http://chineseinput.net/에서 pinyin(병음)방식으로 중국어를 변환할 수 있습니다.
변환된 중국어를 복사하여 사용하시면 됩니다.
A Study on the Current Status of the Internet Fashion Shopping Mall and 3D Virtual Fitting System
Tak Myungja,Kim Cheeyong 한국멀티미디어학회 2009 한국멀티미디어학회 국제학술대회 Vol.2009 No.-
Currently, the Internet fashion shopping mall is on continuous growth. Therefore, this study made up a question about the Internet fashion shopping mall, targeting on university students. 44% of students answered that they buy clothes through Internet fashion shopping mall, and 34% of them replied that they buy over times a year. And they 37% replied that the construction of 3D virtual fitting system would develop the Internet fashion shopping mall.
Analysis of Customized Internet fashion shopping mall and Proposal on the Measures for Utilization
Tak Myungja,Jongchan Kim,Kim Cheeyong 한국멀티미디어학회 2010 한국멀티미디어학회 국제학술대회 Vol.2010 No.-
??Today, Internet became an essential element of our everyday life. Meanwhile, number of people shopping on the online fashion shopping malls is increasing every year. However, a major weakness of the fashion malls today is that the users cannot create their own contents: They can simply embrace the information provided via Internet. The reality is such that there is no system that can replace the status quo. Accordingly, this research paper proposes that there is a need to develop a fashion specialized design production program that will enable anyone to design fashion products easily and to develop customized fashion shopping malls where users can order the design of the products they want.
Myungja Tak,Cheeyong Kim 한국멀티미디어학회 2008 한국멀티미디어학회 국제학술대회 Vol.2008 No.-
In order to correctly understand the Internet fashion marketing system and to strengthen the marketing activities in cyber space under the current circumstance that on-line fashion shopping malls are active, more scientific and systematic researches are necessary. These days, junior apparels that elementary and middle school students enjoy to wear are very popular. However, the current Internet fashion shopping malls have many limitations to meet with them. In the current fashion malls, consumers just read and accept the information. They can't create their own contents, which is the biggest weakness of the current fashion malls. At present, there is no system which can substitute them. Therefore, this paper will propose a fashion shopping mall for juniors to which flash-based interactive design is applied.
탁명자(Tak Myungja),김치용(Kim Cheeyong) 한국멀티미디어학회 2008 한국멀티미디어학회 학술발표논문집 Vol.2008 No.1
온라인 패션 쇼핑몰이 활기를 띠고 있는 현시점에서 인터넷 패션 마케팅 시스템을 보다 정확히 이해하고, 가상공간에서 마케팅 활동을 강화하기 위해서는 보다 과학적이고 체계적인 연구가 필요하다. 그중에서도 요즘 초ㆍ중학생이 입는 주니어 의류가 인기를 더해가고 있다. 하지만 현재 인터넷 패션 쇼핑몰 에서는 이들을 만족시키기에는 부족한 점이 많다. 특히 인터넷의 정보를 보고 수용하는 것에 머무르는 것이 아니라 자신이 직접 콘텐츠를 창작 할 수 없는 것이 현재 패션몰의 큰 단점이며 이를 대체할 시스템이 갖추어지지 않은 것이 현 실정이다. 따라서 본 논문에서는 플래시를 기반으로 인터랙션 디자인을 적용한 주니어 전문 패션 쇼핑몰을 제안한다.
탁명자(Tak Myungja),김치용(Kim Cheeyong) 한국멀티미디어학회 2010 한국멀티미디어학회 학술발표논문집 Vol.2010 No.2
본 논문에서는 현대의 주니어들은 인터넷으로 커뮤니티를 형성하고 다양한 정보교환도 하면서 인터넷과 더불어 생활하고 있다. 인터넷 이용이 많은 주니어들 그중에서도 중학교 여학생을 대상으로 인터넷 패션 쇼핑몰에 관하여 설문조사를 실시하였다. 그 결과 "의류 구입을 본인이 직접 한다". 라고 답한 사람이 가장 많았고, 의류 구입 장소로는 인터넷 패션 쇼핑몰을 가장 많이 이용하고 있었다. 또한 그들이 인터넷 패션 쇼핑몰을 이용하는 가장 큰 이유로는 가격이 저렴하다는 이유였다. 인터넷 패션 쇼핑몰 이용 시 가장 큰 불만사항은 입어볼 수 없어서 어울림을 확인 못해서 라고 답한 사람이 가장 많았다. 이와 같이 인터넷 패션 쇼핑몰 이용이 많은 주니어들에게 그들의 특성에 맞는 주니어 전문 패션 쇼핑몰이 개발되어야 함을 제안한다.
Yue Xiaoling,Myungja Tak,Yukyung Kim,Cheeyong Kim 한국멀티미디어학회 2006 한국멀티미디어학회 국제학술대회 Vol.2006 No.-
In order to protect and honor the cultural heritage, the article applies flexible interaction the network real-time browsing and its formidable interaction function. Take the model manufacture by interaction Paper-cut Browse Atelier as an example. Our society environments have been changed in radically by the reason of appearance of digital media. With the swift renewal of digital technology at present, the preservation and inheriting of traditional culture especially Paper-cuts became more and more necessary, even stringency. Pluralistic visual conception hints that new visual communication mode will break the limitation and the mode of traditional paper cuts. The great compatibility of digital network media makes paper-cut art a medium that can fuse various disciplines and unexampled transmission platform. The technology of HCI or other interaction methods make it possible to develop paper-cut art content in new form or new mod el. Under such background, the Interactive Visual paper cuts platform adds contemporary factors into the traditional paper cuts concept and extends its domination. So, Traditional paper-cut art can be imported in cyberspace, more users can get the chance of be concerned with this events, experience more suitable and more meaningful interaction control of this valuable Art.
MULTIMEDIA INTERACTIVE RESEARCH ON "ZHOU YI'S PHILOSOPHY ON MATHEMATICAL SPACE"
Zhang Jinyomng,Myungja Tak,Sanghyun Park,Yukyung Kim,Cheeyong Kim 한국멀티미디어학회 2006 한국멀티미디어학회 국제학술대회 Vol.2006 No.-
He 《Chou Yi》 is often called the "the head of the lections", and is the philosophic foundation of east Asia, and it is the sutra of Chinese culture, in it's opinion, everything in the world is developing and changing, and the essential element of its developing is a Negative(--) and a Positive (-). 《Chou Yi. Copulative》 says : a Negative combined with a Positive is Dao. In the world thousands of creations are all the results of the Negative and Positive's interactions. The objectives of 《Chou Yi》 are heaven, terra and human which are called "three talent", and of which the human is the most important. The three talent also have their own Negative and Positive, so the 《Chou Yi》 finally has 64 symbols. The traditional theories of At emphasize emphasize mutuality and variations, not the western thought method for "cause and effect for that kind of pure linear theories. If we compare the China's "Negative and Positive" with the western method, we can discover the different characteristics below: In the opinion of western persons that emphasize" cause and effect" the cause and effect are relative independent element, and the cause does not rely on the existence of effect, and once the effect is coming from cause it is also obtaining the dependent characteristic. The former' restriction and infection on the latter is outside, taking a period of time and single direction. While in the opinion of Chinese who pay a lot of attention on the relationship of Negative and Positive, the Negative and Positive consist of and submit to the whole contradictory structure. The Negative can not exist without the Positive, and also the Positive has no meaning without the Negative. Their variations are influencing each other. The restriction and infection of them is inside, instantaneous and double directions. Like this of thought of a philosophy although has got the endless potential, but has no new situation emerging. This text want to rely on the eastern theories of the philosophy 《Chou Yi》, asking for help from the medium technique to form a kind of mentally dense game model. It is the kind of repeat and nonlinear form, through the modem multi medium techniques it will present us a kind of brand-new of ages appearance of the art of the Eight Diagrams. By doing this, we can change the flat game mode of the current monotone, promote the game's infection and impressiveness, and provide more possibilities for game.
Development Direction of Online Character using AION Game
Jongchan Kim,Junhong Park,Kyeongjin Ban,Tak Myungja,Kim Cheeyong 한국멀티미디어학회 2010 한국멀티미디어학회 국제학술대회 Vol.2010 No.-
Development of information technology brought digital contents era as distribution in traditional contents industry value chain becomes digitalized. Representative would be online game service industry, a new type of digital culture, which provides interactive service based on the high speed network infra. Among the industry, computer game is a cultural form that gives the biggest influence. Online game service industry is a comprehensive industry that should have a balance between traditional contents creation, technology for digitalization, and service sector that provides the final product to customer. This study produced a character system by dividing internal and external characteristics of MMORPG AION Game produced solely by Korean technology. Moreover, it suggested a way to improve online game quality using AION Game analyses.