• Title/Summary/Keyword: experience contents

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A Study on the Application of Motion Graphics Animation in Opening Titles of Noir Dramas

  • LinLin Huang;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.12 no.3
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    • pp.278-283
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    • 2024
  • As the introductory content of televison series, the opening titles are crucial for helping the audience quickly grasp the tone of the narrative. With the continuous integration of the televison production industry and digital computer technology, motion graphics, featuring its unique dynamic graphic design, offers new avenues for title sequence creation. This paper dives into the application of motion graphics in the title sequences of noir genre television series, analyzing aspects such as visual style, content presentation, and narrative expression. By comparing early static text title sequences with motion graphics ones, this paper reveals the advantages of motion graphics in designing opening titles for noir genre television series and examines how it enhances visual impact and improves audience experience. This study not only enriches the creative techniques for title sequence design, but also provides valuable insights for future creations.

A Study of Design and Implementation of Cultural Property Contents Using Augmented Reality (증강현실을 이용한 문화재 콘텐츠 설계 및 구현 연구)

  • Suh, Donghee
    • Journal of Industrial Convergence
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    • v.17 no.4
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    • pp.15-20
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    • 2019
  • Augmented reality is used in various fields such as culture, education, military, medical. This is a method of recognizing information of an augmented object on the camera. Exhibitions and educational contents for children are already produced in various ways. This research showed the developed contents deliver cultural property information using augmented reality. 'Galgibi AR' and 'Jang Young-sil's Invention AR' allow you to experience cultural assets up close. 'Galgibi AR' is the experience content in the form of 3D blocks. It makes to understand the structure of the zeolite, Galgibi. 'Jang Young-sil's Invention AR' make you to watch out four objects in detail by zooming in, zooming out and rotating. It can also take pictures with the inventions. Both contents implement what we want to deliver accurately through simple content. They increase the enjoyment of cultural heritage through experience contents. This research addressed to help the cultural property information spread to the public by using Augmented Reality.

Causal Relationship between Firms' R&D Collaboration and Performance in Contents Industry (기업의 R&D협력이 기업성과에 미치는 영향 -콘텐츠산업 중심으로-)

  • Yang, Dong-Woo;Kim, Da-Jin
    • The Journal of the Korea Contents Association
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    • v.10 no.4
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    • pp.306-316
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    • 2010
  • The purpose of study is to promote the development of contents industry by analysing the causal relationship between R&D collaboration and firms' performance. In study, we use the number of intellectual property and total sales as proxy variables of performance. we use the degrees of collaboration experience, firms' interaction and degree of collaboration as proxy variables of independent variables. The results of study are as follows. First, collaboration experience and firms' interaction are positively influence on technological performance. Second, collaboration experience is positively correlated to economic performance. Finally, firms' R&D collaboration revealed higher performance than R&D collaboration of firm and R&D institution This study emphases on the importances of R&D collaboration for developing new technology and improving economic performance.

The Impact of Learning Motivation on Continuous Use in the Mobile Game - Focusing on Chinese Mobile Game

  • Chen, Xueying;chang, Byenghee
    • International Journal of Contents
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    • v.16 no.2
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    • pp.78-91
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    • 2020
  • In this study, an investigation was conducted into the influencing factors for the learning motivation of players in the game, including experience, vicarious experience, the need of achievement, the need of power, and mastery motivation. Then, a discussion was conducted regarding the role played by learning motivation, learning performance, and satisfaction with continuous use. A survey was conducted with 519 players, most at the intermediate gaming level in . As demonstrated by the results of this study, experience, vicarious experience, the need of power, and the mastery of motivation have significant positive association with the players' motivation of learning the game. Learning performance and satisfaction have a positive impact on the continuity of use. Additionally, the correlation between the need of achievement and learning motivation is insignificant. Overall, the research results confirm the significance of the social-cognitive theory relative to the learning motivation. Players began to transform, satisfied with their achievements in the game, as well as gradually evolving toward self-improvement to achieve satisfaction. It offers a new explanation and crucial reference for mastering the gaming trend among the contemporary players.

Digilog Book: Augmented Reality based Temple Bell Experience (디지로그 북: 증강현실 기반 범종 체험)

  • Ha, Tae-Jin;Lee, Young-Ho;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.456-460
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    • 2008
  • Digilog Book lets users feel analog book and digital contents by combining each advantage of analog sensibility and digital sensation. This paper mentions about technical details for implementing an example of Digilog book: a temple bell experience system. Our system includes providing multisensory feedback to users, substituting fiducial marker with figure marker, presenting visual effect when a temple bell appearing on a 2D plane, pushing augmented buttons using bare fingers for observation of the bell, and lastly pointing a specific part of the bell for obtaining description on that part. The implemented temple bell experience system can motivate users to experience cultural heritages of our country as educational contents.

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A Qualitative Research on the Experience and Recovery Process of the Korean Depression (우울증 경험과 회복과정에 대한 질적 연구)

  • Joo, Eunsun;Cho, Young-Im;Kim, Dan-Bi;Kang, Yu-Jin
    • The Journal of the Korea Contents Association
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    • v.17 no.7
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    • pp.505-526
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    • 2017
  • This study explored and described the depression of Koreans for the true nature of the experience and recovery process. The sample included 13 men and women between 18 and 69 who experienced and recovered from depression. Participants attended interviews producing data, which was analyzed using Consensual Qualitative Research(CQR) method. The result yielded 4 domains, the life before depression, the experience of depression, the recovering process of depression, after the recovery of depression.

Investigating Dynamics in Salesforce Compensation Plan (판매원의 경험에 따른 임금의 동태적 변화 고찰)

  • Jung, Hojin;Kwon, Kyoung-Min
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.45-56
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    • 2016
  • This study explains about a phenomenon where the structure of the compensation plan for a single salesperson may vary as he/she gains experience. Unlike past studies that implicitly assume the limited effect on salesperson's experience, our result predicts that a salesperson will make an effort at every period early in his/her career without any commissions in order to gain experience. However, if one cannot expect any marginal returns of accumulated efforts, the sales manager must provide commissions on the high volume of sales at each period, to facilitate a high effort of a salesforce at earlier periods. Our paper provides important implications about dynamics in the compensation plan, which has not been addressed in the past studies but has frequently been witnessed in practice.

An Exploration of Parental Concern about Infant's Smartphone Usage Experience (영아의 스마트폰 사용 경험에 대한 부모의 걱정 탐색)

  • Mo, A-Ra
    • Journal of Digital Contents Society
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    • v.18 no.4
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    • pp.691-698
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    • 2017
  • The purpose of this study was to investigate parental concern about infant's smartphone usage experience. The research participants were 6 parents with infants lived in Seoul and Gyeonggi province. The data were collected by focus group interviews. The results of this study revealed that parent's smartphone usage experience could be classified as "Everyday life" and "Supporting tool of parenting". And parental concern could be classified as "Uncertain educational expectation", "Developmental problems", and "Addiction propensity". This study could contribute to understanding the problems of smartphone usage of infants, and providing basic materials for parent education about correct guidance and addiction prevention of digital devices including smartphone.

The Intensification for Environmental Education in Art Education (미술과에서의 환경 교육 강화 방안)

  • 박소영
    • Hwankyungkyoyuk
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    • v.12 no.1
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    • pp.225-241
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    • 1999
  • The art subject deals with aesthetic experience within natural environment around and artificial environment, and it represents the experience through formative arts. And it also extends the aesthetic experience by making students appreciation of the works of art. In the main text of this study was studied with the connection with environmental education on the basis of the characteristics of art subject. That is, in the art education there can be an understanding of the harmony between natural environment and artificial one and their relationship and, furthermore, more positive environmental education can be possible by environmental murals, environmental sculpture, environmental design, packing design, poster design, elf through systematic formative arts. In addition, the art education can make students keep sensitivity to the natural and artificial environment through the appreciation of a variety of art works made with a theme of environment or through the appreciation of the works in the environment around our lives. Also, it can lead to acquire the desirable values and attitudes toward the environment by discussing the harmony of environmental development and environmental preservation visually. In the second place, this relation described in detail by each grade according to the contents of the 7th curriculum for the art subject. In the third place, the following were suggested: the goals for the environmental education in the art subject, the direction of environmental education, the organization of contents related to environment and their emphases, and the main teaching and learning methods for environmental education.

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Analysis on Theme Park Using Experiential Marketing and Sponsorship Marketing : The case of Kidzania (체험마케팅과 스폰서십마케팅을 활용한 테마파크의 운영 분석 : 직업체험 테마파크 키자니아 사례를 중심으로)

  • Kwag, Kyoung-Hee
    • The Journal of the Korea Contents Association
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    • v.12 no.11
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    • pp.432-445
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    • 2012
  • Company cooperates with amusement parks to do experience marketing for it's product and service. Company can reduce risk from marketing failure and amusement park can get economic support from company. So sponsorship between company and amusement park is 'win-win' relationship. This relationship finally makes new paradigm of amusement park industry, named 'Kidzania'. This research analyzes experience zone of 'Kidzania' using 'experience economy' by Pine II, B. Joseph and Gillmore, James H. I'll find sponsorship management of this amusement park and make a proposal that how to maximize the effect of amusement park.