• 제목/요약/키워드: Characteristics of Games

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3D 가상의상 기술을 활용한 패션 브랜드 사례 분석 - 그린디자인 관점을 중심으로 - (Analysis of Fashion Brand Cases Using 3D Virtual Clothing Technology - Focusing on Green Design Perspective -)

  • 김시은;김민지
    • 한국의상디자인학회지
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    • 제26권2호
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    • pp.115-127
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    • 2024
  • This study was initiated by focusing on the characteristics of 3D virtual clothing utilized by fashion brands aiming for sustainability. The purpose of this study is to analyze the characteristics of fashion brands that utilize 3D virtual imagery to mitigate environmental pollution caused by the fashion industry from the perspective of green design. The research methodology draws on green design literature and analyzes three hypothetical cases. These include experiential immersive design, design that rewards engagement, and design that delivers economic benefits that were utilized by fashion brands from 2019 to 2023. The findings and conclusions are as follow. First, the for the commercialization of virtual clothing, offline stores are reproduced in the digital world to provide an immersive shopping experience, similar to reality. These promote fashion products in a virtual space without the constraints of space and time, and creates profits and sustainable value. Second, virtual clothing promotes playfulness. Games and events utilize branded virtual worlds and characters to attract users. Rewards are given for achieving goals, and it is a practice of green marketing that uses virtual items to express products and minimize resource waste. Third, virtual clothing is affordable and can reduce the financial burden on consumers by digitally reproducing expensive products as physical brand collections at an acceptable price point. This reduces environmental pollution, saves physical resources, and increases the utilization of virtual clothing by providing a convenient way to purchase. This study is a basic study that examines the current status and characteristics of fashion brands' use of 3D virtual imagery from the perspective of green design based on literature and case analysis, and follow-up studies are expected on empirical virtual imagery activation measures through interviews or surveys with users for each case.

로블록스 주 이용자 특징에 따른 마케팅 방식 연구 : 나이키, 구찌를 중심으로 (A Study on Marketing Methods According to Roblox Main User Characteristics: Focused on Nike and Gucci)

  • 백경화;하은아
    • 문화기술의 융합
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    • 제9권4호
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    • pp.229-238
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    • 2023
  • 본 연구는 새로운 비즈니스 모델과 산업 생태계가 형성되고 있는 메타버스 플랫폼에서 기존과는 다른 방식으로 이루어지는 마케팅 방식을 파악해 보는 것이다. 본 연구의 목적은 메타버스의 유형과 메타버스를 이용하는 주 이용자들의 특성에 따라 브랜드의 마케팅 방식이 어떻게 차별화되고 있는지를 파악하는 것이다. 연구 방법은 사례분석 방법으로 하였으며, 현재 가장 많은 활성 이용자 수를 가진 로블록스를 선정하였다. 나이키와 구찌 브랜드가 로블록스의 주 이용자층인 알파세대와 Z세대의 특성과 소비패턴을 어떻게 반영하여 마케팅하고 있는지 그 방식을 면밀히 분석하였다. 분석의 결과 첫째, 직접적인 마케팅이 아닌 게임을 비롯한 즐거운 콘텐츠로 접근하고 있었다. 둘째, 제공하는 콘텐츠에 브랜드의 스토리와 철학을 담아 전달하고 있었다. 셋째 가상과 현실을 연계시키는 방식을 취하고 있었다. 마지막으로, 메타버스를 통해 미래 잠재 고객들의 취향을 파악하고 데이터 수집하여 맞춤형 서비스에 활용하고 있었다.

AHP 기반 모바일 MMORPG 인터페이스 사용성 평가 (Evaluation of AHP-Based Mobile MMORPG Game Interface Usability)

  • 권일경;이상용
    • 디지털융복합연구
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    • 제13권3호
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    • pp.255-261
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    • 2015
  • 스마트폰을 이용한 게임 이용이 보편화되었으며 여러 모바일 게임 장르 중에서도 MMORPG에 대한 점유율이 높은 증가세를 보이고 있다. 그러나 장르 특성 상 복잡한 인터페이스를 요구하고 있어 모바일 기기에서의 효율적 게임 플레이를 위한 인터페이스 구축에 어려움이 있다. 따라서 본 연구에서는 모바일 환경에 적합한 MMORPG 게임 인터페이스를 제안하고자 MMORPG에 대한 인터페이스의 특징 분석을 수행하였으며, 3종의 게임에 대한 12명의 사용자를 대상으로 전투, 탐험, 캐릭터, 거래 관련 게임 인터페이스의 사용성에 대한 설문 평가를 수행하였다. 특히 주관적 성향의 설문 결과를 정량적으로 평가하기 위하여 AHP를 이용하여 게임 인터페이스의 특징과 대중적인 인기와의 상관관계를 분석하였다. 평가 결과 게임 선택 및 인기와 인터페이스 사이에 밀접한 관계가 있음을 확인하였으며 이를 토대로 모바일 환경에 적합한 MMORPG 게임 인터페이스를 제안하였다.

자녀들의 온라인 게임 이용에 대한 부모 중재 전략 (Parental Mediation Strategies on Online Gaming)

  • 김지연;도영임
    • 한국게임학회 논문지
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    • 제15권3호
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    • pp.63-78
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    • 2015
  • 셧다운제 시행 이후, 자녀들의 온라인 게임 이용에 대한 부모 중재 역할의 중요성이 부각되면서 자녀들의 과몰입 예방을 위해 부모들이 선택할 수 있는 효과적인 중재 전략이 무엇인지 구체적인 탐색이 필요하게 되었다. 본 연구는 우리나라 부모들이 자녀들의 온라인 게임 이용을 중재하기 위해 어떠한 중재 전략을 사용하는지, 그리고 이에 영향을 미치는 요인은 무엇인지를 확인하기 위해 수행하였다. 이를 위해 초등학생부터 대학생 자녀를 둔 부모를 대상으로 설문조사를 실시했고, 총 379명의 자료를 분석하였다. 그 결과, 자녀들의 온라인 게임 이용에 대한 부모 중재 전략은 설명형 중재, 공동 놀이형 중재, 규칙형 중재, 제한형 중재, 기술 활용형 중재, 정부규제 의존형 중재, 적극 안내형 중재의 7개 요인으로 구분되었다. 또한 부모 중재 전략과 부모의 특성, 자녀의 특성 변인 간에는 밀접한 관련성이 있었다. 본 연구는 다른 미디어의 속성과 구분되는 온라인 게임의 특수성과 우리나라의 사회, 문화적 맥락을 반영한 부모 중재 전략들을 확인했다는데 의의가 있다.

Formation Of Tolerance Of Higher Education Seekers As The Main Feature Of A Modern Specialist

  • Fabian, Myroslava;Kuzmenko, Nadiia;Zamrozevych-Shadrina, Svitlana;Perevozniuk, Viktoriia;Tolcheyeva, Tetiana;Kramarenko, Iryna
    • International Journal of Computer Science & Network Security
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    • 제22권5호
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    • pp.289-293
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    • 2022
  • "Tolerance" is considered as an important professional quality of a modern specialist, which is manifested in an active moral position and readiness for constructive interaction with other participants in the pedagogical process; characterized by the manifestation of humanity, tolerance, friendliness, focus on resolving conflict situations in the professional sphere on a non-violent basis. The article considers scientific approaches to understanding the phenomenon of "tolerance". There are a number of factors that significantly affect the formation of tolerance in students. The way to the formation of tolerance is the rejection of social prejudices, negative social stereotypes, the development of an objective attitude to man regardless of his individual characteristics, the formation of skills of tolerant interpersonal interaction, the use of lectures, discussions, games and training in educational work. The purpose of this article is to highlight communicative tolerance as a necessary component of pedagogical practice of future professionals. It was emphasized that tolerance is the basis of religious tolerance and peace, prevention of all kinds of extremism, which are of particular importance for a multinational and multi-religious Ukraine.

가상공간의 온라인 개념 캐릭터 패션에 표현된 추[醜] (The Ugliness Expressed in On-line Game Character's Fashion on Cyber-Space)

  • 서정립;진경옥
    • 복식
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    • 제56권1호
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    • pp.106-120
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    • 2006
  • Using aesthetics of Rosencranz as the basis, this study contains the peculiarities of 'ugliness' and the obscured conceptual meaning of 'avant-garde', 'grotesque', and 'decadence' that are being utilized under ambiguous significance are defined through modern fashion and fashion of online game characters. Forms of 'ugliness' expressed in modern fashion and in games characters display distortion of form through incongruity, unbalance, disproportion and disharmony, and with this lack of form and expressional imprecision, both contain the elements of comical characteristics of vulgarity and repugnance. The difference in 'ugliness' between modern fashion and game character fashion is, the significance of 'ugliness' being expressed in modern fashion challenges new concepts by refusing tradition and recovering the human nature that has become turbid. On the other hand, 'ugliness' in game character fashion complements the story of the game that uses legends, fantasies or novels as its basis. Opposed to the significance of recovering human nature that is displayed in modern fashion, in order to terminate the opposing game character, the fashion of game characters exaggerates the form of modern fashion with added brutality. In addition, with the advantage of virtual reality that allows a more flexible expression than in the real word, images created are more sensational and excessive use of grotesque images are being expressed.

A Research of Real-time Rendering Potentials on 3D Animation Production

  • Ke Ma;Jeanhun Chung
    • International journal of advanced smart convergence
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    • 제12권4호
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    • pp.293-299
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    • 2023
  • In recent years, with the rapid development of real-time rendering technology, the quality of the images produced by real-time rendering has been improving, and its application scope has been expanded from games to animation and advertising and other fields. This paper analyses the development status of real-time rendering technology in 3D animation by investigating the 3D animation market in China, which concludes that the number of 3D animations in China has been increasing over the past 20 years, and the number of 3D animations using real-time rendering has been increasing year by year and exceeds that of 3D animations using offline rendering. In this study, a real-time rendering and offline rendering 3D animation are selected respectively to observe the screen effect of characters, special effects and environment props, and analyse the advantages and disadvantages of the two rendering technologies, and finally conclude that there is not much difference between real-time rendering 3D animation and offline rendering 3D animation in terms of quality and the overall sense of view, and due to the real-time rendering of the characteristics of the WYSIWYG, the animation designers can better focus on the creation of art performance. Real-time rendering technology has a good development prospect and potential in 3D animation, which paves the way for designers to create 3D content more efficiently.

국제경기에서 나타난 엘리트 여자하키 스프린트 특성분석: 2016~2018 A-match를 중심으로 (Analysis of Elite Korean Women's Hockey Sprint Characteristics in International Games: Focus on the 2016~2018 A-match)

  • Kim, Jieung;Park, Jongchul;Choi, Eunyoung;Lee, Seunghun
    • 한국운동역학회지
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    • 제31권4호
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    • pp.234-240
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    • 2021
  • Objective: The purpose of this study is to analyze the distance, number, duration, velocity of sprints generated during women's hockey competition by position to identify sprint patterns. Method: The data was collected in 17 matches between 2016 and 2018, 49 elite women's hockey players were tested using SPI-HPU to identify differences by position using SPSS 25.0. A total of 376 Sprint information was utilized. Results: First, women's hockey players all showed significant differences in the number of sprints, duration, distance, and max velocity depending on their positions. Second, there was a significant difference in the number of sprints in the difference between quarters. And the factors of duration, distance, and max velocity showed differences between positions. Third, according to the results, there were differences in the number of times, duration, distance, and max velocity in the difference between positions. Conclusion: These results can be confirmed the sprint patterns of depends on position during the women's hockey game and can be used as information for the development of physical and tactical training programs.

물리치료학과 대학생의 생활체육 참여실태에 관한 연구 (The Study about Undergraduate Physical Therapy Student's Participation in General Sports)

  • 김태우;이진;인태성
    • 대한물리치료과학회지
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    • 제25권2호
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    • pp.62-72
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    • 2018
  • Background: The purpose of this study was to investigate a study about undergraduate students' participation in general sports. Method: A questionnaire survey was conducted on 200 students attending physical therapy at Gimcheon university students. four items of general characteristics, 2 conditions of sports for all, 2 activities of current sports for all, and 1 thing of sports for all, were extracted from the questionnaires of total 40 items. Result: In the present study, it was found that through the cross-sectional analysis of various variables related to life sports activities according to grade, sex, age and living cost level, students participated in less sports activities than other college students. And they participated in non-living sports activities such as appreciation and movie appreciation. In addition, it was found that factors such as watching sports games mainly affect the lives of women, especially with less sports activities, and men are more active at 20 to 28 years of age than those aged 20. Conclusion: These findings suggest that it is necessary to provide various opportunities to encourage the physical activities of female students and young students of the university and actively participate in sports for all.

PC게임 장르에 따른 게임 테마음악의 위치화 연구 : 음악종류, 음악의 구조적 요소, 이미지를 중심으로 (A Study on the Location of Game-themed Music by PC Game Genre : Focusing on types of music, structural elements of music, and images)

  • 박관익;황경호;이형석
    • 한국게임학회 논문지
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    • 제20권2호
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    • pp.75-90
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    • 2020
  • 본 연구의 목적은 PC게임을 구성하는 주요한 요소 중 하나인 음악의 기능적 역할을 알아보는데 있다. 이를 위해 PC 게임의 장르별 테마음악을 분석 유목을 통해 구분한 후 다중 대응일치분석을 사용하여 '음악종류', '음악의 구조적 요소', '이미지' 간의 거리를 시각적으로 위치화하여 변인간의 관련성을 분석하였다. 그 결과 게임 장르별 음악의 종류와, 음악의 구조적 요소, 이미지의 특성별 공간의 위치적 차이가 있음을 확인하였다.