• Title/Summary/Keyword: multimedia industry

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Consideration at the idea to utilize educational cm1mts under digital convergence environment (디지털 컨버전스 환경에서 교육용 콘텐츠 활용방안에 관한 고찰)

  • Oh, Moon Seok;Kim, Moon Seok
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.7 no.4
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    • pp.101-110
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    • 2011
  • The change of digital convergence service environment converted the subject of design into user -centric one instead of developer-centric one, and changed the existing design environment focused on product development into the new user -centric design environment. Accordingly, GUI considering user's usability come to take big shares in those contents being used for multimedia equipments. However, as the present educational contents provide complex interface due to its design produced based on the existing e-learning system, they have many problems in that they don't consider user's usability. Thus this paper aimed to analyze actual examples through GUI elements of educational contents being used for multimedia equipments and attempt to suggest some directions for development. additionally, consider the various characteristics of digital convergence environment and educational contents, and try to set up strategic directions possible to utilize user'-centric interface elements more usefully and properly at the time to produce designs.

Analysis of the Utility of Emoticons as a Communication Tool (커뮤니케이션 수단으로써 이모티콘이 가지는 효용성 분석)

  • Park, Chanik
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.2
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    • pp.71-76
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    • 2017
  • In this study, we learned about the emergence of on-line communications originating from peoseuteol Computer Communications, the limitations of online communication, and the definition, traits and development of emoticons that serve as complementary roles, such as emotion and status. After analyzing various literacture and references, it was found that the emoticons functioned as a function of communicating the visual language of the digital era and communicating more sensitively to emotional factors. In a multimedia environment, emoticons are developed at a more advanced stage as the users' own icons due to a stronger tendency to pursue particularity and uniqueness. It is expected that eomotions added with multimedia functions will be more popular and vary in type. However, although the diversification of emotions as a commercial tool is already actively progressing, there appears a reverse effect in which an excessive use of emoticons is considered insincere in online communications. In such a background, research should be conducted that can support a systematic and effective development of emoticons through visual research rather than producing multimedia emoticons indiscreetly.

A Study on the Effective Production of Game Weapons Using ZBrush

  • YunChao Yang;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.11 no.2
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    • pp.397-402
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    • 2023
  • With the rapid adoption of 5G, the gaming industry has undergone significant innovation, with the quality of game content and player experience becoming the focal point of attention. ZBrush, as a professional digital sculpting software, plays a crucial role in the production of 3D game models. In this paper, we explore the application methods and techniques of ZBrush in game weapons production through specific case analyses. We provide a detailed analysis of two game weapon models, discussing the design and modeling process, lowto-high poly conversion, UV unwrapping and texture baking, material texture creation and optimization, and final rendering. By comparing the production process and analyzing the advantages and disadvantages of ZBrush, we establish a theoretical foundation for further design research and provide reference materials for game industry professionals, aiming to achieve higher quality and efficiency in 3D game model production.

A Study on the Consumer Analysis of Edutainment Industry (에듀테인먼트 산업의 소비자 분석에 관한 연구)

  • 김은정;최인규
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.11b
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    • pp.1047-1050
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    • 2003
  • 에듀테인먼트(edutainment)란 교육과 놀이를 합성한 말로, 재미있게 놀면서 자연스럽게 배우는 교육방법을 말한다. 에듀테인먼트 산업은 멀티미디어 기술을 배경으로 급속하게 발전하였지만, 소비자에 대한 체계적인 연구는 미약한 실정이다. 이틀 위해서, 본 연구에서는 N-세대의 라이프스타일과 에듀테인먼트 제품 디자인 기회파악에 관한 소비자의 실증연구를 통하여 에듀테인먼트디자인의 기반을 제시하고자 하였다.

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In the Study on the Classification Framework of Edutainment Industry (에듀테인먼트 산업의 분류체계에 관한 연구)

  • 최인규;김은정
    • Proceedings of the Korea Multimedia Society Conference
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    • 2004.05a
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    • pp.863-866
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    • 2004
  • 초고속 인터넷의 보급과 확산으로 더 이상 문자위주의 단편적인 교육이 아니라 영상과 음향, 각종 놀이 문화가 접목된 에듀테인먼트가 본격적으로 시도되고 있다. 본 논문에서는 에듀테인먼트의 내용분석과 사례분석을 통하여 에듀테인먼트 산업의 분류 체계를 구축하는 것을 제안한다.

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An Effective ERS Algorithm for Low-Retransmission in Wireless Sensor Networks (무선센서네트워크에서 저-재전송율을 위한 효율적인 ERS 알고리즘)

  • Jang, Young-Sub;Son, Nam-Rye;Jang, Bong-Seok;Jung, Min-A;Kwon, Jang-Woo;Shin, Jun-Woo;Yang, Hae-Bong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.04a
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    • pp.668-671
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    • 2010
  • 최근 AODV 라우팅 프로토콜은 무선센서네트워크에서 노드 간에 데이터 전송방식을 추구하므로 테이블구동방식 중 가장 널리 사용되고 있다. AODV 라우팅 프로토콜은 목적지노드가 멀리 있거나 없는 경우엔 목적지노드를 찾기 위한 라우팅 패킷이 급격하게 증가하고 이로 인해 네트워크의 성능이 크게 저하된다. 이러한 문제점을 해결하기 위해 불필요한 RREQ 메시지를 제어하는 ERS(expanding ring search)방법을 사용한다. 그러나 ERS 방법은 유선 멀티캐스팅을 기본으로 하기 때문에 무선네트워크환경의 NTT(node traversal time)를 고려하지 않았다는 단점을 가지고 있다. 따라서 본 논문에서는 이동 무선 센서 노드들이 불규칙적으로 이동하는 무선센서네트워크에서 목적지 노드로부터 소스노드까지 전송되는 RREP의 소요시간, 노드간의 거리, 에너지량을 고려하여 효율적인 NTT 알고리즘을 제안한다.

A Design of Multimedia Streaming Transmission Model for Continuity Guarantee based on IP (IP 기반 연속성 보장을 위한 멀티미디어 스트리밍 전송 모델 설계)

  • Kim, Hyoung-Jin;Ryu, In-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.5
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    • pp.2305-2310
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    • 2011
  • Recently, communication industry based on data and voice and broadcasting industry centering around images have been rapidly blended. Thereupon, this article aims to suggest a multi-approach method which minimizes the use of network bandwidth allowing multimedia streaming transmission to secure IP-based continuity and let users get multimedia services of one channel or several simultaneously. Also, this study intends to design a buffering strategy that can absorb network delay and an object model to assign and maintain stable channel bandwidth.

A Study on Transmission Methods for Multimedia Data (멀티미디어 데이터의 효율적인 전송기법에 관한 연구)

  • Oh, Jong-Oh;Park, Sei-Seung
    • Journal of the Korea Computer Industry Society
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    • v.5 no.9
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    • pp.873-882
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    • 2004
  • Multimedia database system can be improve data transferring efficiency by consulting catalogue database which is storing the object and serving multimedia meta-database and perform the pre-scheduling for data transferring and by delaying of transferring to reduce the responding timeand reordering the data by various method of transferring. By Introducing these techniques we can enhance the server resources utilizing, minimizing the users responding time and can decrease failure at the scheduling itself and easily search and transfer the information that the user wanted. Like this, the importance of multimedia information treating skill and efficient management are widely recognized and expected lots of research and development to form a butter efficient multimedia database syst

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Systematic Assessment Standards of Multimedia Educational Data (멀티미디어 교육자료 개발 산출물의 단계별 심사 기준)

  • 구덕회
    • Journal of the Korea Computer Industry Society
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    • v.2 no.10
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    • pp.1285-1290
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    • 2001
  • These days, good-quality multimedia educational data are exceedingly needed for ICT(Information and Communication Technology)-based instruction in elementary and secondary schools. In order to produce high quality multimedia educational data, it is important to design a series of development process and conduct a coherent examination. This paper presents a process of developing multimedia educational data and provides systematic assessment standards with respect to each step in which an evaluation is required. The step-by-step assessment standards may serve as a guideline in managing and monitoring the entire developmental process of multimedia educational data.

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A Study on the Contents Development Process for Successful Market Entrance

  • Jung, Jai-Jin
    • Journal of Korea Multimedia Society
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    • v.10 no.12
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    • pp.1704-1713
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    • 2007
  • Contents industry is growing into a versatile area whose contents can be embodied through not only traditional media such as theater and TV, but also new ones such as the internet, mobile unit, PDA, DMP, etc. In addition, highly advanced computer technology and contents are harmoniously combined for image development featuring multi-channels, which produces various contents, and thus, creating synergy effects with other key industries such as IT, strengthens the domestic economy as an industry of value expansion and new high value items. To this end, this study is to present development plans that are highly productive and valued to domestic contents development companies. For this, the focus was put on the fact that concurrent engineering, which is the mechanism bringing very beneficial effects to existing analog product development processes, and the team system have significant, positive effect on the company productiveness and competitive market values among digital contents related companies, especially contents businesses.

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