• Title/Summary/Keyword: 스토리작업

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Performance Evaluation of WAN Storage Migration Scheme for Cloud Computing Environment (클라우드 컴퓨팅 환경을 위한 WAN 스토리지 이주 기법 성능평가)

  • Chang, Jun-Hyub;Lee, Won-Joo;Jeon, Chang-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.5
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    • pp.1-7
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    • 2012
  • In this paper, we design and implement the simulator for WAN storage replication model performance evaluation in cloud computing environment. Each cloud of simulator is composed of virtual machine emulator and storage emulator. The virtual machine emulator is composed of read/write ratio module, the read/write sequence combination module, and the read/write request module. The storage emulator is composed of storage management module, data transfer module, read/write operations module, and overhead processing module. Using the simulator, we evaluate performance of migration scheme, pre-copy and the post-copy, considering about read/write ratio, network delay, and network bandwidth. Through simulation, we have confirmed that the average migration time of pre-copy was decreased proportional to the read operation. However, average migration time of post-copy was on the increase. Also, the average migration time of post-copy was increased proportional to the network delay. However, average migration time of pre-copy was shown uniformly. Therefore, we show that pre-copy model more effective to reduce the average migration time than the post-copy model. The average migration time of pre-copy and post-copy were not affected by the change of network bandwidth. Therefore, these results show that selects the storage replication model to be, the network bandwidth know not being the important element.

An Analysis of Game Storytelling Structure Focused on the Characters in RPG (캐릭터 중심의 RPG 스토리텔링 구조 분석)

  • Kim, Mi-Jin;Yoon, Sun-Jung
    • Journal of Korea Game Society
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    • v.5 no.3
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    • pp.17-24
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    • 2005
  • The interaction property of digital media have changed traditional storytelling into a new concept, digital-storytelling, which has been widely accepted. Nowadays open-ended game storytelling, which different from story design of movie or animation, is chosen for the development of RPG. It can make infinite stories according to player character's decision. In this paper, we propose a game storytelling structure focused on the characters for RPG, and analyze how characters designed with various story-values interact with background stories and events in the cyber game world through case studies. This research is necessary to design predictable game mechanics and provide methods to control game play in case of special-purpose game.

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Virtual Workspace on OverlayFS with Filtering layer (필터링 레이어를 추가한 OverlayFS 기반의 가상 워크스페이스)

  • Jin, Duseok
    • Proceedings of the Korea Information Processing Society Conference
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    • 2020.11a
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    • pp.2-4
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    • 2020
  • 최근 데이터 분석을 위한 연구 환경은 고성능 컴퓨팅자원, 대용량 스토리지, 초고속 네트워크 시스템등 IT 기술이 융합된 사이버 인프라 연구 환경을 기반으로 하고 있다. 또한, 실험의 규모가 커지면서 다수의 연구자들이 협업을 통해 공동의 연구결과를 도출하는 집단연구가 증가하고 있다. 본 논문에서는 이러한 환경에서 연구자들이 대용량 실험데이터를 공유·분석할 수 있는 효율적인 스토리지 작업 공간 모델을 제안한다.

A Study on the Efficient Improvement of the Animatics for Animation Production in Education (애니메이션 교육을 위한 애니메틱스 제작의 효율적 방안 연구)

  • Hong, Il-Yang
    • Journal of Korea Multimedia Society
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    • v.13 no.9
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    • pp.1391-1398
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    • 2010
  • Animation is breathing life into drawings through motion. Animation is formed by the afterimage phenomenon, that is, deviation of sequential pictures in every frame makes a person possibly perceive it as a live video. Consequently, animation is mostly produced using traditional frame-by-frame methods. The study of relations on timing has been a major concern of animation theory. Nevertheless, issues of timing on production outcomes and effectiveness are mostly ignored. Special focus, analysis and leadership studies on timing are addressed on animatics. Creating better timing through animatics, that is writing movies, directing, scheduling and amending storyboard in pre-production stage, eventually shorten time to animation production. This research is centered on animatics as a cutting edge educational courses. This course will introduce students to the animation production skill and instructors to in-depth teaching points. One of the concepts that we want to go for is keeping animatics apart from mere storyboard. In conjunction with the animation theory, this research conducted under the focus of production of animatics will lead to more efficient way of education on animatics.

Utilizing Shutter and Storytelling in Motion Picture Taking (영화촬영에서의 셔터의 활용과 스토리텔링)

  • Ryu, Jae-Hoon
    • The Journal of the Korea Contents Association
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    • v.14 no.12
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    • pp.574-585
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    • 2014
  • Filming of movie is not working for translating scenario of story or character's moving. Director of Photography accumulates emotion in scenario through image. The accumulation of continuation is the essence of movie. Therefore, cinematographer strives consistently to analysis scenario and to express through visual which operation of the most basis can be filming technology. Eventually, Filming of movie is based on mean of technology to show artistry work. Accordingly, searching the most fundamental of filming's technical factor considerably help to understand movie art. There are variation technology factors to expose character's emotion. And the most simple and influential try by only using the pure function of camera is utilizing shutter without supporting lighting and production design. As a result, this thesis discuss about essential and basic factors of utilizing shutter.

Signification Education for Communication of Creative Semiotic System on Social and Cultural Value - Focused on Advertising Story - ('사회문화적 가치'에 대한 창조적 기호계(semiosphere)와 의사소통을 위한 의미 표현 교육 - 광고스토리를 중심으로 -)

  • Lim, Ji-Won
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.145-153
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    • 2019
  • The present study is a discussion in which the flow of 'social and cultural values' inherent in the creative advertising story is considered against Bart's symbolism and the creative symbol system, and attempted to reproduce the work through the cognitive thinking of the inmates. The interaction of correct social and cultural communication is not just a strategy for persuasion and effectiveness. Starting with these issues, I thought that experiencing the 'symbolic production' and 'cognition interpretation' of the most creative, aesthetic and implicit advertising stories was the realization of concrete cultural values. The reason why I pay attention to advertising as a target tool of the original school is that it gives anyone access to the social and cultural values based on the productivity of meaning, the sharing of meaning and social small-call work by paying attention to the most implicit symbols in a short period of time. I also think that with the trend of the times, it is well worth it as a tool of positive communication for social and cultural member harmony and solving future problems. The reality of social and cultural advertising stories conducted in conjunction with the analysis of meaning at the cognitive thought level is very appropriate to apply in creative classes for college students. The Dong-A Ilbo is a discussion that suggested that the work of realizing the cognitive meaning of advertising stories, a "symbol complex" based on creativity in a complex, multi-media era, will become an age-old communication tool to join university students' strategies for solving future problems

A Study on Good Pose in Pose to Pose (포즈 투 포즈 방식 애니메이션에서 포즈 선별에 대한 연구)

  • Kim, Young-Chul
    • Cartoon and Animation Studies
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    • s.41
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    • pp.57-73
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    • 2015
  • A pose is an important component in the animation with timing and spacing. Pose is the key to describe the story-telling or how the animation behavior. Key animation method is Straight Ahead and pose to pose method. Many animaters have been using these two methods, or by a mix of two ways. It is possible that computer animation make a pose using interpolation between keyframes. The many animators of computer animation are using pose to pose in their work. It is depend on good and strong pose that make audience understand a story or a situation. This makes animators to be efficient of inefficient operation. In this study, according to the effective good pose to catch proposes four ways. There are four methods of making pose that are stretch and squash, the height of the character, the center of weight, step. The law of 12 kinds of Disney Animation is a good reference for the study.

Continuity and Transformation of the Cartoon Strip for the Musical Performance (만화 소재 뮤지컬에 있어서 만화특성의 지속성과 변형에 대한 시론적 연구)

  • Yim, Hak-Soon
    • Cartoon and Animation Studies
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    • s.12
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    • pp.27-43
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    • 2007
  • The article concerns the continuity and transformation of the cartoon strip for the musical performance. Recently, the cartoon strip has been considered as a resource for creating the musical performance. However, There are a few articles on the relationship of the cartoon strip and the musical performance. In this respect, the article seeks to examine the characteristics of the cartoon strip and the musical performance in terms of planning system, storytelling structure, character formation and marketing strategies. The case on the musical entitled 'The Great Catsby', which is rooted in the cartoon strip entitled 'The Great Catsby', is examined. As a result, on the one hand, the characteristics of the cartoon strip has continuously affected the process of creating the musical performance in terms of storytelling, character formation, stage management and the marketing activities. On the other hand, the musical performance considers the music and sound, the moving image and stage management, performance of the actors as an essential part in comparison with the cartoon strip. In addition, the musical performance simplifies and recontructs the cartoon strip according to the principles of the musical performance.

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A Study on humanistic Imagination of Games using Oral Literature (구비문학을 활용한 게임의 인문학적 상상력에 관한 고찰)

  • Lee, Jae-Hong
    • Journal of Digital Convergence
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    • v.10 no.2
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    • pp.279-286
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    • 2012
  • Game contents are the driving force of the digital media era. As the gaming industry grows bigger, contents technologies are also rapidly developing in both their quality and quantity, while the story sources of the contents are depleting. Accordingly, digging out new stories that can support development of the cultural contents industry is emerging as an urgent issue. Since games took roots as a form of contents in our society, negative images have outweighed positive aspects. This study aims at finding cures for the side effects from storytelling. Important factors here are how to converge the technical nature of engineering imagination and the epic nature of humanities imagination. Recently, The excavations of the story is very important. This article demonstrates cases where the oral literature, an archetypical cultural genre, provides the sources of game storytelling.

GDCS : Energy Efficient Grid based Data Centric Storage for Sensor Networks (GDCS : 센서네트워크를 위한 에너지 효율적인 그리드 기반 데이터 중심 저장 시스템)

  • Shin, Jae-Ryong;Yoo, Jae-Soo;Song, Seok-Il
    • The Journal of the Korea Contents Association
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    • v.9 no.1
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    • pp.98-105
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    • 2009
  • In this paper, new data centric storage that is dynamically adapted to the change of work load is proposed. The proposed data centric storage distributes the load of hot spot area by using multilevel grid technique. Also, the proposed method is able to use existing routing protocol such as GPSR (Greedy Perimeter Stateless Routing) with small changes. Through simulation the proposed method enhances the lifetime of sensor networks over one of the state-of-the-art data centric storages. We implement the proposed method based on a operating system for sensor networks, and evaluate the performance through running based on a simulation tool.