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Study on Storytelling of VR Cartoons (VR 카툰의 스토리텔링 연구)

  • Yoo, Taekyung
    • Journal of Broadcast Engineering
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    • v.23 no.1
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    • pp.45-52
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    • 2018
  • The virtual reality (VR) cartoon is a format of VR contents that leverage the characteristics of webtoons that provides the simple story line and graphical storytelling tools to strategically surmount limitations of VR contents design. The VR cartoon enables people to experience the imaginary three-dimensional space in the webtoon as a real space by the transformation of webtoon contents through VR prototyping. The VR cartoon successfully presents focused environment where people can readily pay attention to the contents without notable motion sickness. People have been familiar with the storytelling strategy in the context of published cartoons and webtoons, likely we've understood the narrative of a movie through the continuous scenes projected in the screen. Indeed, it has been recognized as a popular toolset of communication, where visual images are sequentially delivered by replacing multiple planar spaces to tell a story narrative. While there are discrete panels with the time and space resolution in the graphical cartoons, people can distill a commit closure based on their past experiences. This is a typical "grammar" of the cartoon, which can be extrapolated to the VR cartoon that provides a seminal storytelling strategy. In this article, we review how the storytelling strategy in webtoons has been transformed into that in VR cartoons, and analyze the key components of VR cartoons. We envision that our research can potentially create keystones to produce variety of new VR contents by reflecting various narrative media including cartoon as a 'sequential art'.

Chairside computer-aided design/computer-aided manufacturing (CAD/CAM)-based restoration of anterior teeth with customized shade and surface characterization: a report of 2 cases (CAD/CAM을 이용한 전치부 수복시 색조 및 표면 특성의 개별화를 시행한 증례)

  • Kim, Hyun-Jung;Jang, Ji-Hyun;Ryu, Gil-Joo;Choi, Kyoung-Kyu;Kim, Duck-Su
    • Journal of Dental Rehabilitation and Applied Science
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    • v.36 no.2
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    • pp.128-137
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    • 2020
  • Over the last 30 years, the use of chairside computer-aided design (CAD) and computer-aided manufacturing (CAM) systems has evolved and has become increasingly popular in dentistry. Although CAD/CAM restorations have been used in the anterior dentition, satisfying the esthetic requirements of clinicians and patients, where the restorations are limited to the chairside, remains a challenge. To reproduce multi-shades of CAD/CAM restorations in the clinic, a preliminary experiment to express several shades on A2 lithium disilicate (LS2) blocks using a staining kit was performed. After measurement of the CIE L*a*b* value of specimens, it was compared with that of the commercial shade guide. This report presents two cases with individual customization of shade and surface characterization of the CAD/CAM restorations using predictable methods based on the preliminary experimental data. The anatomical shape of restoration was obtained from 'copy and paste technique' and 'mirror image acquisition technique'. All treatment procedures and fabrication of restorations performed in this report were executed in the clinic itself.

A Case Study on the Development Process of the Industrial Districts in Third Italy: Modena and Mirandola (제3이탈리아 산업지구 발전과정에 대한 비교 연구: 모데나와 미란돌라를 중심으로)

  • 권오혁
    • Journal of the Economic Geographical Society of Korea
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    • v.6 no.1
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    • pp.21-44
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    • 2003
  • It is the Third Italy's industrial districts that is emerging as effective strategies for regional economic development since 1970' s. Compared with mass production system, it's production system is characterized the cooperative networks of a number of enterprise specialized in specific sector or process. This work will analysis the course of growth and industrial characteristics of Modena engineering industrial district and Mirandola bio-industrial district as the exemplary industrial district, so elucidate new principle of building industrial space named development of industrial districts. This work point out three characteristics which these industrial districts have. First, these districts have the production system based vertical dis-integration and specialization among enterprise like general industrial districts in Third Italy. This factor make Modena and Mirandola's production system coupled with specialized enterprise in coping with various demand of consumer. Second, technological innovation is very important factor in growing industrial districts. This factor contributes these two districts to have developed as the competitive industrial clusters in the world. Last point is the difference of local governance by the two city governments. Modena city government has made a lot of industrial spaces but in Mirandola the leading enterprise has contributed to shape the industrial district.

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Histologic changes of pulpal tissue after laser-aided ceramic bracket debonding (레이저를 이용한 도재 브라켓 제거 술식 후 치수의 조직학적 변화)

  • Kim, Yu-Jeong;Lim, Sung-Hoon;Yoon, Young-Joo;Park, Joo-Cheol;Kim, Kwang-Won
    • The korean journal of orthodontics
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    • v.34 no.4 s.105
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    • pp.343-349
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    • 2004
  • Laser-aided debonding has advantages in that the heat produced is localized and controlled, the debonding tool is not heated, and it can be used for the removal of various types of ceramic brackets, regardless of their design. However, the range of safe power usage for laser-aided debonding has not vet been confirmed. The Purpose of this study was to evaluate the histologic changes of pulpal tissue in a rabbit's incisor after Nd-YAG laser-aided ceramic bracket debonding at different levels of power. The result were as follows: 1. At 3-5W Nd-YAG laser power level and 3 seconds of exposure time, the ceramic bracket debonding procedure was not easy. At 5W of power a tie-wing fracture occurred on one bracket during debonding using Weingart plier. The histologic section of pulp represented no adverse changes. 2. At 7-13 W power level and less than 5 seconds of exposure time, the debracketing procedure was done easily and bracket facture did not occur. The histologic section of pulp represented mild and reversible changes. All the results were reversible and no pulpal degeneration or necrosis occurred. Considering the results, it appears that the laser-aided debonding technique is a safe method that does not result in irreversible pulpal changes, softens bracket bonding resin within a saie range of power and exposure time, and is useful for ceramic bracket recycling by lowering the tie- wing fracture rate.

As the social role of public art cartoon.animation : Mainly in Urban space (공공미술로서 만화.애니메이션의 사회적 역할 : 도시공간을 중심으로)

  • Yu, Sung-Ha
    • Cartoon and Animation Studies
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    • s.24
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    • pp.199-222
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    • 2011
  • While Korea has actively discussed the fields of comics and animation, with an aim toward public art and publicity for cultural welfare, research on public cultural content for the underprivileged and their regions is in fact lacking. The Korean government has also tried to improve Korea's cultural welfare, but its benefits have failed to be evenly given to the underprivileged. Therefore, we need to take greater interest in the underprivileged and their regions. Korea should work to correct the unbalance among regions in the field of cultural welfare (cultural differences between the capital area and other regions, and between new towns and old), as well as improve the living environments of isolated areas. For this reason, such a public art project should be conducted from two directions. First, the underprivileged living in poor conditions should be allowed to live in clean and cultural environments. And second, public art, comics, and storytelling through animation should be formed with an eye on urban culture. This project aims to focus on improving "the quality of citizens' lives" through creating the unique characteristics and landscape of the city. It will be presented through the use of public art, which presents the elements of the city with charm and vitality. The two directions stated above are our urgent tasks. Public art, comics, and animation storytelling regarding the history, culture, and natural resources of the region will develop with the affection and pride of the citizens, and public art will help create an environment that allows people to discuss their issues. In addition, it will be cultural environments that will allow all citizens to enjoy beautiful streets and events. This project will be an opportunity to realize cultural democracy by pursuing social values such as publicity, communication, equality, and participation.

A Study on the Development of a New OSMU Education Model Applying Local Content as a Source (지역 콘텐츠를 이용한 OSMU 교육모델 개발에 관한 연구)

  • Lee, Seung-Whan
    • Cartoon and Animation Studies
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    • s.21
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    • pp.51-69
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    • 2010
  • OSMU is now one of the most important keywords in the media industry. However, how to educate future media workers who can design and implement OSMU is an unsolved problem to media educators. In order to overcome the limitations of two perspectives of OSMU, namely economic perspective and storytelling perspective, this study propose a new OSMU education model for college students. Beginning with creating local content using MediaWiki, this model consists of five phases of media windowing, including MediaWiki, smartphone application, Web design, multimedia e-magazine for tablet PC, and publication. A Chuncheon-based university has been experimenting with this new OSMU education program. MediaWiki has played important role for creating local content collaboratively. All That Chuncheon application is now on service via SKT Tstore and Chuncheon Web pages has been designed successfully. Multimedia e-magazine and book publication is under preparation. The experiment has been successful so far, mainly due to the strategic choice of local content as the source of following media window. Also students have been strongly motivated for participating in this OSMU program.

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Media Mix for Webtoon Character Marketing : Focusing on (미디어믹스를 활용한 웹툰 캐릭터 마케팅 : <하마탱의 일편단심 하여가>를 중심으로)

  • Choi, In-Soo;Yoon, Ki-Heon
    • Cartoon and Animation Studies
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    • s.19
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    • pp.145-159
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    • 2010
  • Similar to the other cultural contents, the character industry is based on the media which acts as the technological background. In fact, the character industry is the process of that a created character accesses to the consumers via media, builds its value and becomes licensed as a brand in the market. Therefore, it is crucial to select the most effective media for the consistence of a character in the market, as well as for construction of a higher brand quality of the character. Today, "Webtoon" might be considered as one of the marketing means which utilizes the Internet media for raising the character as a brand. Webtoon has apparent strength because it can be produced in shorter period and with less expense than through other media. Furthermore, Webtoon can be simply featured by the easiness of two-way communication and transference to another media through it. For these reasons, and according to the result of analyzing some Korean Webtoons, it seems obvious that the most effective media in character marketing is the Internet. In addition to the Internet, the strategic development in the media-mix is also important for establishing a brand of a character. However, the effective media-mix is available only when the character's external identity meets with the trait of its media. For the purpose of learning how the media-mix works when a character reaches for the consumers, a character "Hamataeng" was born and used in the experiment. This study will explain the marketing process through the use of own-created Webtoon and other contents, and suggest the ways to build a brand of a character. In addition, it is also indicated that a media-mixing strategy for transformation and expansion of the character to other media.

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A Study on the Design Concept & Construction Method of Office Building with Stacks at Thermal Power Plant (화력발전소 연돌통합형 종합사무동의 설계개념과 시공공법 연구)

  • Kim, Si-Hyun;Choi, Jang-Soon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.7
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    • pp.677-686
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    • 2016
  • A thermal power plant is the first CFBC (Circulating Fluidized Bed Combustion) power plant consisting of 2 boilers-1 turbine. The optimal height of a stack needs to be approximately 156 meters in the case of this thermal power plant; however, the thermal power plant sites satisfy a function and reduce the construction cost by using mountains in the sites after cutting the ground and locating an integrated office and chimney at an altitude of 70 meters thereby lowering the height of the stack to 86 meters. In addition, the integrated office, which has a combined stack style with a unique design, is constructed by connecting with 2 stacks and disposing the office and an observatory in the space between them. Therefore, this study examined the design concept that fulfils the structural, functional, and aesthetic factors, harmoniously by joining the integrated office and the stack, which are disparate, and investigated special construction methods (Slip Form, Steel Inner Flue & Lift-up) through which heterogeneous architectures are structurally, functionally, and aesthetically constructed.

Analysis of Serious Game Elements of the Contents for Smart Device Based First-Aid Education (스마트 기기 기반 응급 처치 교육 콘텐츠의 기능성 게임 요소 분석 연구)

  • Suh, Dong-hee
    • Cartoon and Animation Studies
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    • s.47
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    • pp.273-294
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    • 2017
  • Korea has suffered numerous casualties due to a lot of accidents caused by safety insufficiency in recent years. Therefore, safety education is more important than ever before, and 'how to educate with what contents' is an important subject. Especially, experience education is effective rather than theoretical education because of the nature of safety education. However, it is not easy to design and develop these safety education programs. There is not much opportunity to access first-aid training, which is a part of safety education, unless it is compulsory to learn through public institutions. As a result, program utilization on safety education in Korea is still insufficient to what it should be. With that taken into account, this study proposed an effective serious game with fun and immersion for medical first-aid education. To do this, we analyzed five medical games through 20 cases of first-aid applications and elicited five factors that enhance the usability of serious games. With an analysis of five medical games, we selected one game to borrow the game rules, and applied the elicited five elements in the forms of level-up structure, iterative learning, compensation outcomes, competition system, and information transfer. The proposed medical education functional games should have 1) a character that plays a role of a patient, 2) a narrative flow that shows the situation, 3) the user should judge the situation and induce first aid. 4) compensation, levels, and simple repetition should be designed, and 5) information should be shared with the others in the given community. The results of this study is believed to contribute to enhance the medical emergency education in Korea.

Analysis & Design Electronic Commerce System Interface for The Blind (시각장애 사용자를 위한 전자상거래 인터페이스 분석 및 설계)

  • 박성제;강영무
    • Proceedings of the Korea Association of Information Systems Conference
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    • 2001.12a
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    • pp.413-426
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    • 2001
  • 본 연구는 첫째, 정보통신기술의 발달이 시각장애인 복지 증진에 미칠 수 있는 가능성에 대한 이론적인 부분을 고찰하였다. 둘째, 우리나라 시각장애인 정보화의 문제점과 해결책을 도출하였고 셋째, 시각장애 사용자를 위한 전자상거래 인터페이스 디자인의 분석 및 설계를 통해 전자상거래에서 시각장애 사용자들이 큰 제약없이 사용할 수 있는 방안을 제시하고자 한다. 현재 시각장애인들의 웹 사용을 보면 시각장애 전용 S/W의 보조 하에 사용을 하고 있다. 그러한 보조 도구의 실정에 맞도록 텍스트 버전 및 Non-Frame버전, Alt-Text 옵션, 캡션 등을 넣어 접근성을 확보하고 인터넷을 큰 제약을 받지않고 이용할 수 있도록 웹 페이지의 설계가 필요한 실정이다. 이를 위하여 먼저 시각장애에 대한 개념과 원인 및 종류 그리고 특성을 통해 시각장애인에 대한 이론적 배경을 파악하였다. 그리고 시각장애인의 정보화 환경과 이용 현황과 시각장애인의 정보 접근을 제도적, 기기 및 소프트웨어 개발 측면에서 분석을 하였고, 장애인을 위한 정보통신기술 중 대표적인 사례를 검토해 보았다. 다음으로 국내외의 대표적인 전자상거래 사이트에서의 인터페이스를 화면구성(Layout), 텍스트(Text), 그래픽(Graphic), 멀티미디어(MultiMedia) 측면에서 분석을 하였다. 분석한 내용을 바탕으로 시각장애 사용자의 입력(User Input) 부분을 고려한 인터페이스 방향을 제시하고 프로토타입을 개발하여 시험 대상 사이트와의 만족도를 시각장애 사용자를 통해 비교 ·분석하였다. 결론부분에서는 정보불평등을 해소하고, 정보통신기술이 장애인의 복지향상에 기여하도록 하기 위해 전자상거래 싸이트에서의 시각 장애인들을 위한 방향을 제시하고자 한다.박의 표현, 등록 및 색인방법 (c) 공급 선박의 분류와 표현 방법 (d) 에이전트의 정보 수집을 위한 메시지 표현 방법 (e) 수집된 선박정보의 데이터베이스 저장 표현방법 (f) 요구 선박을 찾아주는 정보제공 서비스가 요구된다.동을 보여 조사대상 5호분, 6호분, 7호분, 중 가장 심한 거동을 보이고 있다. 이는 고분 벽돌의 깨짐이 6호분이 가장 심하다는 사실과 무관하지 않은 것으로 판단된다. 봉분내부의 토양층구조에 대한 지오레이다 영상단면을 분석한 결과 무령왕릉 연도상부의 누수지방지층이 심하게 균열되어 있음을 발견하였다. 이 곳은 고분내부로 직접누수가 발생하는 곳이다. 직접누수와 지하수 형태로 유입된 침투수는 고분군 주위의 지반의 함수비를 증가시켜 지반의 지지력을 약화시키고 또한 고분내로 서서히 유입되어 고분내부의 습도를 100%로 유지시키는 주된 원인이다. 이러한 높은 습도는 고분내의 남조류의 번식을 가져왔으며 남조류의 번식은 현재 6호분이 가장 심각하고 7호분이 우려되는 수준이며 5호분은 문제가 없는 것으로 판단된다. 이와 같이 고분군의 발굴후 인위적인 환경변화와 지속적인 강우침투 및 배수 불량의 영향은 고분군의 안정성에 상당한 위험을 초래하였으며, 현 상태는 각 고분에 대한 보강이 불가피한 것으로 판단된다. 고분 벽돌의 깨짐, 고분 벽체의 거동, 조류의 서식등을 포함하여 송산리 고분군에서 발생되고 있는 보존상의 제반 문제점들을 일차적으로 누수 및 침투수에 의한 결과이다. 그러므로 무엇보다도 고분군 내부 및 고분 주변으로의 강우 및 지하수 침투를 막는 차수 대책이 시급한 것으로 판단된다. 또한 이미 발생한 변위가 더 이상 진행되지 않도록 하중을 경감하고 토압의 균형을 이루는 보강대책이 시급한 실정이다. 고분군

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