• 제목/요약/키워드: Game process

검색결과 818건 처리시간 0.032초

게임 원작의 성공적인 각색 (Toward Successful Adaptation from Games to Films)

  • 박수진;송승근
    • 한국게임학회 논문지
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    • 제11권1호
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    • pp.3-14
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    • 2011
  • 최근 하나의 원천 콘텐츠가 다른 형태의 다양한 콘텐츠로 제작되는 사례가 빈번하다. 그러나 한번 성공한 콘텐츠가 다른 형태의 매체로 제작 되었을 때 과연 성공 할 수 있을까? 이에 대한 정확한 답을 하기는 어려울 것이다. 왜냐하면 다른 콘텐츠로 변환 되었을 때 해당 콘텐츠 특성에 대한 분명한 이해가 있어야 하기 때문이다. 이렇듯 성공한 게임 원작 영화가 극소수인 상황속에서 이러한 성공 요인에 대한 충분한 연구가 이루어지지 않고 있다. 본 연구는 영상과 서사적 측면에서 성공한 게임 원작 영화의 공통된 성공요인을 살펴보는 것을 목적으로 한다. 그 결과 성공한 게임원작 영화는 영화적인 임팩트를 위한 단순화, 압축, 제거 등을 통해 스토리텔링에 성공한 각색이 있으며, 게임 아바타의 재현에 대한 충족감과 성공한 게임 본연의 매력 포인트를 잘 찾아 영화 문법에 잘 녹아들게 했다는 공통점이 있다. 본 연구는 성공한 게임 원작 영화의 사례를 통해 게임 원작 영화의 성공 요인을 분석하여 앞으로 제작될 영화들의 실패할 확률을 줄이는 데 기여하고자 한다.

영화산업에서의 마케팅 전략 : 투자 결정 게임 모형을 중심으로 (Marketing Strategies in the Film Industry: Investment Decision Game Model)

  • 황희중
    • 유통과학연구
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    • 제13권10호
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    • pp.109-114
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    • 2015
  • Purpose - The movie market has the characteristics of being a perfectly competitive market as well as a pure monopolistic market at the same time. This is because there are competitors in the industry but prices, although not fixed, have not changed a lot. Price competition may not have spread, but the competition is focused on artistic value, and the degree of box office success is most important. The artistic value is determined in the course of the production process. However, the degree of box office success is dependent upon the marketing manager. The marketing strategy represents the difference in the standard or quality of the movie. Inherently, the marketing manager adopts the entertainment strategy based on the quality of the foundation of the completed movie. At this time, the marketing manager knows the pertinent information (high quality/low quality) regarding the movie. This research study tries to reveal what should be the reasonable movie marketing expense, dependent on the quality of the movie. Research design, data, and methodology - Using a game scenario with different market players, the goal of the research analysis is to find out the following. First, the marketing expense is determined to maximize the profits after film production. Second, after the production costs are already committed, the manufacturer gets to choose the marketing level. At this time, there will be a profit maximization point, considering the competition. The premise of the research is as follows: if it is a good movie of quality, positive word of mouth increasing the audience continuously slows down the speed of the demand curve. If the movie quality is bad, the negative word of mouth decreasing the audience gradually hastens the speed of the demand curve. On the marketing side, when the manufacturer invests heavily in the marketing expense of the movie, consumer expectations increase to drive up the audience numbers. On the other hand, it is difficult to improve the profits excessively. When the manufacturer invests in marketing a little bit, the marketing expense is only relatively committed, therefore a lot of demand cannot be gained. Results - If a fixed market share is in a competitive situation, a low quality manufacturer expends relatively more marketing expense. If the situation assumes two manufacturers spend the same for the cost of production, the high quality manufacturer takes more profit. If the manufacturer expends less marketing budget to save costs, the optimum profit cannot be achieved since the other party (opponent) grabs the initial market share. Conclusions - In conclusion, investment is essential for market share to increase. We must refrain from a zero-sum game and have models where the game participants pursue the creative profits together. In the current film industry, there is the dominating logic of winner and loser but we have to create a film industry environment where the participants can be altogether satisfied and live together.

협력적 게임을 이용한 다수단 연속형 교통망 설계 모형 (A Multi-modal Continuous Network Design Model by Using Cooperative Game Approach)

  • 김병관;이영인;임용택;임강원
    • 대한교통학회지
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    • 제29권1호
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    • pp.81-93
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    • 2011
  • 본 연구는 다수단 교통망에서 교통시설 운영자와 이용자의 상호 의사결정과정을 고려하여 교통시설의 건설 및 운영 정책 문제를 해결하기 위한 다수단 연속형 교통망 설계문제를 다룬다. 특히, 교통시설에 대한 정책변화에 따라 교통수단간 통행이 어떻게 변화하는가를 고려하기 위하여 승용차 교통망과 대중교통 교통망을 함께 고려하고자한다. 이러한 교통망 설계 모형을 개발함에 있어서 일반적인 Nash 균형(비협력 게임)의 접근법이 아닌 좀 더 합리적이라고 연구되어진 Stackelberg 균형(협력적 게임)의 접근법을 이용하고 그러한 방법으로 다수단 교통망의 교통수단 선택을 고려한 민감도 분석 방법을 적용한다. 본 연구의 다수단 연속형 교통망 설계 모형은 교통정책 결정에 대한 임의의 연속형 교통망 설계변수(${\epsilon},\hat{\epsilon},p$)에 대해서 개발되어진다. 또한 모형의 적용 및 평가를 위하여 1)도로 정책에 대한 최적 도로용량 산정과 2)대중교통 정책에 대한 최적 대중교통 노선빈도 산정 그리고 3)교통체계의 수단분담 정책에 대한 현 교통체계의 최적 목표 수단분담율 산정 문제에 모형을 적용하여 본다.

Programming by Demonstration을 이용한 가상 캐릭터의 행동 생성 기법 (An Action-Generation Method of Virtual Characters using Programming by Demonstration)

  • 성연식;조경은;엄기현
    • 한국게임학회 논문지
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    • 제11권2호
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    • pp.141-149
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    • 2011
  • 가상 환경에서 가상 캐릭터가 사람과 같이 자연스럽게 동작하기 위한 과정은 많은 노력을 필요로 한다. 가상 캐릭터는 행동을 기반으로 동작하기 때문에 자연스럽게 동작하기 위해서는 행동 정의가 가장 중요하다. 최근에는 사람이 조작한 가상 캐릭터의 행동을 기반으로 가상 캐릭터가 수행할 일련의 행동을 정의하는 Programming by Demonstration에 관한 연구가 활성화되고 있다. 하지만 이 방법들은 항상 동일한 길이의 연속적인 행동을 도출하거나 연속적인 행동을 정의할 때 사용하는 행동들을 제한하기 때문에 다양한 일련의 행동 생성하기가 어렵다. 자연스럽게 동작을 수행하기 위해서는 조작한 가상 캐릭터의 행동에서 최대한 다양한 일련의 행동들을 도출하고 도출한 일련의 행동들을 대표하는 최적의 연속적인 행동을 선택해야 한다. 그래서 여러 가지의 제약 사항을 줄이면서 일련의 행동을 생성하기 위한 연구들이 필요하다. 이 논문에서는 사람이 조작한 캐릭터의 행동을 수집하고 가상 캐릭터가 수행할 일련의 행동을 모두 도출해서 가상 캐릭터에게 적합한 일련의 행동을 선정하는 방법을 제안한다. 실험에서는 제안한 방법을 자동차 게임에 적용해서 생성되는 과정을 기술한다. 생성된 결과를 보면 사람이 수행한 일련의 행동을 길이나 분할하는 위치에 제약을 받지 않고 생성한 것을 볼 수 있었다. 결국, 제안한 방법은 더 많은 일련의 행동을 도출하고 가상 캐릭터에게 적합한 행동을 선정할 수 있음을 확인하였다.

소셜커머스 생태계의 게임 분석 (A Game Theoretic Analysis of Social Commerce Ecosystem at the Crossroads)

  • 김도훈
    • Asia pacific journal of information systems
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    • 제23권2호
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    • pp.67-86
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    • 2013
  • This study first provides a stylized model that captures the essential features of the SC (Social Commerce) business and the competition process. The model focuses on the relationship between key decision issues such as marketing inputs and market value. As more SCs join the industry, they are inevitably faced with fierce competition, which may lead to sharp increase in the total marketing and advertising expenditure. This type of competition may lead the industry away from its optimal development path, and at worst, toward a disruption of the entire industry ecosystem. Such being the case, another goal of this study is to examine the possibility that the ToC (Tragedy of the Commons) may occur in the SC industry. We build game models, each of which assumes homogeneity and heterogeneity of SC providers, respectively, and derive explicit equilibrium solutions from both models. Our basic analysis presents Nash equilibria in both models and shows that SC providers are inevitably faced with fierce competition, which may lead to sharp increase in the total marketing expenses. We also compare the game outcomes with one with a hypothetical social planner who determines the total marketing level that optimizes the entire market value. Then, ToC can be defined to describe the situation where the total marketing efforts exceed the socially optimal level of marketing efforts. In both models, we examine the possibility of the ecosystem disruption and specify the conditions under which ToC may occur. However, the chance of avoiding ToC is higher with heterogeneous players than with homogeneous players. To supplement our analytical results, we develop a simulation model which incorporates a market dynamics based on the gap between actual marketing efforts and socially optimal marketing level. Simulation experiments present some lessons and insights which also confirm out findings from equilibrium analysis. For example, heterogeneity in SC providers alleviates the severity of ToC and makes it faster for survivors to escape from the ToC trap. As a result, the degree of industrial concentration tends to increase, which also explains the 'rich-get-richer' phenomenon observed in some empirical studies on the SC industry. Lastly, based on our analytical and experimental results, we come up with some measures to avoid ToC and overcome the shortcomings intrinsic to the current business model. And further discussions provide strategic implications and policy directions to overcome the possible trap of ToC in this ecosystem, and eventually help the industry to sustainably develop itself toward the next level. To name a few examples of policy measures, regulations on the marketing activities so that the overall marketing expenses cannot go beyond the socially optimal level; institutional guidelines and rules to straightening up the distortions in the way that SC providers view the marketing costs (the current marketing costs are underestimated, thereby encouraging SC providers to increase marketing expenditure); and so on.

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콘텐츠의 융합요소 및 융합경로와 융합유형 분석 (An Analysis of the Convergence Factors, Convergence Passes, and Convergence Types in Content Industries)

  • 임명환;이중만
    • Journal of Information Technology Applications and Management
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    • 제20권3_spc호
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    • pp.295-314
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    • 2013
  • These days a great mix of traditional and digital contents such as movie, broadcasting, advertisement, e-books, music, game, animation, cartoon, character, knowledge information, and art performance are widely available. Many more are yet to come, with improved quality and added features. It is expected that all these contents will be evolved into a new breed of convergence content through the process of consolidation, expansion, integration, and recreation. Across the digital ecosystem, a new formula is being added to the industrial structure : 'Information/Content-Platform/Device-Goods/Service.' In the near future, as a result of technological innovation and convergence, the business sector will lose its boundaries as well, as businesses will be forced to look beyond the product itself and focus more on multi-functionality. Especially, in the era of creative economy, more policies need to be crafted in order to procure a new growth engine for the future with the agenda for convergence between humanities and technology. Therefore, the purpose of this paper is to analyze the concept, factors, elements, types, and cases of convergence, which are the essence of content convergence. This analysis, with its focus on the convergence process, will help identify the effects and limits of content convergence as well as the prospects for convergence contents in the smart ecosystem under the creative economic system.

Viewing Angle-Improved 3D Integral Imaging Display with Eye Tracking Sensor

  • Hong, Seokmin;Shin, Donghak;Lee, Joon-Jae;Lee, Byung-Gook
    • Journal of information and communication convergence engineering
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    • 제12권4호
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    • pp.208-214
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    • 2014
  • In this paper, in order to solve the problems of a narrow viewing angle and the flip effect in a three-dimensional (3D) integral imaging display, we propose an improved system by using an eye tracking method based on the Kinect sensor. In the proposed method, we introduce two types of calibration processes. First process is to perform the calibration between two cameras within Kinect sensor to collect specific 3D information. Second process is to use a space calibration for the coordinate conversion between the Kinect sensor and the coordinate system of the display panel. Our calibration processes can provide the improved performance of estimation for 3D position of the observer's eyes and generate elemental images in real-time speed based on the estimated position. To show the usefulness of the proposed method, we implement an integral imaging display system using the eye tracking process based on our calibration processes and carry out the preliminary experiments by measuring the viewing angle and flipping effect for the reconstructed 3D images. The experimental results reveal that the proposed method extended the viewing angles and removed the flipping images compared with the conventional system.

Analysis of Revenue-Sharing Contracts for Service Facilities

  • Yeh, Ruey Huei;Lin, Yi-Fang
    • Industrial Engineering and Management Systems
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    • 제8권4호
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    • pp.221-227
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    • 2009
  • There are customer services jointly provided by two facilities so that each customer will complete the course made up of both facilities' sub-services. The two facilities are assumed invested respectively by an infrastructure owner and one subordinate facility owner, whose partnership is built on their capital investments. This paper presents a mathematical model of Stackelberg competition between the two facility owners to derive their optimal Nash equilibrium. In this study, each facility owner's profit is consisted of fixed revenue fractions of sold services, operating costs (including depreciation cost) and maintenance costs of her facility. The maintenance costs of one facility are incurred both by failures and deterioration due to usage. Moreover, for both facilities, failures are rectified immediately by minimal repairs and preventive maintenance is carried out at a fixed time epoch. Additional assumptions are also employed to develop the model such as customer arrivals are manipulated to follow a Poisson process, and each facility's lifetime is independently Weibull-distributed. The Stackelberg game proceeds as follows. At the first stage of decision making process, the infrastructure owner (acting as a leader) decides the allocation of revenue shares based on her self-interest. After observing the allocation of revenue shares, the subordinate facility owner determines her own optimal price of services. This paper investigates actions and reactions of the two partners in the system. Then analytical conditions are proposed to achieve a unique optimal Nash equilibrium. Finally, some suggestions for further research are discussed.

3D 애니메이션 제작 과정에서 기술 및 예술적 표현요소 분석에 관한 연구 (A Study on the Analysis of Technique and Artistic Expression Factors in the Process of 3D Animation Production)

  • 백승만;조윤아
    • 디자인학연구
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    • 제16권1호
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    • pp.83-92
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    • 2003
  • 최근 3D 애니메이션은 급속한 하드웨어와 소프트웨어의 기술적 발전에 힘입어 실사에 가까운 애니메이션 연출이 가능하게 되어 영화, 광고, 게임, 디지털 영상물 등의 엔터테인먼트적인 요소로 많이 사용되고 있다. 3D 애니메이션 제작과정은 전통적인 애니메이션과는 달리 다양한 제작기술과 표현요소를 요하게 된다. 3D 애니메이션 제작에서 제작기술과 표현요소는 각각의 요소로 작용하는 것이 아니라, 서로 결합하여 제작하여야만 완성도가 높은 애니메이션을 얻을 수가 있다. 이에 본 고는 3D 애니메이션 Computer Process에 의한 작업 과정을 하드웨어와 소프트웨어를 바탕으로 한 기술적인 표현방식과 미학적, 조형적, 디자인적, 회화적 요소를 바탕으로 한 예술적 표현요소를 분석하고 기술적인 완성도와 표현력이 있는 애니메이션을 제작하는 방법을 모색해 본다.

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Interactive drawing with user's intentions using image segmentation

  • Lim, Sooyeon
    • International Journal of Internet, Broadcasting and Communication
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    • 제10권3호
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    • pp.73-80
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    • 2018
  • This study introduces an interactive drawing system, a tool that allows user to sketch and draw with his own intentions. The proposed system enables the user to express more creatively through a tool that allows the user to reproduce his original idea as a drawing and transform it using his body. The user can actively participate in the production of the artwork by studying the unique formative language of the spectator. In addition, the user is given an opportunity to experience a creative process by transforming arbitrary drawing into various shapes according to his gestures. Interactive drawing systems use the segmentation of the drawing image as a way to extend the user's initial drawing idea. The system includes transforming a two-dimensional drawing into a volume-like form such as a three-dimensional drawing using image segmentation. In this process, a psychological space is created that can stimulate the imagination of the user and project the object of desire. This process of drawing personification plays a role of giving the user familiarity with the artwork and indirectly expressing his her emotions to others. This means that the interactive drawing, which has changed to the emotional concept of interaction beyond the concept of information transfer, can create a cooperative sensation image between user's time and space and occupy an important position in multimedia society.