• Title/Summary/Keyword: 스토리 진행

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A Case of Development of Experiential Game Tourism Program Using Korean Classical Literature (한국고전문학을 활용한 체험형 게임 관광프로그램 개발 사례 : 중인가객 김수장과 『해동가요』를 대상으로)

  • Park, Bo-Yeon;Kim, Tai-Woong
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.748-756
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    • 2021
  • In this study, as the first attempt to develop an experiential game tourism program using Korean classical literature, the primary research was conducted on Kim Soo-Jang and his anthology "Hae Dong Ga Yo". To this end, a theoretical review of the value of hands-on games and Korean classical literature as tourism content was conducted first. Afterwards, the consumers for the program were set up into three categories: family unit, MZ generation including lovers, and foreigners. A survey was conducted to confirm the program preference of each group. According to the analysis framework, the main value of each historical and cultural resource in "Hae Dong Ga Yo" and seven sijo pieces created by Kim Soo-Jang was discovered and, based on the survey, the preferences of the consumer related to the target were analyzed. Accordingly, the narrative structures were organized differently for each group. An adventure plot was designed for the family unit, a love plot for MZ generation and lovers, and a mixture of adventure and love for foreigners. Utilizing stories from Kim Soo-Jang and his works, which are rarely used despite their value, this study attempted to develop them into hands-on game tourism programs to create new outlets in terms of both Korean classical literature and the tourism area. In the future, if various Joseon literati are discovered and their storytelling is continued, we can expect the vitalization of the travel product line with the concept of classical literature travel.

대전.충남지역 초고층건물 계획

  • 대한설비건설협회
    • 월간 기계설비
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    • no.11 s.220
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    • pp.86-88
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    • 2008
  • 초고층건물은 랜드마크로서 그 도시를 대표해 정치, 경제, 사회적으로 엄청난 파급효과 창출이 입증되면서 세계 유수 도시가 경쟁적으로 추진하고 있다. 대전광역시와 충청남도는 대전 충남을 상징하는 초고층 건물 건립을 진행하고 있으며 현재 시공 중이거나 시공 예정인 고층 건물은 $\triangle$계룡건설 아산 배방 복합단지(51층) $\triangle$삼성 탕정 트라팰리스(39층) $\triangle$현대산업개발 I-Park(31층) $\triangle$남광토건 하우스토리(30층) 등이다. 대전 충남 지역에 건립될 고층건물에 대해 알아본다. 본지는 지난 6월 서울특별시에 이어 전국에 건설 중이거나 건설 예정인 고층건물에 대한 정보를 수록할 예정이다.

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Study on the theme melody of main character in the animation (애니메이션<알라딘>에서 주인공의 주제선율 연구)

  • Lee, Mi-ru;Lee, Seungyon-seny
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.55-56
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    • 2017
  • 애니메이션은 여러 세대와 인종을 아우르는 문화예술로서, 애니메이션의 중요한 구성요소 중 하나로 음악이 인식되고 연구되어야 한다. 애니메이션 산업으로 큰 성공을 거둔 디즈니사의 <알라딘>을 연구작품으로 선택하였으며 스토리진행과 상황에 따른 캐릭터의 주제선율의 변화의 상관관계를 연구한다. 주인공 '알라딘'의 주제선율은 총 49개의 곡 중 22개의 곡에서 나타나며 리듬, 템포, 조성, 선율, 화성, 악기구성 등으로 변주를 하여 캐릭터가 처한 상황이나 심리상태를 대변하고 대응한다.

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Text Animation with Music (음악이 흐르는 텍스트 애니메이션)

  • Park Doojin;Park Jong C.
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.11b
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    • pp.526-528
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    • 2005
  • 음악은 스토리텔링에서 이야기의 분위기와 흐름을 전달하는데 중요한 역할을 한다. 최근 컴퓨터 애니메이션에 자동으로 알맞은 음악을 삽입하기 위하여 많은 연구가 진행되고 있지만 이야기가 있는 애니메이션보다는 주로 영상물의 동기화를 위한 연구가 대부분이었다. 텍스트 애니메이션은 동화를 자동으로 분석하여 애니메이션을 만들어 주는 연구이다. 본 논문에서는 동화의 이야기 구조에 근거하여 각 장면의 분위기에 맞는 음악 자질을 자동으로 추출하는 과정을 보이고 이를 이용하여 텍스트 애니메이션에 음악이 삽입될 수 있는 방법에 대하여 논의한다.

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Holographic ROM System (홀로그래픽 재생 전용 시스템)

  • 김근율;강병복;조장현;박주연;남하은
    • Proceedings of the Optical Society of Korea Conference
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    • 2003.07a
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    • pp.58-59
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    • 2003
  • 최근 들어 홀로그래픽 데이터 스토리지의 상용화를 위한 많은 연구가 국내외에서 진행되고 있다. 그런데 성공적인 상용화를 위해서는 개발될 시스템의 가격을 낮추고 기존의 광 메모리와 호환성을 갖추는 것이 중요한 과제로 여겨지고 있다. 이를 달성하기 위한 한 방법으로 비트 단위의 기록 재생 방법을 도입한 holographic ROM System이 제안되었다. 이러한 시스템에서는 일반 DVD나 CD와 거의 유사한 구조를 가지고 있어 저렴하면서도 기존의 광 메모리와도 호환성을 갖는 제품을 만들 수 있을 것으로 예측된다. (중략)

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Analysis and Verification for Cloud Services in Microsoft (마이크로소프트 클라우드 서비스 안정성 점검 및 분석)

  • Young-Min Kim;Hyoung-Kee Choi
    • Proceedings of the Korea Information Processing Society Conference
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    • 2024.05a
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    • pp.239-240
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    • 2024
  • OneDrive 는 Microsoft 에서 제공하는 클라우드 스토리지 서비스이다. OneDrive 데스크톱 앱은 사용자가 로그아웃한 이후 재로그인을 시도할 때 사용자 기기에 저장되어 있던 토큰을 사용해 로그인을 진행하며, 사용자의 패스워드를 추가로 요구하지 않는다. 이는 로그아웃한 사용자의 유효한 로그인 정보가 기기에 남아있음을 의미하며, 본 연구에서는 이를 활용해 OneDrive 의 토큰 저장소를 분석하고 토큰 이식 공격이 가능함을 보인다.

Students' Perception on the Effects of the SSI Instruction Using Digital Storytelling Approaches (디지털스토리텔링 활동 기반 과학관련 사회쟁점 수업의 교육적 효과에 대한 인식 탐색)

  • Park, Sehee;Ko, Yeonjoo;Lee, Hyunju
    • Journal of The Korean Association For Science Education
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    • v.37 no.1
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    • pp.181-192
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    • 2017
  • This study aims to examine the educational effects of the SSI program using Digital Storytelling (DST) approaches. Since DST provides students opportunities to express their own opinions in the form of stories and to share learning outcomes through the web, we developed and implemented SSI program by adopting the concept of DST in order to produce synergistic effects on student learning. Twenty-four 9th graders who enthusiastically engaged in the DST-based SSI program participated in this study. The students responded to focus group interviews after the instruction, and all interviews were transcribed for analysis. The results indicated that the students became aware of socio-ethical perspectives of each SSI topic while searching and collecting data by themselves. They also felt the necessity to consider multiple perspectives around the issues by having discussions with group members. Second, pre-producing DST allowed students to negotiate to settle on a group discussion, and to use emotional contents that can lead viewers to have sympathy. In addition, while producing DST, students considered various factors such as design, soundtrack, visual effects, and screen composition in order to express their opinions and convey their messages more effectively. In the stage of sharing DST outcomes and receiving feedback, they realized new perspectives that they did not perceive in the previous production process, and to move them into an action for resolving the problems caused by SSI. This study showed the potentials of DST-based SSI instruction as a good strategy to support students' SSI engagement.

Implementation and Performance Measuring of Erasure Coding of Distributed File System (분산 파일시스템의 소거 코딩 구현 및 성능 비교)

  • Kim, Cheiyol;Kim, Youngchul;Kim, Dongoh;Kim, Hongyeon;Kim, Youngkyun;Seo, Daewha
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.41 no.11
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    • pp.1515-1527
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    • 2016
  • With the growth of big data, machine learning, and cloud computing, the importance of storage that can store large amounts of unstructured data is growing recently. So the commodity hardware based distributed file systems such as MAHA-FS, GlusterFS, and Ceph file system have received a lot of attention because of their scale-out and low-cost property. For the data fault tolerance, most of these file systems uses replication in the beginning. But as storage size is growing to tens or hundreds of petabytes, the low space efficiency of the replication has been considered as a problem. This paper applied erasure coding data fault tolerance policy to MAHA-FS for high space efficiency and introduces VDelta technique to solve data consistency problem. In this paper, we compares the performance of two file systems, MAHA-FS and GlusterFS. They have different IO processing architecture, the former is server centric and the latter is client centric architecture. We found the erasure coding performance of MAHA-FS is better than GlusterFS.

Design and Implementation of a Metadata Structure for Large-Scale Shared-Disk File System (대용량 공유디스크 파일 시스템에 적합한 메타 데이타 구조의 설계 및 구현)

  • 이용주;김경배;신범주
    • Journal of KIISE:Computer Systems and Theory
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    • v.30 no.1
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    • pp.33-49
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    • 2003
  • Recently, there have been large storage demands for manipulating multimedia data. To solve the tremendous storage demands, one of the major researches is the SAN(Storage Area Network) that provides the local file requests directly from shared-disk storage and also eliminates the server bottlenecks to performance and availability. SAN also improve the network latency and bandwidth through new channel interface like FC(Fibre Channel). But to manipulate the efficient storage network like SAN, traditional local file system and distributed file system are not adaptable and also are lack of researches in terms of a metadata structure for large-scale inode object such as file and directory. In this paper, we describe the architecture and design issues of our shared-disk file system and provide the efficient bitmap for providing the well-formed block allocation in each host, extent-based semi flat structure for storing large-scale file data, and two-phase directory structure of using Extendible Hashing. Also we describe a detailed algorithm for implementing the file system's device driver in Linux Kernel and compare our file system with the general file system like EXT2 and shard disk file system like GFS in terms of file creation, directory creation and I/O rate.

Wireless u-PC: Personal workspace on an Wireless Network Storage (Wireless u-PC : 무선 네트워크 스토리지를 이용한 개인 컴퓨팅 환경의 이동성을 지원하는 서비스)

  • Sung, Baek-Jae;Hwang, Min-Kyung;Kim, In-Jung;Lee, Woo-Joong;Park, Chan-Ik
    • Journal of KIISE:Computing Practices and Letters
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    • v.14 no.9
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    • pp.916-920
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    • 2008
  • The personal workspace consists of user- specified computing environment such as user profile, applications and their configurations, and user data. Mobile computing devices (i.e., cellular phones, PDAs, laptop computers, and Ultra Mobile PC) are getting smaller and lighter to provide personal work-space ubiquitously. However, various personal work-space mobility solutions (c.f. VMWare Pocket ACE[1], Mojopac[2], u-PC[3], etc.) are appeared with the advance of virtualization technology and portable storage technology. The personal workspace can be loaded at public PC using above solutions. Especially, we proposed a framework called ubiquitous personal computing environment (u-PC) that supports mobility of personal workspace based on wireless iSCSI network storage in our previous work. However, previous u-PC could support limited applications, because it uses IRP (I/O Request Packet) forwarding technique at filter driver level on Windows operating system. In this paper, we implement OS-level virtualization technology using system call hooking on Windows operating system. It supports personal workspace mobility and covers previous u-PC limitation. Also, it overcomes personal workspace loading overhead that is limitation of other solutions (i.e., VMWare Pocket ACE, Mojopac, etc). We implement a prototype consisting of Windows XP-based host PC and Linux-based mobile device connected via WiNET protocol of UWB. We leverage several use~case models of our framework for proving its usability.