• Title/Summary/Keyword: Game Animation

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A comparative study of digital contents industries (디지털 콘텐츠 산업의 유망분야 비교분석 연구)

  • Kim, Eun-Sun;Park, Dong-Un;Park, Young-Seo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.737-740
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    • 2006
  • With the development of internet diffusion, digital contents industries has been growing with various forms such as game, animation, e-learning etc.. Considering that digital contents industry is the part of national growth engine, it is very important to make decision over technology development direction based on commercialization premises. This paper tries to give practical help over industries and academia through details industry analysis and assessment. The part of assessment tools which was originated from Standford Research Institute has been applied to compare and analyze the details industries.

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A Comparative Study of the Digital Content Industry and its Assessment Frame (디지털 콘텐츠 세부산업의 평가프레임 제안 및 유망성 비교분석)

  • Park, Dong-Un;Park, Young-Seo;Kim, Eun-Sun
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.38-44
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    • 2006
  • With the expansion of internet diffusion, the digital content industry in such sector game, animation and e-learning shows rapid growth and, accordingly it becomes important for policy makers to provide its technical R&D directions ensuring successful commercialization. This paper provides details on the business and industry assessment, and further, proposes substantial support over industries as well as academia. The Business Opportunity Engineering(BOE) process, revised and systemized assessment frame of the seven steps of SRIC-BI process, has been applied to assess and compare the digital content business and industry.

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Analysis of Multicultural Factors in Integrated Textbook for Elementary School- Around the First and Second Grades (초등학교 통합 교과서의 다문화요소분석 - 1, 2학년 통합 교과서를 중심으로 -)

  • Kang, hyun-joo;Kim, Chee-yong
    • Journal of Korea Multimedia Society
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    • v.21 no.10
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    • pp.1221-1235
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    • 2018
  • This study aims to analyze the multicultural content of the Korean Elementary School Textbook revised in 2015. This study abstracted the framework of multicultural factors for analysis of multicultural contents from the research on "Revision Guidelines by Analysis of Multicultural Factors in Secondary Curriculum and Textbook". The analyzed textbook is the integrated winter textbooks for both the first and second grades revised curriculum in 2015. Several findings were represented as follows: first, the frequency of multicultural content displayed five times in first grade and nineteen times in second grade respectively. Second, the analyzed textbooks did not include contents directly associated with multiculturalism. Activities and experience is important in the acceptance of unfamiliar cultures Thus, multicultural contents' frequency of within textbooks is very crucial. Finally, the revised curriculum focused on activities and experiences about the theme and content in the textbook and was developed around block chassis. For teaching the textbook content, teachers must perfectly understand textbooks through teacher training. The textbooks of reflecting right values on multiculturalismIn. this respect, elementary school curriculum and textbook content should be improved by supplementary revision fitting for the growth of humanity in the multicultural era.

A Study on User Competency Training for Building Space Management Platform for Urban Regeneration (도시재생을 위한 건물공간관리 플랫폼 사용자 역량 교육에 관한 연구)

  • Kang, Hyun-joo;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.23 no.3
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    • pp.499-507
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    • 2020
  • This paper is one of the types of 'sharing economy', a social economic model that borrows and shares things, spaces, and services from the development of the 4th Industrial Revolution. Through sharing of empty space and time in the city, I would like to suggest a way to reduce the closure of small business owners in order to create jobs, which is one of urban problems in the community. We also build a platform that utilizes the free time and space of buildings through space sharing, one of the types of sharing economy, and provides education programs for start-up education, promotion, marketing, and consulting by matching small business owners with building owners. Therefore, in this paper, by sharing the space and time, the landlord and the small business can share the profits of the small business by reducing the business owner's closure and the job creation plan. Coaching urban regeneration was proposed.

Study on the Effect of Film Therapy on the Frustration Affordability of College Students in Northeast China : based on film industry aesthetics in the age of IT

  • Du, Nan;Yu, Chuandong;Kim, Chee-Yong
    • Journal of Multimedia Information System
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    • v.7 no.2
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    • pp.157-164
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    • 2020
  • Considering the frustration affordability level of college entrants and investigating the frustration tolerance of undergraduates in Shenyang City University, this paper provides the basis for the research of improving frustration tolerance of undergraduates through quantitative research results and applies film therapy to the frustration regulation of college students by discussing the role of film therapy in improving frustration affordability ability of college entrants. This paper has concluded that the necessary of improving the frustration tolerance of college students in Northeast China and the feasibility of the film therapy programs on improving the frustration tolerance of college students in Northeast China. Meanwhile, this paper shows that the principle of film selection in film therapy should be based on the requirements of the aesthetics of the film industry in the IT environment. This paper provides a reference for refining the target of film therapy for film therapists to better apply film and television psychotherapy technology, and a basis for the film therapy activity program; Furthermore, it also has a certain reference significance for film and television media workers.

Development of Computer-Aided Nutritional Education Program for the School Children (초등학생의 올바른 식습관 형성을 위한 영양교육 사이트 개발)

  • 허은실;이경혜
    • Journal of Nutrition and Health
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    • v.35 no.7
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    • pp.791-799
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    • 2002
  • The performance of educational program for preventive nutrition is more beneficial for children than for the adults based on the cost reduction and the effect of this education. Also children's education helps them to grow and to live as a healthy adult. The purpose of this study is to solve the nutritional problem in children by developing nutrition education program for children and correct their nutritional problems. The characteristics of this program (www.food79.net) are the customized program for grade level based on the level of learning ability, the various education method such as game, cooking practice, and quiz, animation, and the self educated method by managing children's meal management as the result. The contents of this site are constructed not only for children but also for parents, the teachers and the school dietitians to increasing educational effect. The children room consists of food tower, nutrition kingdom, calculation of obesity index, food information, nutrient exploration, cooking world, and evaluation of dietary life. In the room for dietitian and teachers include the contents of the easy gymnastics, nutrition counseling methods, the teaching plans for nutrition education, and the information interchange corner. The third room for parents is constructed of nutrition evaluation, food 114, correction of living habits, and free discussion. Through this site, we are expecting to contribute to national health promotion by correcting the food habits of children.

A Study on Interactive Storytelling Script Language for Generating the Stories (이야기 생성을 위한 인터랙티브 스토리텔링 스크립트 언어에 관한 연구)

  • Kim, Seok-Kyoo;Moon, Sung-Hyun;Park, Jun;Chang, Jun-O;Han, Sang-Yong
    • Journal of Korea Multimedia Society
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    • v.12 no.2
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    • pp.313-322
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    • 2009
  • A multi-story can be generated by the interactions of users in the interactive storytelling system. In this paper, I suggest narrative structure and corresponding Storytelling Markup Language and implement the system that processes a story presented using this language. This research will be basis of making an authoring tool for interactive storytelling. It can be used to make a story tool and story presentation tool using text, image, animation with user interaction.

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Realtime Fire Simulation and Rendering on Mobile Environment (모바일 환경에서 불꽃의 실시간 시뮬레이션과 렌더링)

  • Woo, Sang-Hyuk;Jo, Mi-Ri-Na;Park, Dong-Gyu
    • Journal of Korea Multimedia Society
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    • v.10 no.7
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    • pp.934-943
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    • 2007
  • This paper presents a real-time fire simulation on the mobile phone using stable fluid animation techniques. Stable and fast fluid simulation methods are developed in PC and console games, but fluid simulation and interactive fluid models require too much system resources for applying on mobile environment. We studied and implemented physics-based models for fluids like fire and smoke effects using billboard and stable fluids simulation method on mobile 3D system. The mobile platform of our system is WIPI, which is the standard mobile platform in Korea, also we adopted NF3D API for our 3D programming API. We implemented real-time fire simulation and added it in mobile 3D game, "Rupee Story".

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A Study on Colors and Emotions of Video Contents -Focusing on depression scale through analysis of commercials

  • Lee, YeonWoo;Kim, MinCheol;Kim, Cheeyong
    • Journal of Multimedia Information System
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    • v.4 no.4
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    • pp.301-306
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    • 2017
  • This study is intended to analyze colors felt in TV commercials among video contents, to provide basic resources of color plan that can be applied to production of contents and to help acceptors to change their mood and to lower depression levels. Many studies have revealed the obvious correlation between depression and suicide, so the World Health Organization(WHO) recommends the importance of media by recognizing public that depression is a serious risk factor that leads to suicides and by asserting the necessity of establishing social environment for active treatment. Contents production companies have social and cultural responsibility to convey correct information and to make acceptors have positive emotions. If the result of colors that emotionally healthy people feel through this study is used for production of video contents, it will be helpful to lower the depression scale and to prevent and treat depression by providing visual comfort. In addition, it is expected to be used as an important basic resource for not only production of video contents but also color plan of industrial fields.

Modern Application of Design Elements on Ceremonial Costume of Korean Folk Belief (한국 민간신앙 의례복에 나타난 디자인 요소의 현대적 활용 - 배색을 중심으로 -)

  • Kim, Ji-Young
    • Journal of the Korean Society of Costume
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    • v.57 no.9
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    • pp.88-96
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    • 2007
  • The purpose of this study is to present examples for modern application with traditional color on ceremonial costume of Korean folk belief which is regarded as representative research material standing for Korean cultural archetype. The arrangements of color on the ceremonial costume of Korean folk belief were selected from 11 items specified as an import intangible cultural asset. These color arrangements were composed of fundamental colors from the viewpoint of modern color sensation, but had a excellent harmony in Hue. Therefore, not shifting Hue of color arrangement on ceremonial costume, traditional color arrangement was apply to contemporary it by shifting tone. Brilliant and deep chromatic tone that belong to 3, 4 area was converted into toned light grey, light clear, dark deep, toned dark grey, and greyish chromatic tone that belong to 1, 2 area or 5, 6, 0 area or 2, 7, 9 area. The plan that applies arrangement color with brightness contrast of traditional fundamental colors on a modern color harmony was presented from that. Like this, we can combine traditional color into modern color sensation, stylize and apply it on a production of character, logogram design, fashion design for characters in animation or game. From this, we'll be able to be close to the color arrangement sensation including our racial emotion in the everyday life.