• Title/Summary/Keyword: Animation effects

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The Effect of Christmas Marketing Communication on Trust and Purchase Intention in the Bakery Industry (베이커리 크리스마스 마케팅 커뮤니케이션이 신뢰, 구매의도에 미치는 영향: 뚜레쥬르와 파리바게뜨 광고를 중심으로)

  • Seo, Kyung-Hwa;Lee, Soo-Bum
    • Culinary science and hospitality research
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    • v.19 no.3
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    • pp.57-72
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    • 2013
  • This study carried out an empirical analysis on the long-term effects of a marketing communication strategy used as a means of promotion(advertisement, free gift) of Christmas cake despite its high costs. Such verification results were considered to provide as important core elements for successful management in the bakery industry. By utilizing SPSS and AMOS, exploratory factor analysis(EFA) and confirmatory factor analysis(CFA) were conducted for the validity of the measurement items, and Structural Equation Model(SEM) was performed to verify the hypothesis. The analysis result is as follows. First, advertisement attribute(${\beta}$=0.269, t=4.512, p,<0.001) and free gift attitude(${\beta}$=0.293, t=5.043, p<0.001) had a positive influence on trust. Second, trust had a positive influence on purchase intention(${\beta}$=0.513, t=8.677, p<0.001). Third, advertisement attribute(${\beta}$=0.104, t=1.966, p,<0.05) and free gift attitude(${\beta}$=0.204, t=3.817, p<0.001) had a positive influence on purchase intention. Lastly, advertisement attitude appeared different by advertisement types(actors and animation), and ads with an actor were evaluated high than animation ads. Also, gift attitude appeared different by gift types(speaker doll/character hat and turtleneck muffler), and a turtleneck muffler was evaluated high than a speaker doll or a character hat.

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A Study on the Promotion of the Characters in the Local Governments, Japan (일본 지방자치단체 캐릭터의 프로모션 연구)

  • Lee, Hwa-ja;Kim, Gun
    • Journal of Digital Contents Society
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    • v.16 no.5
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    • pp.849-869
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    • 2015
  • Since South Korean government pushed ahead with decentralization system in 1990s, each local government has developed 'local government's character' so that communication between local residents and between local government and residents could be going well for rural solidarity. Local governments have designed their sole symbolic characters, applied the characters to local specialities and tourist goods, and used the designed characters for the promotion of area. There is no difference between South Korea and Japan in the function of local government's character as above-mentioned details. However, 'Yuru-chara' characters which are designed by local governments in Japan are rising dramatically in the field of Japanese major characters. 'Yuru-chara' characters' name awareness is expanded to the entire area of Japan as well as the designed area. A remarkable difference in how to promote character rather than character design caused such a successful outcome. The local governments in Japan carried out a promotion for local residents in various, friendly, and active ways, utilized local government's character as a way to publicize the image of area, and turned the character into products to bring additional effects. In the above process, there was a remarkable difference between Japan and South Korea. The purpose of this study was to research detail data related to the characters of the local governments in Japan, to analyze the promotion of the characters, and to suggest a strategy for promoting the characters of the local governments in South Korea.

Contraction of Alpha-nickel Hydroxide Layers by Excess Coulombic Attraction of Anions (전기화학적으로 형성된 알파 상 니켈 수산화물의 층간 거리에 미치는 음이온의 영향 연구)

  • Kim, Gwang-Beom;Ganesh Kumar, V.;Bae, Sang-Won;Lee, Jae-Seong
    • Journal of the Korean Chemical Society
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    • v.50 no.2
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    • pp.141-152
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    • 2006
  • In this study computer assisted instruction materials for the ‘Solution' chapter in high school chemistry II textbook were developed based on a view of particle and analyze the effect of the materials on 10th and 11th high school students. The contents of developed materials are dissolution, vapor pressure, the change of boiling point and freezing point, osmosis, and so on which are the major contents of Solution chapter in high school chemistry II textbook. Materials were developed with using animation and simulation for students understanding of the phenomena with a particle view point. Many phenomena in a solution were not simplified by colligative property of solution, but tried to explain by the concept of attraction between solute and solvent molecules. This computer assisted learning materials were developed using Flash 5.0 and Flash 6.0 Action Script. Educational effects of the materials on 10th and 11th grade students represented statistically meaningful increase of concept understanding. Especially the materials were effective to the transition stage or formal stage students in 10th grade and formal stage or the natural science major students in 11th grade.

User Behavior Model Based on Shooting Photograph Interaction for Funology ; Focused on 'PhoDoSee' Kiosk (퍼놀로지를 위한 사진 촬영 인터랙션 기반에서의 사용자 행태 모델 ; '포도씨' 키오스크를 중심으로)

  • Kim, Hanjae;Kwon, Jieun
    • Cartoon and Animation Studies
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    • s.36
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    • pp.643-667
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    • 2014
  • Recently, shooting photographs have become highly popular among general public and been used by various media such as digital camera, mobile, and kiosk. We could find that users prefer to Funology which is combined by fun and hardware technology on emotional point of view. Shooting photographs attracts user participation and makes effect of design to expand. The goal of this study is to classify user actions in a electronic kiosk which includes digital photography function based on the perspective of Funology and to bulit user behaviors model. Therefore user group model will be defined, and then interaction design guidelines of shooting photographs will be proposed. For this research, first of all, the concepts of Funology and user interaction with taking photographs are classified to three types which is based on literature investigation. Secondly, "Phodosee" kiosk is examined with Funology design elements which have been categorized beforehand. Then user's behaviors which are shown their interaction with "Phodosee" kiosk are observed and analyzed using video ethnography based on Funology perspectives. Finally, four persona models are suggested based on user's behaviors as follows; 1) to avoid being taken photography, 2) to try to shoot photography, 3) to participate shooting photography and 4) to lead others to take photography. To summarize this study, effects and limitations of Funology design elements using digital photography are discussed and guideline is suggested to improve user experience design.

Evolutionary & Revival of ChunCheon Cultural Cluster (춘천 문화산업 클러스터의 진화와 회생)

  • Seo, Jeong-Soo;Kwon, Jae-Woong
    • Cartoon and Animation Studies
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    • s.25
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    • pp.155-175
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    • 2011
  • The cultural cluster in Chuncheon was initiated in the late 1990s with the combination of diverse components, which were companies, a local government entity, educational institutions, and human resources. In order to hold ability of standing on its own way in a hard time when the local cultural industries could not had developed by themselves, it urgently required the encouragement policy in the name of industry development. GIMC (Gangwon Information & Multimedia Corporation) was established in this situation, and policy strategies for promoting the cultural cluster was decided on the basis of GIMC's strategies. This article analyzes the evolution process of the local cluster and suggests characteristics of its every stage--initiation, development, and decline--on the basis of cluster competition concept because of the problem to deal with the evolution process of cluster from the existing viewpoint. This article finds out that Chuncheon cluster embarked on cultural cluster strategies without concerning basic elements which had to be prepared from the initial stage. This problem worked as the serious obstacle hampering development of Chunchen cluster. This problem was the matter of policies in providing a direction of industry development as well as leading a local cultural cluster and led to a result of weakening the connection among cluster components. As a result, this article shows that the current status of Chuncheon cultural cluster is being entered the decline stage, and, therefore, suggests that the advanced policy to promote cluster for a next round is urgently needed. Stable closing the first round of cultural cluster policies and thorough preparation for the second round is the only practical solution to minimize side effects of cluster decline. It is the prerequisite to restore trust and, at the same time, reinforce relationship between members who consist of Chuncheon cultural cluster.

Applied Implementation of J2ME 3D Mobile Based on WTK Development Environment (WTK 개발 환경 기반에서의 J2ME 3차원 모바일 응용구현)

  • Joo, Heon-Sik;Lee, Song-Won;Hong, Sung-Soo
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.6
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    • pp.253-261
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    • 2008
  • Mobile games will be one of independent industries on game areas and take the fourth standing in the important platform since PC Games, TV Games, and Palm Games. There are several reasons why mobile games will differ in their platform, behaviors, and habits. According to the data of market consultation about the figure of mobile-game players throughout the world, the Mobile game will increase steadily from 780 million in 2007 to 1860 million in 2010. Also, market income will mount up from $42,100 million to $87,000 million. 3D games have been playing important roles in our lives. Satisfying users' needs in high-quality games, they have been growing and attracting more people with their powerful visual effects and the three-dimensional design player. We cannot emphasize their tremendous visual impacts and animation effects too much. This paper displays how to design 3D application based on J2ME (Java 2 Micro Edition) and shows free movement of 3D objects receiving and responding to the keyboard of mobile devices withWTK (Wireless ToolKit) simulator on the 3D screen.

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Graphical display technology of internal impact in remote monitoring and simulation system (원격 모니터링 및 시뮬레이션 시스템의 내부 충격 그래픽 표시 기법)

  • Yoon, Ji-young;Lee, Hyo-jai;Woo, Deok-gun;Jang, Moon-su;Kim, Cheol-hwan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.574-576
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    • 2022
  • In this paper, we developed a technique to graphically display impact effects for remote monitoring or simulation systems. A remote monitoring or simulation system is being used to find a repair time or to prevent accidents while inspecting equipment or facilities in an industrial site in real time. These systems provide visual information to users so that they can analyze problem situations. The technique proposed in this paper is a method of modeling equipment and facilities using 3D graphics, and displaying the location of impact and damage occurring in the equipment inside using volume rendering. This technique has the advantage that the problem can be identified more accurately by displaying the impact animation by volume rendering at the location of the impact and damage inside the equipment. And it is expected that the problem situation can be identified more quickly through more intense visual effects.

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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.

Development and Application of Web-based Instruction Program for the Enriched Course of School Biology (중등 생물교과 심화과정 학습용 웹 기반 학습 프로그램 개발 및 적용)

  • Ye, Jin-Hee;Park, Chang-Bo;Seo, Hae-Ae;Song, Bang-Ho
    • Journal of The Korean Association For Science Education
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    • v.22 no.2
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    • pp.299-313
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    • 2002
  • A web-based instruction program for the enriched course under the 7th Revised National Curriculum of Biology in Korea was developed and the application effects to learners were analyzed. For the development of the web-based instruction program, five topics of biology from the enriched courses through 7th to 10th grades in the middle and high school science textbooks were selected and modulated with interrogative sentences. Each topic of programs was divided into four activity sections according to the learners' activity procedures supplemented with explanations and evaluations. Each activity was hyper-linked to multi-layers and animations. Further, a virtual experiment was also developed and an evaluation section designed by Java Script was attached. Among five topics, one topic of 'Reproduction and development' at 9th grade level was selected to examine the effects on students' learning. Among 247 9th grade students in the research subject school, only 67 students were able to accessible to ultra-thin Internet cables with their computers at home and they became an experimental group. A control group was assigned to those who are similar level of school science achievement to the experiment group and did not use the web-based program. It was found that most of 9th grade students are able to use Internet at home, however, they do not prefer to use Internet for homework or task project. Rather, most of students used Internet for e-mail or information navigation. Students used internet to solve problems of science and perceived the benefits of Internet for science learning. However, there are not many students to utilize Internet for science homework or task project. Students expressed that they do not prefer to use a web-based learning program for science learning due to lack of interests in science. The effects on students who studied with this program appeared to be significantly high compared to those who did not study with this program. Students who studied with this program positively evaluated this program, in particular, they enjoyed animation effect and virtual experiments. It was concluded that a web-based program for science learning should be developed and distributed through Internet in an attractive and interesting format for students. It was also concluded that various web-based programs for science learning with animation effect and virtual experiments should be developed to increase students' interests in science as well as to improve students' science achievements.

Manufacture Lenticular Map of Golf Courses Using Digital Orthophoto (수치정사영상을 이용한 렌티큘러 코스맵 제작)

  • Kim, Kam-Lae;Cheong, Hae-Jin;Cho, Won-Woo
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.25 no.5
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    • pp.475-482
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    • 2007
  • Most golfers believe that knowing yardages will improve their score. Certainly it helps with club selection. But, simple "Graphic" yardage guides being notorious for error and inaccuracies, which a serious golfer will pick immediately, only serve to erode the players enjoyment and ultimately, golf course satisfaction. Someone believes with low-level aerial photographic images, golfer will be impressed with the accuracy of the depiction, helping them play a more confident game. But, there are no mapping products in true 3-D available in the world that allows a golfer to determine shot distances in yards or meters. So, we suggest an lenticular technology for real 3-D display as a viable alternative to conventional image map solution. This technology is an image display method for the generation of multi-image effects like 3D visualization or animation. This methodology is cutting edge stereoscopic image which overcomes the limitation of conventional photo tech by recomposing and producing 3 dimensional images. A significant strength of this methods its versatility concerning display effects. The main use of the hardcopy 3-D lenticular displays is in the fields of science, education, planning, and representation. This paper gives a concise overview of the lenticular foil technology and describes the production of the true 3-D yardage book of golf courses. For this study, 3-D effects are achieved and evaluated with the lenticular display by incorporation multiple synthetic images based on digital topographic terrain model and by using the two images of the actual stereopair.