• Title/Summary/Keyword: adventure

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Design of 3D Running Game using Gyro Sensor in Mobile Environment

  • Choi, Joo-Young;Kim, Seok-Hun;Kwak, Ho-Young;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.10
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    • pp.77-82
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    • 2021
  • In our society, the current smart devices have been commercialized and more time than most people are in contact with smart devices than the time in contact with the PC, it shows the same trend in terms of the game industry. Thus in the study, it was to try to make a game by utilizing the characteristics of only the smart devices in mobile environments among them by using the gyro sensor implementing the movements of characters. In particular, undergraduate student made various attempts to implement a single game using the sensor used in smart devices. In this paper, we have planned the adventure 3D running game that allows users to easily fun to play. Our goal is to implement one stage. We have discussed that you have designed and implemented.

Correlation between Stories and Emotional Responses for American Movies (영화 스토리와 관객 감성반응과의 상관성에 대한 연구)

  • Woo, Jeong-Gueon
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.13-19
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    • 2021
  • While watching the movie, the audience shows various emotional reactions. Emotional reactions such as sadness and anger, joy and anger appear depending on the storyline of the film. This aspect can be seen through the audience's brain wave response. This study is to examine the relationship between the movie story development and the movie story development through brain wave measurement of the emotional reaction of the audience in situations and events occurring in the movie development. Four American films, which represent each genre and are well known to many people, were selected for the study. These are of the adventure genre, of the animation genre, of the action genre, and of the drama genre. In order to measure the emotional response of these movies, four cases were set centered on the PPG of EEG and analyzed as a time series graph pattern. It can be seen that the emotional response on the graph has a certain relationship with the story development. It is expected that this study will help in selecting a genre when making a movie in the future, especially when deciding how to compose and develop a story, and it will help to induce the emotions of the audience.

The cultural characteristic of American film (genre drama) in (영화 <블라인드 사이드 Blind Side>에 나타난 '드라마' 장르의 미국 문화 특성)

  • Han, Yong Taek;Woo, Jung Gueon
    • Cross-Cultural Studies
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    • v.26
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    • pp.273-296
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    • 2012
  • The purpose of this paper is to examine the characteristics of American film (genre drama) through the analysis of , which merits our attention because the proportion of domestic gross earnings to foreign gross earnings is four to one. It means that the cultural discount rate of this film is relatively higher than the films which belong to the other genres, for example adventure, action, fantasy, SF etc. And it would be correct to say that this film is typically american. What is the reason of this difference of cultural discount rate? And what allows this film to be defined as a typical American film. The analysis of shows that the difference doesn't result from the actant structure. In fact the narrative structure of this film is similar to the other films of drama genre like or : the common structure of drama genre is characterized by an encounter of sujet and adjuvant and the progress of their relationship. But the drama is a genre in which the reflection of the actualities is important as compared with other genres. In that sense the story of is based upon the American cultural characteristics. Because the process that realize the progress of relationship between two protagonists is typically American such as race problem, adoption system, concept of family, system of education and going to college etc. As a result it is possible that move less the worldwide spectators than the American spectators.

A Study on Gameplay Narrative of Contemporary Animated Films (당대 애니메이션 영화의 게임플레이성 서사에 관한 연구)

  • Qin, Jianbo
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.83-91
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    • 2019
  • Gameplay exists not only in game activities, but also in other art forms. An animated film with strong gameplay whose gameplay narrative follows the presupposition principle, achieved through unimaginable sound effects, exaggerated visual styling, hypothetical time and space concepts, fictional storylines and character performances. The strength or the presence or absence of gameplay in animated films is reflected in the grasp and use of these gameplay elements in the process of animated film narratives. The gameplay narrative of animated films fully utilizes the characteristics of gameplay thinking. In the process of scriptwriting and narrative, it combines entertainment, action, adventure, competition and other elements to fully reflect the characteristics of "gameplay". Gameplay narratives often use the strategies of reverse setting, repetition and interaction, and rules and challenges setting, which not only enhances the fun of animated film narratives, but also attracts the attention of the audience, which then can enhance the audience's viewing experience.

The 1930s in Film and Novel: Miss Pettigrew Lives for a Day

  • Choi, Young Sun
    • Journal of English Language & Literature
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    • v.57 no.3
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    • pp.515-527
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    • 2011
  • Miss Pettigrew Lives for a Day, Winifred Watson's novel of 1938, is a fairytale in novel form. Set in London of 1938, the story revolves around a one-day adventure of an ill-starred but truthful governess who is granted a second chance. This light-hearted comedy of manners was turned into a film by director Bharat Nalluri in 2008. An Anglo-American collaboration, co-scripted by Simon Beaufoy and David McGee, the film converts Watson's quaint novel into an edged heritage piece that encapsulates the 1930s, the problematic decade between the two World Wars. The film, while sustaining the narrative core of Watson's Cinderella story, attempts to place it firmly within a wider current of the novel's setting or London in 1938, tapping into the major concerns of the interwar years that engage with characters in one way or another. Stylistically, the film presents Art Deco as a main visual idiom to convey the prevailing mood of nihilism and decadence of the day. The setting here takes on significance in that it offers a telling counterpoint to the giddy superficial world of the novel. The 1930s was a highly charged decade under the threat of fascism and the Great Depression, fraught with economic and socio-political tensions and apprehensions. The film makes an explicit reference to the dismal context which is suppressed in the original text. The thirties is, therefore, portrayed as a decade of contradiction. It features gay buoyant festivity, rampant consumerism, and shifting morals and attitudes towards love, marriage and sexuality. Yet lurking beneath the surface glamour are the symptoms of crises and the deep-seated anxieties on the eve of World War II. In this way, Watson's novel of manners has been recreated into a defining film on the 1930s with its period feel propped by the atmospheric lighting, the exuberant Jazz score, and the splendid Art Deco costume and production design.

Imaginative Implication of John Burningham Picturebooks 『Come Away from The Water, Shirley』 and 『Time to Get Out of The Bath, Shirley』 : An Interpretation using Bakhtin's Conception of Carnival (존 버닝햄 그림책 『셜리야, 물가에 가지 마!』, 『셜리야, 목욕은 이제 그만!』 의 상상적 함의: Bakhtin의 카니발 개념을 이용한 해석)

  • Yoo Jung Jung
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.551-556
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    • 2023
  • In this study, John Burningham's picturebooks(『Come Away from The Water, Shirley』, 『Time to Get Out of The Bath, Shirley』) was analyzed using the concept of carnival among Bakhtin's conversationalism theory. In John Burningham's picturebooks, the unconscious desire for the deviation of the main character, Shirley, is transformed into an adventure in an extraordinary imaginary world, and is depicted as a festival with laughter. Through picturebooks, children are satisfied by indirectly experiencing the forbidden behavior in reality by converting it into an event in the imaginary world. This indirect experience is very important for children to naturally resolve their dissatisfaction in reality and to develop their own original inner development. This study also suggests that providing an environment where children can easily access various picturebooks at home or early childhood education institutions plays a very important role in their growth.

Efficiency Evaluation of Hierarchical Finite-State Machines and Behavior Trees according to Behavior Mechanism of Intelligent NPCs (지능형 NPC의 행동 메커니즘에 따른 계층적 유한 상태 기계와 행동 트리의 효율성 평가)

  • Jung-Min Lee;Jung-Yi Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.2
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    • pp.113-118
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    • 2024
  • In this study, we designed and analyzed two main structures for effectively implementing the behavior of intelligent NPCs the Hierarchical Finite State Machine (HFSM) and the Behavior Tree, by creating experimental games. The HFSM was found to be efficient for complex interaction-centered actions where state changes and transitions are crucial, while the Behavior Tree was effective in dynamic environments where ease of modification and expansion are required for dynamic responses under various conditions. These structures were experimentally applied using the Unity engine to verify their efficiency. This study focused on the basic structure design and plans to apply these structures to an upcoming action-adventure escape game. The results of this research are expected to assist game developers in efficiently implementing intelligent NPCs, thereby contributing to the improvement of game quality and player satisfaction.

A Study on 'Symmetrical Thinking' Revealed in (<괴물의 아이>에 나타난 '대칭적 사유' 연구)

  • Jeong, Kyung-woon
    • Cartoon and Animation Studies
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    • s.49
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    • pp.113-142
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    • 2017
  • Mamoru Hosoda's (2015) depicts the adventure with which a physically and psychologically isolated boy is growing through a 'Relationship' with surrounding beings. This paper intends to reveal the essence of 'Relationships' and 'True Growth' that the director presents to us. In the film, a boy's adventure is centered on two worlds (the human world and the beast world). Here, the human world refers to a civilized society, and the beast world 'Naturalness' as the inner nature of a human being. The human world and the beast world in the mirror-relationship with the human world were originally a world, and the inside and the outside of the place for all existing things were connected in one. Human beings were never superior to the surrounding beings, but all beings were equal in relationship. The way of thinking in that age is called 'Symmetrical Thinking.' But as human beings opened the road to self-centered civilization, they eliminated 'Nature' inside themselves. As a result, the two worlds (human beings and nature, or the human world and the beast world) were eventually separated. This destroyed not only the human-nature relationship but also the human-to-human relationship, which is one of the characteristics of the civilized society where we currently live. Through the boy's question, "Who am I?", the director suggests to us that the inner nature of a human being as a natural being should be reinstated. This means that a human being restores the "relationship" with all beings (other beings) surrounding himself or herself, which is the only alternative to overcome various violences of the civilized society that we have created. The full growth of a human being is achieved at this point. In this way, offers a reflection on the human civilization and society, and questions the possibility of coexistence with other beings, through cosmic thinking (symmetrical thinking) that we have lost. In this respect, it is a text presented as a 'Model of Maturity' for an immature human society.

Existential Consciousness and the Meaning of Characters in André Malraux's Literary Works (앙드레 말로의 문학작품에 나타난 등장인물의 실존의식과 존재의미)

  • Oh, Se-jung
    • Cross-Cultural Studies
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    • v.47
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    • pp.191-216
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    • 2017
  • Among 20th century Western ideologies (Western civilization), existentialism is a spirit of the times to restore humanity as rationality and advanced technology have driven mankind to impoverishment and death, experiencing the First and Second World War, Great Depression, Fascism and the Spanish Civil War. In his literature, $Andr{\acute{e}}$ Malraux records his existential agony of how mankind lives and faces death by questioning the fateful life and death of characters. For Malraux's characters, the absurdity of existence related to the human identity means self-examination. Malraux explores existential consciousness and actions of characters in the presence of a concept known as death relative to terror, revolution, and adventure. Malraux deftly addresses the concept of death in his literary works, and it has being emphasized as a central subject for philosophical speculation. In Les $Conqu{\acute{e}}rants$(1928), La Voie Royale(1930), La Condition Humaine (1933), L'Espoir(1937), Malraux suggested a philosophical thesis of the meaning of life through characters in tragic situations, and sought out the consciousness of being and the existential meaning through how the characters control their fate. Malraux, in such a tragic perspective of the world, portrays humanity, affirmation of life, and characters' consciousness and actions in denying death. The agony of death triggers escapist behavior such as having unpredictable instinctual desires such as gambling or smoking opium, but these are desperate struggles to flee from frustration and related to the question of one's existence. What is always emphasized with respect to Malraux's existentialism is the tragic metaphysics of the inevitable destiny of the human condition eventually leading to the question of how humans ultimately confront death. But as characters unite in times of war, revolution and adventure in the novel, such cooperative actions symbolizes a keen sense of solidarity reflecting a camaraderie that transcends individualism. Fellowship among people who voluntarily gather for the common cause of philanthropy and restoring humanity is possible because of the underlying human greatness to sacrifice for such a noble cause. Therefore, Malraux's camaraderie includes the victory of existentialism in creating a world of humanism.

A Study of Korean Tourists' Characteristics to New Zealand through the Internet (인터넷을 통한 뉴질랜드 방문 한국인의 특성 변화에 관한 연구)

  • Choe, Jae-Woo
    • Journal of the Korean association of regional geographers
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    • v.9 no.2
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    • pp.180-191
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    • 2003
  • This study researched the changing characteristics of Korean visitors to New Zealand after the IMF Crisis(the 1997 Korean financial collapse), through data from New Zealand Tourism Board and an internet-based survey. Since the Korean financial collapse, the Korean visitor to New Zealand has changed from an older to a younger generation. The reason for this change in age is considered clue to visiting as a family group, visiting to study English and the popularity of touring among the young adult generation. Thus the numbers of older generation travelers has decreased steeply, while an increase in younger visitors has occurred and they stay for longer and come during the school vacation period. The preferred or most popular itinerary is influenced by New Zealand's travel infrastructure, the younger travelers seeking adventure tourism, where this is located and package tours fixed itineraries. The main tour activities at attractions is visiting the tourist information centre, museums and internet cafes. These activities were popular with the younger generation and, along with New Zealand's unique scenic resources and famous activities, attracted visitors to the main tourist destinations. The average satisfaction levels of the respondents, according to the survey was 3.52 out of 5.00 criterion, this resulted from analysis of 14items and their satisfaction levels. New Zealand and Korean tourism policy makers, including travel agents and tourism development authorities, need to devise efficient tourism policy to accommodate these changing characteristics of Korean tourists, as highlighted through the results of this study.

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