. Also, there are many studies on sensibility of women's fashion while studies on sensibility of men's fashion are insufficient. This study categorized common styles for men in their 20s into 7 different representative samples and investigated consumers' sensibility evaluations for each representative sample. Style 1 (suit), style 2 (rider jacket + skinny pants), style 3 (blouson + straight pants), style 4 (cardigan + half pants), style 5 (military jacket + straight pants), style 6 (loose fit jacket + skinny pants), and style 7 (baseball jumper + straight pants) were prepared in the evaluation questionnaire. The study compared male and female interest and knowledge of men's fashion, evaluated the sensibility difference depending on the men's fashion, analyzed whether there is a difference between preferred men's clothing and actual wearing of the clothing, and examined the preferred style in relation with the lifestyle. The results are as follows: First, men's fashion was diversified and subdivided, and interest and knowledge about men's fashion was greater for males than females. Second, sensibility of men's fashion had significant differences depending on the style, and it did not depend on genders. Third, there was a clear difference between the most favored style by the 20s and the actual style they commonly wear; the favored style and the actual worn style were consistent 66.1% of all the cases, inconsistent 33.9% of those. Style 3 had the highest preference and the actual wearing rate, and style 5 was the least preferred and worn. Fourth, the more extroverted lifestyle rather than introverted one, the more it was likely to prefer diverse styles.