• Title/Summary/Keyword: domestic game market

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A Study on Development of the Digital Curture Contents Production (디지털 문화컨텐츠 제작을 위한 발전 방안 연구)

  • Park Man-Soo;Ro Heon-Jun;Bang Kee-Chun
    • Journal of Digital Contents Society
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    • v.5 no.4
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    • pp.300-305
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    • 2004
  • The industry of digital culture contents has resulted in the high growth of added value at the area of game and movie in 2004 but the markets of animation character, and music disc have been weaken. Animation industries in Digital culture contents have attracted the attention of the people as the business of multi culture contents which has the possibility to expend and to enhance the added value nut only for the field of image and character business but also for the area of the copy right on. The stable structure of market, however, has not been settked down except a few of successful projects due to the rapid decline of 2D animation and the strong market of 3D in overseas. The purpose of this study is to analyze and research the basic logic of the market structure at the domestic business of 3D animation. In addition this paper is to suggest an alternative in terms of benchmarkin in overseas. It could be expected to achieve the effective production in this field, if the result of this study could be applied to the related world as a development model at the area of 3D animation in digital culture contents.

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A Study on 3D Rendering based on Freeware (Freeware를 활용한 3차원 Rendering에 관한 연구)

  • Kim, Yong-Gwan
    • Cartoon and Animation Studies
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    • s.15
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    • pp.123-137
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    • 2009
  • This thesis is about to find possible opportunity to use Freeware Software in development and application of Digital Contents Creation software. There are 2D composition and Editing software, 3D production software and rendering Software as major part and motion capture, 3D Digitizing and other software operate in and out facilities in small part in Digital Contents Creation Software area. Most of Digital Contents Creation Software made by foreign countries such as USA and Canadian film, game and animation Digital Contents Creation industry, this causes higher production cost and lower profit of studios and usage of illegal copy of Digital Contents Creation Software as well. This thesis tried to present a solution to use Freeware Software in production process by researching and analyzing international and domestic software market and global trend of Freeware Software and present Freeware Software software in each production steps. This thesis include performance test of commercial render Freeware software.

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Original expression of the creative chidren's picture-book (창작그림동화의 독창성 연구)

  • 안경환
    • Archives of design research
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    • v.11 no.1
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    • pp.185-197
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    • 1998
  • The domestic publishing market has heen ranked at No.7 in the word publishing market(stastics material in Cultu re and Gymnastics m inistrv )Es pe cia Ill'. publishing quantity of children'book is about to reacb No.3. Such a publishing condition i." showing that Korean publishing world has limit,llion of kind and genre despite of its quant.iative improvement On the ot.her hand. t',reign juvenile publi."hing has multi-publishing form, which is a simultaneous publishing with dolls, audio stuff, game programs and CD-ROM t.itles. Even the animation is considered as of the publication at the planning s tsge. However, when we take a look at domestic condition we come to know that Korean juvenile publishing has been occupied mostly by the studying book. Also, the cautious book selection by the well educated parents in l990's has brought up the change of juvenile publishing world. Such a presen t condition bears of juvenlie publi.,;hing world. Such a present condition bears problem, which is the checking 190 translat.ions among the published picture- books of the last ye ar children's book Nevertheless, there was a sucessful domestic planned creative picture book last year. That is "Puppy s shit", which was sold out 15 000 copies and be st se ller of children's book. Whe n we take a look at the commercial success of "Puppy s shit", it is possible that domestic work holds a position in the publishing market. "Puppy s shit" is the story about valuable nature with Korean styled illustration, which tells the prefemece of Korean book in do mestic pu blis hin f.i market. With the motto "Finding prospect of the Korean creative children's book", this paper was went throu gh. By searchinf.i for creative com ponent.s of picture-book planning such as theme, story, illustration, and edit design through the foreign picture-book "What 1 want. to know from the little mole is who made it on top of his head"-and domestic creative picture/book 'Puppy's shit", this study tried to tell a couple of things like followings publication of Korean creative picture book in t.he world. professional and more artistic inner fabric and originality(the relatio nship be tween stort and illu,tration), improvement of illustration through new formative language with well expressed con ten t, planning improvem ent of Korean creative pictive picture book including literary, artistic and educative component and finally examples of planning, artict and educative component and finally example, of planning the good book with a story and illu,;tration which can in the long run improve the value of life for the children.h can in the long run improve the value of life for the children.

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A Guide on Narrative Production Process in Computer Animation (컴퓨터 애니메이션의 나레이티브 제작과정에 관한 지침)

  • Kim, Sung-Yeon
    • Journal of the Korea Computer Industry Society
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    • v.7 no.5
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    • pp.555-562
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    • 2006
  • Computer animation is tile most advanced composite art to apply image, sound to the theme, Domestic technique is improved but still lacks creativity and content in theinternational market. In this paper, I'll notify the importance of planning and introduce narrative animation to produce their own style of animation. A successful career in the digital animation industry requires more than just technical expertise. It also demands creative mastery, a sense of wonder and boundless imagination. This unique hands-on program combines traditional, creative and technical skills and develops digital artists, not software technicians. Especially, people involved in the industry shouldrecognize a special quality of narrative animation in today's 3D animation and game- saturated climate. Therefore, they are able to create a new form of high-quality animation. It will be expected to promote digital animation education with a new index.

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A Study of Digital Makeup Techniques, based on a Case Study of a Film (영화 사례분석을 통한 디지털 분장 기법에 관한 연구)

  • Moon, Jung-Eun;Kim, Sook-Jin
    • Journal of the Korean Society of Costume
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    • v.61 no.5
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    • pp.48-63
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    • 2011
  • Digital makeup(DM), depending upon computer graphic softwares, is applied to various fields, e.g. character works in movie and game industries and visual printouts in printing works. Focused on makeup field, DM is extremely conducive to developing, scientizing and informationalizing makeup patterns. Despite of unlimited potential of DM of which market size has been growing day by day, its practical use by domestic makeup experts and educators is much less active than expected as far, due to the lack of knowledge accumulation. The purpose of this study is to suggest some theoretical frameworks to generalize DM techniques and analyze two cases using the frames therefore support academicians' recent efforts to theorize DM techniques. The study 1) defines and categorizes the concepts of DM and DFX(digital special effect); 2) reviews the literature relevant to DM and generalizes the types and methods of DM techniques; 3) applies general frames to analyzing two movie cases, famous for their DM effects; 4) then suggests, based upon analytical results, some efficient ways for makeup experts to use DM techniques in practice. This study contributes to providing the theoretical grounds to conceptualize DM thus broadening makeup artists' interests in DM and awakening the scholarly concerns in cultural technology including DM.

Survey of Capability Maturity for Digital Contents Process (디지털 콘텐츠 프로세스를 위한 역량성숙도 조사)

  • 궁상환
    • Proceedings of the Korea Contents Association Conference
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    • 2004.05a
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    • pp.406-414
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    • 2004
  • It is being emphasized that management of core process is another crutial factor in the development of a product, besides of management of quality factors for the product itself. The study purposes to introduce process quality concept to digital contents market, and also aimes at meauring of process maturity, based on level 2 and 3 of Capability Maturity Model, for domestic companies especially devoted to digital contents area. The result shows that the maturity level of most of companies surveyed is very low and that mobile and game fields are slightly more matured than animation field. The paper also proposes some of future efforts to be made fur improving maturity level of digital contents companies.

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Limit Pricing by Noncooperative Oligopolists (과점산업(寡占産業)에서의 진입제한가격(進入制限價格))

  • Nam, Il-chong
    • KDI Journal of Economic Policy
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    • v.12 no.1
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    • pp.127-148
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    • 1990
  • A Milgrom-Roberts style signalling model of limit pricing is developed to analyze the possibility and the scope of limit pricing in general, noncooperative oligopolies. The model contains multiple incumbent firms facing a potential entrant and assumes an information asymmetry between incombents and the potential entrant about the market demand. There are two periods in the model. In period 1, n incumbent firms simultaneously and noncooperatively choose quantities. At the end of period 1, the potential entrant observes the market price and makes an entry decision. In period 2, depending on the entry decision of the entrant, n' or (n+1) firms choose quantities again before the game terminates. Since the choice of incumbent firms in period 1 depends on their information about demand, the market price in period 1 conveys information about the market demand. Thus, there is a systematic link between the market price and the profitability of entry. Using Bayes-Nash equilibrium as the solution concept, we find that there exist some demand conditions under which incumbent firms will limit price. In symmetric equilibria, incumbent firms each produce an output that is greater than the Cournot output and induce a price that is below the Cournot price. In doing so, each incumbent firm refrains from maximizing short-run profit and supplies a public good that is entry deterrence. The reason that entry is deterred by such a reduced price is that it conveys information about the demand of the industry that is unfavorable to the entrant. This establishes the possibility of limit pricing by noncooperative oligopolists in a setting that is fully rational, and also generalizes the result of Milgrom and Roberts to general oligopolies, confirming Bain's intuition. Limit pricing by incumbents explained above can be interpreted as a form of credible collusion in which each firm voluntarily deviates from myopic optimization in order to deter entry using their superior information. This type of implicit collusion differs from Folk-theorem type collusions in many ways and suggests that a collusion can be a credible one even in finite games as long as there is information asymmetry. Another important result is that as the number of incumbent firms approaches infinity, or as the industry approaches a competitive one, the probability that limit pricing occurs converges to zero and the probability of entry converges to that under complete information. This limit result confirms the intuition that as the number of agents sharing the same private information increases, the value of the private information decreases, and the probability that the information gets revealed increases. This limit result also supports the conventional belief that there is no entry problem in a competitive market. Considering the fact that limit pricing is generally believed to occur at an early stage of an industry and the fact that many industries in Korea are oligopolies in their infant stages, the theoretical results of this paper suggest that we should pay attention to the possibility of implicit collusion by incumbent firms aimed at deterring new entry using superior information. The long-term loss to the Korean economy from limit pricing can be very large if the industry in question is a part of the world market and the domestic potential entrant whose entry is deterred could .have developed into a competitor in the world market. In this case, the long-term loss to the Korean economy should include the lost opportunity in the world market in addition to the domestic long-run welfare loss.

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A Comparative Case Study on Studio Specialized in Digital Concept Art -Focused on the Field of Animation and Game- (디지털 컨셉 아트 전문 스튜디오에 관한 사례 비교 연구 -애니메이션 및 게임 분야를 중심으로-)

  • Choi, Do-Won;Lee, Heon-Woo;Lee, Hyun-Seok
    • Cartoon and Animation Studies
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    • s.36
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    • pp.167-187
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    • 2014
  • Animation-related films and game industries have been expanding their markets rapidly responding to sharply increasing public demand. The production processes of major studios are getting more and more specialized and detailed. Therefore, they feel burden to manage and maintain as the HR and physical sizes are getting greater. So, independent studios which perform partial processes of the works are increasing over North America and Europe. Specialized studios build previous functions and related business models. They are expanding their areas. Therefore, this study targeted studios specialized in digital concept art in free production step. The characteristics of such studios were analyzed. To this end, first definitions of digital concept art concepts and functional & artistic features of entire production, and their application to business were deliberated through documents and online. Based on the results, the features of 'concept art service', 'self-brand business/ communication', and 'education service' were drawn. Second, based on it, targeting three con cept art studios such as Atomhawk (UK), FengZhu Design (Singapore), and Studio Gage (Korea), case research was done. Comparative analysis for the cases was conducted. It turned out that concept art studio s lead new market demand through active business strategies such as related contents development, marketing, etc. based on specialization. This research is significant to understand global trend of newly establishing specialized studios market and suggest reference data to improve prospective domestic specialized studios competitiveness.

A Study on the Type of Playable Furniture for Emotional Development of Preschool Children (미취학 아동의 감성 발달을 위한 연령별 놀이가구 유형에 관한 연구)

  • Kim, Ja Kyung
    • Korean Institute of Interior Design Journal
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    • v.25 no.3
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    • pp.70-81
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    • 2016
  • Nowadays the preschool children spend much of the day playing indoors. Therefore, it needs the indoor environment that helps a variety of fun activities and physical development, and it requires the space configuration and playable furniture considering the emotional development for mental health. However, the furniture for fast growing preschoolers has not various types because the domestic furniture market for children is mostly baby beds and the furniture for the education of children. Therefore, this study presents the concepts and types of the playable furniture reflecting emotional design for preschool children's healthy emotion and suggests the most appropriate type of playable furniture considering play behavior by age. In this study, we investigated the physical, cognitive, social, emotional and linguistic development characteristics and play behavior of preschoolers, and derived the right type of playground equipment and furniture, and examined the types of playable furniture to help the emotional development. We derived the items to be checked for developing the playable furniture by age for emotional development, and classified preschoolers' playable furniture into the use of learning, relaxation and storage, and suggested its basic type focusing on the cases of various playable furniture developed at home and abroad. As a result, the playable furniture was divided into three types. The first is the self-play type making possible self amusement, the second is module built-up-type that consists of furniture and modules or units and creates various patterns and can be modified through the self-assembly and disassembly, and the third is IT game type grafting IT skills and a variety of electronic games to furniture. We sorted these types into three classes (1-3 years old, 4-5, 6-7) according to age and presented the type of play for each age, the play element and representative image that can be introduced to this furniture. In this study, we provided the basic design types of age-specific emotional playable furniture by analyzing these results.

A Classification of Medical and Advertising Blogs Using Machine Learning (머신러닝을 이용한 의료 및 광고 블로그 분류)

  • Lee, Gi-Sung;Lee, Jong-Chan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.11
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    • pp.730-737
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    • 2018
  • With the increasing number of health consumers aiming for a happy quality of life, the O2O medical marketing market is activated by choosing reliable health care facilities and receiving high quality medical services based on the medical information distributed on web's blog. Because unstructured text data used on the Internet, mobile, and social networks directly or indirectly reflects authors' interests, preferences, and expectations in addition to their expertise, it is difficult to guarantee credibility of medical information. In this study, we propose a blog reading system that provides users with a higher quality medical information service by classifying medical information blogs (medical blog, ad blog) using bigdata and MLP processing. We collect and analyze many domestic medical information blogs on the Internet based on the proposed big data and machine learning technology, and develop a personalized health information recommendation system for each disease. It is expected that the user will be able to maintain his / her health condition by continuously checking his / her health problems and taking the most appropriate measures.