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      • 비디오게임 이론 구축을 위한 기호학적 방법론 연구

        백승국 동국대학교 영상문화콘텐츠연구원 2008 영상문화콘텐츠연구 Vol.0 No.-

        L’etude sur le contenu de jeux que nous venons de faire montre la théorie et la méthode sémiotique de culture. La question de la méthodologie est certainement l'un des plus important enjeux des études sur la plannification de contenu des jeux. C'est pour cela que nous voulons faire une comparaison entre la théorie de la ludologie et la narratologie. Donc nous avons bien defini le concept de narration, immersion, systeme, ludologie, storytelling en tant que l'outil sémiotique. Le contenu de juex est un signe syncrétique. C'est un objet sémiotique qui fait la signification dans un contexte de jeux. Nous avons bien vu comment le concept de Sémiotique était susceptible d'analyser le contenu de jeux en tant qu'outil actuel de la sémiotique générale. Ceci nous a permis de reconnaitre l'immersion et la jouabilité dans un structure de la signification. 비디오 게임 이론 구축을 위한 기호학적 방법론 연구백승국이 글은 디지털 기술 기반의 뉴 미디어로 등장한 비디오 게임콘텐츠에 대한 학제적 접근을시도하여 게임의 이론적 기반을 구축하고자 하였다. 특히 기호학적 관점에서 게임콘텐츠란서사구조를 컴퓨터 그래픽으로 표현한 예술적인 요소와 테크놀로지 요소를 결합시킨 인터랙티브 콘텐츠로 정의하였다. 따라서 게임콘텐츠의 핵심은 시뮬레이션 차원의 게임시스템과내러티브 차원의 서사성을 융합시키는 이론과 방법론을 구축하는 것이 중요하다. 본고에서는 사이버텍스트인 비디오 게임의 핵심영역인 게임의 상호작용성, 게임디자인, 레벨디자인, 몰입 방법 등을 중심으로 게임콘텐츠의 시뮬레이션 시스템과 서사성을 융합하는 이론적 고찰을 시도하고자 하였다.

      • 왜 그들은 중도탈락 하였나? : 운동프로그램 참여자들의 포기 원인분석 Analysis of Dropout Causes of Participants in the Exercise Program

        백승국 한국스포츠리서치 2003 한국 스포츠 리서치 Vol.14 No.3

        The purpose of this study was to find out the dropout causes based on many people who were dropped out in the middle of participating on swimming and health program. The subjects of this study were based on total 210's females who were dropped out within one year from now after the participation on exercising swimming and health program. After we selected and analyzed total 157's females as the final subjects, we had the conclusions as follows: First, the swimming, that had high difficulties and skills compared with the health, was found to have a high dropout value. Second, the dropout of 30-aged females who had high domestic and social activities was found to have a high value. And then the cost's causes were found to have the most low factor of all the things. Third, the participants who graduated from the middle school were found to have a high dropout's factor, compared with other females. Fourth, the longer was the duration of exercise, the higher was the dissatisfaction of the cost, and then this made the dropout to be increased.

      • KCI등재

        AR 광고콘텐츠의 문화기호학적 접근

        백승국,이주희,안효정,채지선 한국프랑스학회 2011 한국프랑스학논집 Vol.73 No.-

        L'étude sur le contenu de publicité que nous venons de faire montre la théorie de L’augmentation du réel et la méthode sémiotique de culture. Nous avons bien remarqué que l’augmentation du réel est devenue une notion clé, aujourd’hui au coeur de concepts de publicitaire. ce sont déjà des projets réels comme la réalité augmentée mobile, la table interactive, et le personal device. Nous avons bien vu comment l'outil interactive était susceptible de manifester sur la publicité de la réalité augmentée de Total Immersion et Motim Technology. Le carré sémiotique nous a permis de déterminer les traits perients de publicité de l'augmentation du réel en tant que iconicité. En effet, le carré sémiotique et le modèle global du décodage visuel nous serong d'une grande aide pour dégager la stratégie de communication de la publicité de la réalité augmentée.

      • KCI등재
      • KCI등재후보

        캐릭터 이미지 모형과 스토리텔링 - 기호학적 방법론을 중심으로

        백승국 단국대학교(천안캠퍼스) 한국문화기술연구소 2016 한국문화기술 Vol.21 No.-

        The purpose of this study is a semiotics approaching in character image modeling to classify types of characters, and to generate new images of characters. This study suggests the character image models based on semiotic tools that offer interdisciplinary theories and methodologies in the realm of storytelling. On the methodology of narrative semiotics, this thesis investigates the possibility of forging models that can create various characters, subdividing the characters’ types in functions and personalities. The field of virtual reality-based immersive media contents has interests in types of digital characters. The field pays attention to developing digital characters based on personalities represent the people in reality, deviating the algorithm designs of digital characters revolve around actions patterned gestures and actions of humans. This study presents approaching measures of character image models with narrative semiotics methodology. This study utuilizes Propp’s Model of Functions showing the types of characters’ function and Greimas’ Actantial Model showing the roles of characters in narrative structure summarily, and suggests a modified actantial model arouses conflicts and tensions between binary oppositions. To categorize characters’ personalities, semiotic tools will be verified their utility, using Semiotic Square of Greimas, Floch, and Semprini, and Character Image Model of Barthes and Joly. And furthermore, this thesis will analyze characters’ types of video contents and virtual reality, based on semiotic methods, and extend methodologies in interdisciplinary levels for forging new image models.

      • KCI등재후보

        광고 커뮤니케이션 전략의 기호학적 분석

        백승국 한국기호학회 2005 기호학연구 Vol.17 No.-

        L’image de la marque, des produits, à travers divers supports et contenus, assure la cohérence et la pertinence de la positionnement stratégique. Surtout la television publicitaire veille à la relation particulière avec les clients potentiels. Il est trés important de maîtriser l’impact et la crédibilité des messages publicitaires. A travers la publicité de Olympus, nous avons effectué l'analyse sur la communication stratégique en s’appuyant sur des approches issues des outils sémiotiques de Greimas. Notre but est de dégager les signes et les effets de sens émis, en vue de comprendre de façon rationnelle le sens de la communication de Olympus. A travers nos analyses, nous avons essayé dégager le fonctionnement de marque ou de discours-produit de Olympus afin de proposer des solutions efficaces et opérationnelles adaptées à la stratégie et aux attentes client de Olympus.

      • KCI등재

        4차 산업시대의 인문학적 사고와 테크노-구조주의

        백승국,노진화,강정규,박선경,변용수 한국프랑스학회 2019 한국프랑스학논집 Vol.105 No.-

        C’est un article qui examine le concept de la techno-structuralisme qui apparaît pendant 4ème de l’industrie et examine le fond théorique et la synthèse de la logique. Les transgenres qui sympathisent avec l’idéologie centrée sur le centre de la technologie, disent que la science et les nouvelles technologies libèrent les êtres humains de la maladie et de la douleur. Dans ce flux, nous voulons explorer la logique et la logique de la France qui revendique constamment des critiques et des analyses éthiques dans le centre de technologie et le centre de l’humanisme. De plus, nous allons discuter de la possibilité d’une approche humanisme d’un écosystème qui peut s’appliquer à divers domaines et mettre en pratique la technologie de l’intelligence artificielle qui créer une société techno. Autrement dit, la technologie de convergence de l’intelligence artificielle doit être une technologie magique pour satisfaire les désirs cachés au cœur de l’homme et réaliser soi-même. De plus, la technologie de convergence de l’intelligence artificielle ne devrait pas seulement stimuler l’environnement physique, mais aussi chercher un raisonnement pour créer une valeur humanisante pour l’homme et la société.

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