An innovative narrative film-making always came out of conflict and negotiation between reality and film form. A lesson we learn from their film-making is a certain reality is no more possible to be dealt with by conventional narrative. A dialectic between a real life and a representation drives a certain film-makers to make films. Kore-eda Hirokazu is internationally known as developing his own method of meshing of so-called real life and the artifice of film. As He began his career as a documentary film-maker, made several documentaries for TV and then turned to his feature film-making, documentary film-making defines the basic stance in all of his film-making. He in particular emphasized that he considered the fundamental ethical standpoint of documentary to be filming from the standpoint that one does not - or cannot - know the person one is filming. And therefore even in his fiction films he avoids subjective cinematic structures that offer easy access to the internal states of his characters. He makes his audience observe the internal states of his characters from the outside with his narrative strategy. This article will analyse two documentary films of Koreeda Hirokazu in such a way that his documentaries meshes a real life and the artifice of film and then explores such a fiction film like that changes its documentary methods into narrative strategy for the same effect on the audience.
The objective of this study is to develop an analytic framework to code systematically the gamer's behaviour in MMO(Massively Multi-player Online) gameplay experience, to explore their gameplay as a problem solving procedure empirically. Previous studies about model human processor, content based protocol, and procedure based protocol are reviewed in order to build the outline of the analytic framework related to MMO gameplay. The specific gameplay actions and contents were derived by using concurrent protocol analysis method through the empirical experiment executed in MMORPG gameplay. Consequently, gameplay are divided into six actions : kinematics, perception, function, representation, simulation, and rule (heuristics, following, and transcedence). The analytic framework suitable for MMO gameplay was built. As a result of this study, we found three rule spaces in the problem solving domain of gameplay that are an heuristics, a following of the rule, and a transcendence of the rule. 'Heuristics' denotes the rule action that discovers the rule of game through trial-and-error. 'Following' indicates the rule action that follows the rule of game embedded in game by game designers. 'Transcendence' presents the rule action that transcends that. The new discovered rule spaces where 'Following' and 'Transcendence' actions occur and the gameplay pattern in them is provided with the key basis to determine the level design elements of MMO game, such as terrain feature, monster attribute, item, and skill et cetera. Therefore, this study is concludes with key implications to support game design to improve the quality of MMO game product.
Kim, Kyung-Ho;Jung, Da-Un;Lee, Seok-Han;Choi, Jong-Soo
Journal of the Institute of Electronics and Information Engineers
/
v.50
no.6
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pp.201-211
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2013
In this paper, we propose a hand tracking and gesture recognition system. Our system employs a depth capture device to obtain 3D geometric information of user's bare hand. In particular, we build a flexible tracking volume and restrict the hand tracking area, so that we can avoid diverse problems caused by conventional object detection/tracking systems. The proposed system computes running average of the hand position, and tracking volume is actively adjusted according to the statistical information that is computed on the basis of uncertainty of the user's hand motion in the 3D space. Once the position of user's hand is obtained, then the system attempts to detect stretched fingers to recognize finger gesture of the user's hand. In order to test the proposed framework, we built a NUI system using the proposed technique, and verified that our system presents very stable performance even in the case that multiple objects exist simultaneously in the crowded environment, as well as in the situation that the scene is occluded temporarily. We also verified that our system ensures running speed of 24-30 frames per second throughout the experiments.
Cartoons and consequently animation are an effective way of visualizing futuristic scenarios. Here we look at how animation is becoming ubiquitous and an integral part of this future today: the cybernetic and mediated society that we are being transformed into. Animation therefore becomes a form of speech between humans and this networked reality, either as an interface or as representation that gives temporal form to objects. Animation or specifically animated films usually are associated with character based short and feature films, fiction or nonfiction. However animation is not constricted to traditional cinematic formats and language, the same way that design and communication have become treated as separate fields, however according to $Vil{\acute{e}}m$ Flusser they aren't. The same premise can be applied to animation in a networked culture: Animation has become an intrinsic to design processes and products - as in motion graphics, interface design and three-dimensional visualization. Video-games, virtual reality, map based apps and social networks constitute layers of an expanded universe that embodies our network based culture. They are products of design and media disciplines that are increasingly relying on animation as a universal language suited to multi-cultural interactions carried in digital ambients. In this sense animation becomes a discourse, the same way as Roland Barthes describes myth as a type of speech. With the objective of exploring the role of animation as a design tool, the proposed research intends to develop transmedia creative visual strategies using animation both as narrative and as an user interface.
Journal of the Institute of Electronics Engineers of Korea CI
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v.47
no.3
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pp.11-21
/
2010
To aim at improving performance and reflecting user's needs of retrieval, the number of researches has been actively conducted in recent year as the quantity of information and generation of the web pages exceedingly increase. One of alternative approaches can be a tagging system. It makes users be able to provide a representation of metadata including writings, pictures, and movies etc. called tag and be convenient in use of retrieval of internet resources. Tags similar to keywords play a critical role in maintaining target pages. However, they still needs time consuming labors to annotate tags, which sometimes are found to be a hinderance caused by overuse of tagging. In this paper, we present an automatic tagging scheme for a solution of current tagging system conveying drawbacks and inconveniences. To realize the approach, face recognition-based tagging system on SNS is proposed by building a face area detection procedure, linear-based classification and boosting algorithm. The proposed novel approach of tagging service can increase possibilities that utilized SNS more efficiently. Experimental results and performance analysis are shown as well.
In the history of linguistics in the world the scholars in India could be regarded as the representative linguists, who had provided the cornerstone of the academic development at linguistics. Without looking into the contents of Indian linguistic theories devised and developed in the past it would be almost impossible to account for the origin of descriptive linguistics and historical linguistics. These linguistics trends became full-fledged in 19 and 20 century and are still accepted by a lot of researchers in order to analyze newly revealed languages and train students only coming up the toddling level of linguistic studies. In this paper I will show how far the influence of Indian linguistics has colored the flow of linguistic growth historically. Especially through the analysis of Panini grammar I will prove the intimate relationship between the Indian linguistic theory and the generative grammar - it is the most active theory at present. The methods that Panini applied to constitute the rules like sutra include lots of information, that also could be discovered at the rules postulated in the generative grammar. One of the common features found at both linguistic theories is the simplicity of rule representation. At the generative grammar a rule has to be established without any redundancy. When certain number of sounds like p, b, m show the same phonological. change relevant to lips (labial in linguistic term) different rules need not to be given for each sound separately. It is better to find a way of putting the sounds together in a rule with grouping the 3 sounds with the shared phonetic feature 'labial'. In Panini grammar the form of a rule was decided based on the simplicity, too. For example, sutra 6.1.77 shows the phonological connection between the vowels i, u r 1 and the semi-vowels y, v, r, 1. However, it does not require to postulate 4 individual rules respectively. Instead a rule in which the vowels and the semi-vowels are involved is suggested, and linguistically the rule make it clear that the more simpler the rules will be the better they can reflect the efficiency of human language acquisition. Although the systems introduced at Panini grammar have some sense of distance from the language education itself we cannot deny the fact that the grammar formulates the a turning point of linguistic development. It is essential for us to think over the grammar from the view point of the modem linguistic theories to understand their root and trunk more thoroughly. It will also help us to predict in which way linguistic tendency will proceed to in future.
The Journal of Korea Institute of Information, Electronics, and Communication Technology
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v.13
no.3
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pp.197-205
/
2020
Korean language has the characteristics that the pronunciation of phoneme units such as vowels and consonants are fixed and the pronunciation associated with a notation does not change, so that foreign learners can approach rather easily Korean language. However, when one pronounces words, phrases, or sentences, the pronunciation changes in a manner of a wide variation and complexity at the boundaries of syllables, and the association of notation and pronunciation does not hold any more. Consequently, it is very difficult for foreign learners to study Korean standard pronunciations. Despite these difficulties, it is believed that systematic analysis of pronunciation errors for Korean words is possible according to the advantageous observations that the relationship between Korean notations and pronunciations can be described as a set of firm rules without exceptions unlike other languages including English. In this paper, we propose a visualization framework which shows the differences between standard pronunciations and erratic ones as quantitative measures on the computer screen. Previous researches only show color representation and 3D graphics of speech properties, or an animated view of changing shapes of lips and mouth cavity. Moreover, the features used in the analysis are only point data such as the average of a speech range. In this study, we propose a method which can directly use the time-series data instead of using summary or distorted data. This was realized by using the deep learning-based technique which combines Self-organizing map, variational autoencoder model, and Markov model, and we achieved a superior performance enhancement compared to the method using the point-based data.
Park, No-Wook;Chi, Kwang-Hoon;Chung, Chang-Jo F.;Kwon, Byung-Doo
Economic and Environmental Geology
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v.38
no.1
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pp.45-55
/
2005
Traditional GIS-based probabilistic spatial data integration models for landslide susceptibility analysis have failed to provide the theoretical backgrounds and effective methods for integration of different types of spatial data such as categorical and continuous data. This paper applies two spatial data integration models including non-parametric empirical estimation and parametric predictive discriminant analysis models that can directly use the original continuous data within a likelihood ratio framework. Similarity rates and a prediction rate curve are computed to quantitatively compare those two models. To illustrate the proposed models, two case studies from the Jangheung and Boeun areas were carried out and analyzed. As a result of the Jangheung case study, two models showed similar prediction capabilities. On the other hand, in the Boeun area, the parametric predictive discriminant analysis model showed the better prediction capability than that from the non-parametric empirical estimation model. In conclusion, the proposed models could effectively integrate the continuous data for landslide susceptibility analysis and more case studies should be carried out to support the results from the case studies, since each model has a distinctive feature in continuous data representation.
Precipitable Water(PW) are retrieved over the tropical and subtropical Pacific Ocean from TOVS infrared and microwave channel brightness temperature and OLR observations by means of stepwise linear regression. The retrieved TOVS PW fields generated by PW$_{sfc}$(71.1 % of the variance and 0.62 g cm$^{-2}$ standard error over the surface) and PW$_{700500}$(71.7 % and 0.17 g cm$^{-2}$ over the 700 - 500 hPa layer) revealed more evolving synoptic signals over the tropical and subtropical Pacific Ocean. The PW$_{sfc}$ dose not show significantly the TP feature because of the representation of the lower PW for high-level clouds not associated with deep convection. There exists some elusion to trace the TP on the PW$_{sfc}$ field if any supplementary information does not provide. But ECMWF analysis has a general tendency of drying the subtropics and moistening the ITCZ (InterTropical Convergence Zone) and SPCZ(South Pacific Convergence Zone). However, although ECMWF analysis is fairly successful in capturing mean patterms, it is unsuccessful in following active synoptic signal like a tropical plume. Similarly, SMMR-PW does not represent the TP well which consists of the highand middle-level clouds, but PW$_{sfc}$ shows underestimated moistness of TP and does not depict significant signal of TP. In the PW field derived from microwave observations, the TP can not be recognized well. Furthermore, the signature of PW$_{sfc}$ was different from OLR for the TP, which implies the presence of high- and middle-layer thin clouds, but in a closer agreement for deep and active convection areas which contain thick middle- and lower-layer clouds; though OLR represented the cloudiness in the tropics well. In synoptically active regions, it differed from OLR analysis, primarily bacause of actual differences in water vapor and cloud features. The signature of PW$_{sfc}$ was different from OLR for the TP.
In this paper, we present a novel local descriptor, Local Prominent Directional Pattern (LPDP), to represent the description of facial images for gender recognition purpose. To achieve a clearly discriminative representation of local shape, presented method encodes a target pixel with the prominent directional variations in local structure from an analysis of statistics encompassed in the histogram of such directional variations. Use of the statistical information comes from the observation that a local neighboring region, having an edge going through it, demonstrate similar gradient directions, and hence, the prominent accumulations, accumulated from such gradient directions provide a solid base to represent the shape of that local structure. Unlike the sole use of gradient direction of a target pixel in existing methods, our coding scheme selects prominent edge directions accumulated from more samples (e.g., surrounding neighboring pixels), which, in turn, minimizes the effect of noise by suppressing the noisy accumulations of single or fewer samples. In this way, the presented encoding strategy provides the more discriminative shape of local structures while ensuring robustness to subtle changes such as local noise. We conduct extensive experiments on gender recognition datasets containing a wide range of challenges such as illumination, expression, age, and pose variations as well as sketch images, and observe the better performance of LPDP descriptor against existing local descriptors.
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