• 제목/요약/키워드: Visual culture content

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Best Practices on Improving the Virtual Reality (VR) Content Development Process with EPIC's Unreal Engine

  • Kong, Ji Hoon;Kim, Ki Du;Kim, R. Young Chul
    • International Journal of Advanced Culture Technology
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    • 제9권4호
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    • pp.417-423
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    • 2021
  • Recently, in the Game industries, they are increasing to use of game engines to reduce the development cost of 3D content and software. In particular, Unreal Engine provides a blueprint visual scripting function that enables software production without programming (coding). Although High-end video content can be produced, the problem is that content development is complicated and requires advanced manpower. To solve this problem, we propose an optimized VR game context process. This is because 1) a Blueprint visual script is used, 2) VR games with various interactions can be produced, 3) Non-majors in the software field (or groups) can develop advanced content. In various related industries such as defense, medical care, manufacturing, and construction, we may easily develop any game content without programming with our refined VR rhythm action game development process. We expect to reduce the development cost with the process advantages in the game industries.

VR기반 디지털 시각 문화 콘텐츠 구현 (Implementation of VR-based digital visual culture contents)

  • 신유철;배민경;박철우;이영우
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2022년도 추계학술대회
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    • pp.478-480
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    • 2022
  • 본 콘텐츠는 코로나 펜데믹 상황이 계속해서 유지됨에 따라 언텍트 사회를 앞당기게 된 현실 상황에서 외부 활동이 통제된 요양원 노인들의 스트레스를 감소시키고 요양원 내부에서도 시각적, 청각적 즐거움을 주기 위해서 제작되었다. 요양원 노인은 콘텐츠 이용 시나리오를 통하여 사회복지사의 도움을 받아. 디지털 시각 문화 콘텐츠를 이용 함으로써 계속해서 쌓이던 스트레스를 가상의 사람들과 함께 느끼면서 스트레스가 해소되며 동질감을 가질 수 있게 된다. 해당 콘텐츠를 통하여 요양원 노인들의 일생에 긍정적인 효과를 줄 수 있을 것이다.

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A new type of multimedia content with Chinese characters as the core-Barrage

  • Pan, Yang;Kim, KiHong;Yan, JiHui
    • International journal of advanced smart convergence
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    • 제11권2호
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    • pp.118-127
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    • 2022
  • Barrage language is a new media language based on Internet video. It is a representative expression of the Internet environment regardless of its format and content. As a unique movie viewing characteristic provided by the barrage function, the timeliness of feedback, entertainment, and interactivity of the content are excellent. Characteristic. Barrage language itself is closely related not only to the value of linguistic research, but also to the spread of the Internet in the Internet environment. Based on the current situation of Chinese video sites, this thesis explores how Barrage is an organic cycle of culture and consumption in a specific platform and group, and analyzes its propagation methods and effects. By analyzing the characteristics of content production patterns unique to the barrage culture, implications and reference values for production activities of other cultures, the effect of popularization on viewers and the production and consumption of the 'barrage' culture of the industry is studied, and furthermore, the 'barrage' culture is It was designed to be a reference for the development of the platform, internet culture, and animation industry culture.

A Study about A Design Process of Interactive Multimedia Content Based on a Cultural Background (for an Indonesian Folktale)

  • Ryu Seuc-Ho;Natadjaja Listia
    • International Journal of Contents
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    • 제1권1호
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    • pp.10-15
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    • 2005
  • As the computer becomes a trend, interactive multimedia design can be one media to communicate the cultural knowledge. A folktale can be a powerful material to show a country's culture. In this project, we try to make the folktale content to be understood easily by implementing some cultural information background. The main aim of this project is to give a vision of the richness culture through the interactive multimedia technology. In this paper, we would like to show a flow map content, a streaming of design process and a visual interface design prototype. Finally, interactive multimedia design content is very useful for a transferring the richness culture because people tend to like a multimedia content. In order to make an effective interactive multimedia design content based on a cultural background, a designer should need to understand about users, culture, technology and the whole design process.

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옥외광고를 활용한 공공 콘텐츠 사례연구: 시각적 특성을 중심으로 (A Case Study of Public Contents in Out-Of-Home Advertising: Focused on Visual Characteristics)

  • 김운한;정현주
    • 문화기술의 융합
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    • 제9권6호
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    • pp.453-459
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    • 2023
  • 본 연구는 공공매체 성격이 강한 옥외광고에서 공익광고 및 공공 콘텐츠의 크리에이티브 특성을 분석한 것이다. 기금조성용 야립광고를 중심으로 사례 분석을 실시한 결과는 다음과 같다. 첫째, 광고주체는 주로 정부부처였으며 지자제 광고는 발견되지 않았다. 둘째, 광고 메시지는 대부분 정부와 공공기관 등의 정책홍보에 관한 내용이며, 기타 공공 콘텐츠 또는 공익 메시지는 찾아보기 어려웠다. 셋째, 표현 측면에서는 텍스트가 시각적 요소보다 더 많은 비중을 차지하였으며, 시각적 표현요소로 일러스트레이션이 주를 이뤘다. 이는 국내 야립광고의 공공 콘텐츠들이 주로 직접적인 정보 전달 목적이 강한 것을 의미한다.

한국 지역의 음식문화 홍보콘텐츠 커뮤니케이션 전략 비교 연구 - 서울시, 전주시, 제주시 등 3개 지역 공식 웹사이트 담화의 문화기호학적 분석을 중심으로 - (A Comparative Study of Region's Communication Strategy for Food Culture PR Contents through Semiotic Analyses of the Official Websites of Seoul, Jeonju, and Jeju)

  • 전형연;김정수
    • 한국식생활문화학회지
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    • 제24권6호
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    • pp.677-691
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    • 2009
  • In this study, the symbols and visual expressions employed in the food culture content of official website designed to promote three cities in Korea, Seoul, Jeonju and Jeju, were subjected to semiotic analysis. In this study, it was assumed that these websites reflected the varying perspectives of the people behind the development and management of these routes of Internet communication, and the semiotic choices made in order to exemplify each city's food cultural image. The aim of the study was to analyze the communication strategies of food cultural branding in the terms of the online content regarding Seoul, Jeonju, and Jeju with a focus on the comparative points in these cities' official websites. This study included conducting semiotic content analyses of the aforementioned cities' official web pages in an attempt to determine the food branding strategies used to differentiation and produce more favorable perceptions of these three cities. Building upon the findings drawn from this comparative study, the present work can be used to determine more effective ways of strategically differentiating the images of local food culture associated with these cities from the view of brand communications. This study also demonstrates viable directions for designing web content for a city where the food cultural messages can be delivered in a thoughtful and effective manner.

Research on the impact of digital media art on tourism cultural communication

  • Sun, Xiangbo;Hong, Chang-kee
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권1호
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    • pp.70-78
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    • 2023
  • Culture is the soul of tourism, and communication is the key to the inheritance and development of tourism culture. Therefore, culture and communication are essential for the development of tourism. Digital media art is a new form of art that combines technical, artistic, and media-oriented elements. Its artistic expression and crossover communication capabilities drive its usage in cultural tourism communication. This paper examines the influence of digital media art on tourism culture communication and development by elucidating the concept and characteristics of tourism culture communication and digital media art, applying the theoretical knowledge of communication, and deriving the specific characteristics of digital media art on tourism culture in terms of the transmission-reception relationship, content, medium, and effect. The role and value of digital media art in disseminating and developing tourism culture are discussed. We aim to provide valuable insights for the dissemination of tourism culture.

초.중.고등학교 교과서에 나타난 식생활 교육 내용 분석 (Analysis of Food and Dietary Educational Content in Primary, Middle and High School Textbooks)

  • 최정숙;이민정;박영희;이진영
    • 한국식생활문화학회지
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    • 제25권4호
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    • pp.400-409
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    • 2010
  • This study investigated the food and dietary educational content in primary, middle and high school textbooks in order to provide fundamental data for the development of educational programs on Korean traditional food culture. The research objects consisted of 51 kinds of textbooks (15 kinds of primary school textbooks, 29 kinds of middle school home economics textbooks and 7 kinds of high school home economics textbooks), and the contents related to food and dietary education were counted and analyzed. The content analysis was performed using two categories: application method and subject matter. Application method included texts, cases, visual aids (pictures, photos, illustrations, chart, etc.) and activities, whereas subject matter consisted of seven types (well balanced nutrition and health, understanding of food and nutrition, cooking principles, cooking lessons, traditional foods and culture, others). The results of the application method in primary school textbooks show that visual aids were the most common in all six grades. For the subject matter, 'understanding of food and nutrition' was most abundant in primary school textbooks while 'well balanced nutrition and health' accounted for a large part of the contents in middle school textbooks. However, the contents regarding traditional foods and culture were insufficient in primary and middle school textbooks. These results suggest that educational contents on traditional foods and culture should be added to primary and middle school textbooks and covered in various subjects. Furthermore, high school 'home economics' contents need to emphasize comprehensive food and dietary education and adjust to 'science & technology for life'.

A Study on the Reproduction Strategy through the Planning Process of Baby Shark

  • Cho, Hyung Kyung
    • International Journal of Advanced Culture Technology
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    • 제8권3호
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    • pp.101-105
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    • 2020
  • In this study, the aim is to understand the strategy of video content production with the case of the baby shark development process of Pink Fong Company, the content is described about the successful planning and strategy of baby shark which has become a global content, and the main point describes the planning of the production process and marketing strategies for each country. The findings of the conclusions resulted in the application of the standards of globalization and the local understanding of culture as the main factors for content success. If the Pink Pong Company's method is applied through this, it is possible to apply what is the main issue of creative content production Reproduction in the future.

A Design and Implementation of Tangible Educational Contents

  • Kim, So-Young;Kim, Heesun
    • International Journal of Advanced Culture Technology
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    • 제4권4호
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    • pp.64-69
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    • 2016
  • Currently on the school education site, various multimedia contents are used to effectively deliver knowledge to the students and increase interest in class. The majority of the multimedia contents currently used in classes are composed of visual and auditory information. This paper intends to maximize actuality and immersion in the content by adding olfactory information to the existing visual and auditory data. Tangible contents were developed based on the details of aromatic plants learned in the fifth grade of elementary school. The shape and explanation of the aromatic plants are displayed with visual and auditory information, and an aroma spraying application is used to allow the students to smell the aromatic plants. After conducting the class using the developed contents, the students' satisfaction of the class, as well as their overall academic understanding, were investigated. Upon doing so, it was discovered that the students' academic understanding and satisfaction increased in comparison to classes comprised of only visual and auditory contents.