• Title/Summary/Keyword: 스토리 진행

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Study on Curriculum Model for Media Education Expert -Basis on Online University- (미디어 교육 전문가 양성을 위한 교육과정 모델 연구 -온라인 대학을 중심으로-)

  • Lee, Sung-Kyun;Yoon, Young-Doo
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.468-476
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    • 2010
  • Since the Media law recently passed, the media's influence has further enhanced than before. However, in reality, systematic media education can't catch up a trend of the fast growing media culture development. The new paradigm is much needed in getting rid of utilizing previous ICT training tool but rather using a creative and critical new role model. This study, media education in schools outside the school, as well as to the proper education of the active and systematic media education system as a way to create a top integrated media that is responsible for training new teachers to offer courses to train professionals. To change fragmentary and unsystematic media education system having been implemented to more professional, systematic and concrete, it is proposed that 3 systematic courses media literacy course, media story telling course and media production course should be implemented.

A Study on Immersion Degree of Players Depending on Figurative Characteristics of Game Characters (게임 캐릭터의 조형적 특성에 따른 플레이어의 몰입도에 관한 연구)

  • Park, Chan-Ik
    • Journal of Digital Convergence
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    • v.18 no.1
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    • pp.271-276
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    • 2020
  • This study is intended to compare and analyze the figurative characteristics of game characters focusing on the MMO shooting game 'Battle Ground' and the MOVA game 'League of Legends,' which currently have the largest number of users in Korea, in order to assess how much effect the figurative shape of game characters has on the immersion of players. As a result, the shape of characters from MOVA or MMORPG games with storytelling as an important factor was revealed to have a greater effect on the immersion degree of players than that of the characters from fast-paced shooting games. In particular, it was found that in games where the level of each character is raised as items are added, the height of most characters is the same as their own eight or nine heads, which is longer than ordinary people.

Development of the Maintenance System for Gate Bridge (배수갑문 노후도 감시시스템 구축연구)

  • Kim, Kwan-Ho;Cho, Young-Kweon;Kim, Myeong-Won
    • Proceedings of the Korea Concrete Institute Conference
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    • 2008.04a
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    • pp.1025-1028
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    • 2008
  • Using of maintenance system for gate bridge algorism, We made out algorism and engine for prediction of life cycle by neutralization, freezing-thawing and damage from sea wind. To objective of this system, user can use easily with maintenance system for gate bridge. Also, to improve of maintenance efficiency, web-program made out by superannuated evaluation and analysis of field exposure data. To develope web-program, we framing structure design of database, which is adapted to method of maintenance, repair, and reinforcing

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A Study on Methodology of Media Contents Automatically Collect and Transform based IP (IP 기반 미디어 콘텐츠 자동 수집 및 변환 기법 연구)

  • Kim, Sang-Soo;Park, Koo-Rack;Kim, Dong-Hyun
    • Journal of Digital Convergence
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    • v.13 no.9
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    • pp.287-295
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    • 2015
  • The IPTV service has to be converted into an unified media format that fits for a variety of terminal equipments in terms of the bulk high-capacity media contents, and is spending a lot of time in the conversion time of contents including the process of collecting the media contents and extracting the information for conversion. In order to solve the problem, this paper designed the database in accordance with the automatic collection of time, and proposed a system that could increase the productivity of the contents through the automation process of the entire process using the media server and the transcoder. The media server collected contents and extracted information automatically with respect to the contents servers placed in specific locations and the media files of the storage whereas the transcoder conducted the automatic upload of the converted results to a specific server through the process of automatic conversion. As a result, the various convergence through compared to existing conversion method could minimized unnecessary waste of time.

Augmented Reality Framework for Archeological Site Tours (유적지 투어 지원을 위한 증강 현실기반 프레임워크)

  • Kim, Eunseok;Woo, Woontack
    • Journal of the HCI Society of Korea
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    • v.10 no.2
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    • pp.35-43
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    • 2015
  • As augmented reality (AR) technology has been utilized to enhance the user experience, several AR applications have been developed in the cultural heritage domain. Although there has been significant progress in this area, naive augmentation representation becomes an obstacle to provide an enhanced user experience and there has been little research on an effective AR experience methodology that reflects the characteristics of AR technology. Furthermore, the development of temporary content that comes from the absence of the authoring framework restrains the content ecosystem, which is an essential requisite for sustainable service. To resolve these issues, we propose a space-driven AR experience methodology, Spacetelling, to extend established object-oriented augmentation trends and Storyscape that generates spatio-temporal related contents for the spacetelling and supports sustainable service. Moreover, we present the wrap-up system framework covering both features mentioned above for the archeological site tour. Finally, we present our work-in-progress project, K-Culture Time Machine Project, to investigate the practical feasibility of our proposals. Through these proposals, we expect that sustainable AR applications with improved user experience will be possible in the cultural heritage domain.

Design and Implementation of Education Contents for Prevention of Child Sexual Violence (아동 성폭력 예방을 위한 교육 콘텐츠의 설계 및 구현)

  • Kim, Hee-joo;Shin, Hye-won;Lee, yoon-ji;Won, Hye-mi;Park, Su e;Park, Jung Kyu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.179-181
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    • 2017
  • In this paper, we propose the contents of the visual content of the child's own boundaries and implement the contents based on active learning using touch method. The images consist of four modules, each of which consists of content developments, learning concepts, and learning content. The notion of sexual violence is also aimed at fostering awareness that sexual violence is also an extension of the child's safety. Moreover, the learning content of a learning game improves learning outcomes by receiving a 'compliment' if the game succeeds and receives a 'reward' on the game.

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The Dynamic Interface Representation of Web Sites using EMFG (EMFG를 이용한 웹사이트의 동적 인터페이스 표현)

  • Kim, Eun-Sook;Yeo, Jeong-Mo
    • The KIPS Transactions:PartD
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    • v.15D no.5
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    • pp.691-698
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    • 2008
  • Web designers generally use a story board, a site map, a flow chart or the combination of these for representing web sites. But these methods are difficult to represent the entire architecture of a web site, and may be not adaptive for describing the detail flow of web pages. To solve these problems to some degree, there were works using EMFG(Extended Mark Flow Graph) recently. However the conventional EMFG representation method is not adaptive to represent the dynamic interface of web sites because that cover only the static parts of a web site. Internet utilization is rapidly growing in our life and we cannot imagine the worlds of work, study and business without internet. And web sites recently have not only more complex and various architecture but also web pages containing the dynamic interface. Therefore we propose the representation method of these web sites - for example, a web site containing varying pages with time and varying page status or contents with mouse operations - using EMFG. We expect our work to be help the design and maintenance of web sites.

Performance Evaluation of SSD Cache Based on DM-Cache (DM-Cache를 이용해 구현한 SSD 캐시의 성능 평가)

  • Lee, Jaemyoun;Kang, Kyungtae
    • KIPS Transactions on Computer and Communication Systems
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    • v.3 no.11
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    • pp.409-418
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    • 2014
  • The amount of data located in storage servers has dramatically increased with the growth in cloud and social networking services. Storage systems with very large capacities may suffer from poor reliability and long latency, problems which can be addressed by the use of a hybrid disk, in which mechanical and flash memory storage are combined. The Linux-based SSD(solid-state disk) uses a caching technique based on the DM-cache utility. We assess the limitations of DM-cache by evaluating its performance in diverse environments, and identify problems with the caching policy that it operates in response to various commands. This policy is effective in reducing latency when Linux is running in native mode; but when Linux is installed as a guest operating systems on a virtual machine, the overhead incurred by caching actually reduces performance.

Film: Ending of a Story and an Open Ending (영화, 이야기의 결말과 열린 결말)

  • Kim, Sam-Ryeok
    • The Journal of the Korea Contents Association
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    • v.19 no.7
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    • pp.47-53
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    • 2019
  • This study is an analysis of endings of films and open endings. Particularly, the key of this study is the investigation of the definition and interpretation of open endings. For this purpose, the 'ending' was defined first, and subsequently, endings were divided into 'closed' and 'open' endings with a goal pursuit model of David Howard and Robert McKee. Thus, it was found in this study that the thoughts of an audience as well as the intention of a creator are crucial in defining an ending. Although a story is designed by a creator, its interpretation is at the disposal of an audience in the end, and the audience may take an ending differently depending on their value system or interest in the story, which eventually leads to their own definition of the ending. For sure, a traditional fact is that most of films including those mentioned to have open endings have closed endings, and such a structure of stories will not change significantly in the future. However, the ending of a film designed to have a closed ending may be changed to be open ended depending on the intention of a creator or the thoughts of an audience, and furthermore, the intention of an open ending may not be readily accepted by an audience.

A Study of the Development of Gardening Products Converged with Cultural Contents of Kongjwi Patjwi (콩쥐 팥쥐전의 문화콘텐츠를 융합한 가드닝 제품 개발 연구)

  • Choi, Jung-Hwa;Lee, Myung-Ah
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.501-508
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    • 2019
  • Today, home gardening is in the spotlight. Therefore, the necessity of developing a new type of gardening product was raised according to the consumer's desires. This study, the contents were developed using sparrows, a helper who helped the bean rat's grain-cracking task among the characters of 'kongjwi patjwi'. The cultural contents convergence product is a lid production that is used at the end of the plant support. The fabrication method was designed using UG NX program after design research, and after printing by 3D polyjet method, mold was made and cast into silicon and resin. Through product manufacturing, we could confirm the public's interest in the possibility of new products and creativity. In the future, it is expected that the development of products incorporating cultural contents through various cultural archetypes will be activated, contributing to the enhancement of economic added value and national brand value.