• Title/Summary/Keyword: Contents genre

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Causes of Cyber Sickness of VR Contents: An Experimental Study on the Viewpoint and Movement (VR 콘텐츠의 사이버 멀미 유발 요인: 시점과 움직임의 효과에 대한 실험 연구)

  • Jung, Ji-Young;Cho, Kwang-Su;Choi, Jinhae;Choi, Junho
    • The Journal of the Korea Contents Association
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    • v.17 no.4
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    • pp.200-208
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    • 2017
  • Despite a rapid market growth in VR, cyber sickness has become the most serious problem in terms of user experience. The aim of this study is to verify whether there are differences in user's perception of cyber sickness by the point-of-view and the movement in VR contents. An experimental testing of game playing with VR headset was conducted on the effects of two conditions: first-person and third-person views in the point-of-view condition, and yaw - pitch rotations in the head movement condition. The results showed that cyber sickness worsened in the first-person point-of-view and in the yaw rotation movement. Point-of-view and movement had main effects on the cyber sickness, but an interaction effect between point-of-view and movement was not found. Based on the findings, along with reducing VR sickness, we proposed practical implications for VR contents planning for building balanced VR user experience. Positive VR experience can be reinforced through visual design, multi-modal interface design, and experience marketing for the optimal level of contents immersion. A future research was suggested on the roll rotation for diverse content genre development.

A study on producing cartoon contents for culture and art education for disabled children: Focusing on mild mentally retarded children on stage of pre-operational period (장애아 문화예술교육을 위한 만화콘텐츠 제작에 관한 연구: 전조작기 단계의 경도 정신지체 아동을 중심으로)

  • Lee, Kkot-Song-Yi;Kim, Jae-Woong
    • Cartoon and Animation Studies
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    • s.20
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    • pp.141-157
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    • 2010
  • Though the education of culture and art for disabled children is very important, it has not been brisk yet until recently due to 'absence of the teaching methods suitable for disability types, levels and programs.'. In this situation, cartoon contents can be used as the most appropriate tools for culture and art education for mentally retarded children. Entertainment functions and genre features of cartoon contents can motivate the applicable children to participate more voluntarily and positively and function as teaching tools for interesting activities. Of course, since it is not proper to apply the cartoon contents for normal children to Special Education Field as they are, cartoon works should be made by understanding closely the characteristics and degrees of retardation of the applicable children and applying them to the composition of cartoons. However, for the contribution of this attempt to education field, it is thought that concrete guidelines for producing cartoon contents considering the concept of various types of disability, emotion, social behavioral traits, ability of cognition, school achievements, and the characteristics of language and physical health should be necessary, and to improve the application of the developed cartoon contents so that they will not remain as superficial results, sufficient communication with the applicable children such as application to classes in the process of development is necessary.

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The Study on Ways to Revitalize Cultural Content of Novels of Mongcha Group (몽자류 소설의 문화콘텐츠 활성화 방안 연구)

  • Kang, Ji-Hye
    • (The)Study of the Eastern Classic
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    • no.43
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    • pp.125-154
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    • 2011
  • Today's digital culture has been realized through various media, and even now, is changing and growing. If the previous digital culture was actualized through technologies such as the Internet, mobile devices etc., today it includes even things that give new life to contents using various medialike this. The moment this digital technical aspect is grafted into culture, a new genre called 'Cultural Contents' is born. Such cultural contents can be seen as a way for classics to approach people in a digital world that is evolving fast like today. To make classics into a cultural content, its basic narrative structure is important. Classics contain the history at the time, the awareness of people who lived at the time and the detailed rite of passage people experienced. This point can be interpreted as classics not just a cultural heritage of the previous era, but having the functionality that can form a consensus of modern people. This thesis views our classic novels of Mongcha group such as 'Guwunmong' and 'Okrubong' as a potential subject of cultural contents, and the problem of how it can be made into a cultural content. To make a cultural content, storytelling is very important. Therefore, the structure and characteristics of novels of Mongcha group was examined, and a synopsis was made based on this. Furthermore, it examined if there are novels of Mongcha group made into contents, and how each work was vitalized and how much ripple effect it had achieved. If each work did not achieve a second or third ripple effect, it examined what the problem was and tried to offer a solution.

A survey and categorization of anomaly detection in online games (온라인 게임에서의 이상 징후 탐지 기법 조사 및 분류)

  • Kwak, Byung Il;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.5
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    • pp.1097-1114
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    • 2015
  • As the online game market grows, illegal activities such as cheating play using game bots or game hack programs, running private servers, hacking game companies' system and network, and account theft are also increasing. There are various security measures for online games to prevent illegal activities. However, the current security measures are not enough to prevent all highly evolving game attacks and frauds. Some security measure can do harm game players usability, game companies need to develop usable security measure that is well fit to game genre and contents design. In this study, we surveyed the recent trend of various security measure applied in online games. This research also classified illegal activities and their related countermeasure for detection and prevention.

A Case Study for Relevant Study and Lecture on 'Bibliotherapy' in the Field of Information and Library Science (문헌정보학 분야에서의 적실한 '독서치료' 연구와 강의를 위한 사례연구)

  • Song, Sung-Seob
    • Journal of the Korean Society for Library and Information Science
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    • v.38 no.1
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    • pp.121-141
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    • 2004
  • This study is a case study with four classes of sophomore majoring in library & information science in S woman's college, with a questionnaire, firstly to research the students' recognition of their experience on bibliotherapy and the time, their preference of the materials' genre for the bibliotherapy. usefulness of the bibliotherapy' subject, apply possibility into library work, and the field of science that must be supplemented for the bibliotherapy. Secondly. a direction of development is presented analyzing researched contents and lecture experiences, centering on the factors that should be complemented and prepared in studying or lecturing the course of bibliotherapy as a school subject in the field of library & information science hereafter.

Development of a storyboard simulation system for an animator (효율적인 애니메이션 제작을 위한 스토리보드 시뮬레이터 설계 및 구현)

  • Yoo, Kil-Sang;Cho, Ok-Hue;Lee, Won-Hyung
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.711-714
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    • 2009
  • Currently digital contents such as games, animation and video art are produced and distributed actively. And moreover by the development of related industries, a variety genre of media is in the process of planning and production. However general-purpose tools such as MAYA and Soft Image do not provide the artists in terms of a variety of unique functions. Thus in this study, we analyzed and developed interface technologies that can help effectively in terms of animation scenario writing, storyboard simulation, rendering and pre-production of story board, interface technology for preview. By our designed simulate planning, people who not professional in the field of animation, can produce and preview animation easily.

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Methodology for Analysis of Comics Audience (만화수용자 분석을 위한 연구방법론)

  • Han, Chang-Wan
    • Cartoon and Animation Studies
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    • s.9
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    • pp.80-93
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    • 2005
  • This study analyzes current situation of Korean comics market, emphasizes the necessity of studying comics audience. Presenting the differentiated methodology for comics study, the alternative solution for Korean comics market is given. The theoretical foundation is based on the cultural approach for audience studies. This study aims to find out the changing environment of taking comics contents and using behavior of it. Most audience of comics make use of them in various ways and try to use them in new experimental method. To analyze the tastes and using behavior of comics audience is necessary for preplanning of comics production.

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Implementation of Analysis of Book Contents Genre and Visualization System based on Integrated Mining of Book Details and Body Texts (도서 데이터와 본문 텍스트 통합 마이닝을 기반으로 한 도서 콘텐츠 장르 분석 및 시각화 시스템 구현)

  • Hong, Min-Ha;Park, Kyoung-Hoon;Lee, Won-Jin;Kim, Seung-Hoon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.01a
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    • pp.27-29
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    • 2015
  • 최근 IT기술의 발달로 인하여 다양한 분야에서 IT기술을 활용한 융합기술의 시도가 많아지고 있다. 특히 인터넷의 발달과 전자책(e-Book) 시장규모가 커짐에 따라 도서에 대한 정보가 많아지고 있으며, 이러한 정보를 분석하여 활용하는 서비스 시스템에 대한 관심이 높아지고 있다. 하지만 현재 서비스되고 있는 대부분의 온라인 서점에서는 도서의 기본 서지정보와 같이 도서 본문 내용과는 무관한 출판사나 서점에서 도서를 관리하기 위한 정보만을 제공하고 있으며, 도서에 대한 다양한 정보를 활용한 키워드 추출 및 장르 분류를 통한 검색의 효율성 제공이 미흡한 현실이다. 본 논문에서는 도서의 본문 텍스트 정보를 마이닝 처리하여 도서 페이지의 흐름에 따라 포함되어있는 장르를 분류하고 이에 대한 결과를 사용자에게 친화적인 시각화 기법으로 제공되는 시스템을 설계하고 구축하였다. 제안한 서비스 시스템은 의미 분석을 기반으로 도서 정보의 구체적, 실제적, 직관적 정보를 제공하여 도서 추천 서비스에 활용될 것이다.

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A Big Data Study on Viewers' Response and Success Factors in the D2C Era Focused on tvN's Web-real Variety 'SinSeoYuGi' and Naver TV Cast Programming

  • Oh, Sejong;Ahn, Sunghun;Byun, Jungmin
    • International Journal of Advanced Culture Technology
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    • v.4 no.2
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    • pp.7-18
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    • 2016
  • The first D2C-era web-real variety show in Korea was broadcast via tvN of CJ E&M. The web-real variety program 'SinSeoYuGi' accumulated 54 million views, along with 50 million views at the Chinese portal site QQ. This study carries out an analysis using text mining that extracts portal site blogs, twitter page views and associative terms. In addition, this study derives viewers' response by extracting key words with opinion mining techniques that divide positive words, neutral words and negative words through customer sentiment analysis. It is found that the success factors of the web-real variety were reduced in appearance fees and production cost, harmony between actual cast members and scenario characters, mobile TV programing, and pre-roll advertising. It is expected that web-real variety broadcasting will increase in value as web contents in the future, and be established as a new genre with the job of 'technical marketer' growing as well.

A Study on Formative Characteristics of Poor Beauty in Modern Fashion (현대패션에 나타난 빈곤미의 조형적 특성에 관한 연구)

  • Hyun, Ji-Youn;Chae, Keum-Seok
    • Journal of the Korean Society of Clothing and Textiles
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    • v.32 no.1
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    • pp.77-87
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    • 2008
  • Modern fashion industry creates complex and multiple fashion by amalgamating and mixing all elements that emerged in fashion without limiting them to a specific genre. The results of study are as follows: First, with regard to the conceptual differences among poor look, anti-fashion, and resistance fashion and the background. second, As aesthetic categories of poor beauty, its image with the feeling of poorness, beggar-likeness, worthlessness, poorness, and uncleanness is divided into the beauty of moderation, deconstruction, unfinished beauty, natural beauty, and ostentatious poor beauty based on the formative characteristics and poor look. Third, Oriental and Western poor images are comparatively analyzed. The poor beauty found in Oriental fashion, which is based on Zen aesthetics, seeks loneliness, poorness, and simplicity as an empty origin and features internal meaning that expresses the purity of poor beauty itself and external form that is visualized through no decoration, no color, and asymmetry in material and composition. The poor beauty in the West features non-form of no shape, asymmetry and disharmony and the characteristic in its contents is "distortion", and the characteristic in its expression features external form of "incorrectness" and internal meaning implying modem humans' frustration, resistance to materialism, and skepticism about mechanicalism.