• Title/Summary/Keyword: Realistic Story

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Case Study on Realistic Content Development Process of Public Enterprise - Focus on case of Korea Industrial Complex Corporation Gallery - (공기업의 실감콘텐츠 개발 프로세스 사례연구 - 한국산업단지공단 홍보관 사례를 중심으로-)

  • Chung, Hae Won;Cho, Woo Ri
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.91-97
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    • 2024
  • Recently, with the rapid development of digital media technology, Realistic content that stimulates users' five senses is being used in various fields. This study focused on the case of the development of the Korea Industrial Complex Corporation's public relations center as the subject of the study to study the realistic content development process of public enterprises. First, the realistic content development process was divided into 10 stages and practical guidelines were presented to help develop realistic content in the future by presenting important development points and methods at each stage. Second, among the realistic content development processes, the importance of storytelling was analyzed at the scenario stage. Third, various methods of displaying content were analyzed. In the case of the Korea Industrial Complex Corporation's public relations center, it was proposed in three ways: story video, experience video, and media wall. It is suggested that the role of branding, promotion, and PR can be performed in one public relations center through an effective development process.

Multi Emotional Agent based Story Generation (다중 감정 에이전트를 이용한 자동 이야기 생성 시스템의 설계)

  • Kim, Won-Il;Kim, Dong-Hyun;Hong, You-Sik;Kim, Sung-Sik;Lee, Chang-Min
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.45 no.5
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    • pp.134-139
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    • 2008
  • In this paper, we propose a story generation system using multi emotional agents. The proposed multi emotional agents are equipped with multiple emotional model so that it can be used as individually personalized agents that can generates unique storylines. Basically these kinds of multi emotional agents are easily employed as Avatar or NPC in computer games. In the proposed system, emotional agents are used as actor or actress whose characters and preferences are different each other. The storylines generated using the proposed system are realistic since the characters are emotional as humans.

The Qualitative-value Analysis of Apartment View (아파트에서 보이는 조망 경관의 질적 가치 분석)

  • Sohn, Hee-Jin;Moon, Ji-Won;Lee, Jin-Wook;Ha, Jae-Myung
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2006.11a
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    • pp.231-236
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    • 2006
  • The purpose of this study is to make realistic analysis of qualitative value for apartment view. This study is conducted in two ways. First, 6 apartment complexes in Daegu metropolitan city are selected as research subject. And then the following 4 activities are made in order: picture-data establishment, declared-price research, market-price research, and survey. Second, realistic analysis of qualitative value included in apartment price is made based on the above data. And then the value is compared with apartment's declared price which is a current tax index. The result shows that the view value included in apartment price is realistically different depending on many variables such as story/side, plot planning of apartment complex, view element, unlike the declared price mainly focused on story.

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A Study on Visual Perception Scalability of AR/QR Picture Book Animation: Focusing on the Design Characteristics of the Picture Book 〈Where is this?〉 (AR·QR 그림책 애니메이션의 시지각 확장성 연구: 그림책 <여기가 어디지?>의 설계적 특징을 중심으로)

  • Sung Won Park;Jae Yun Park
    • Journal of Information Technology Applications and Management
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    • v.30 no.1
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    • pp.21-32
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    • 2023
  • This study presents a way to design picture books that allow children to experience indirectly through realistic media at home and educational institutions for children whose direct experiences and activities are reduced offline in the post-COVID-19 era. The development and popularization of realistic media such as AR continues to be grafted and developed in the picture book field, and the advantage of this picture book is that children at the stage before learning letters can feel the story and character situation of the book through the experience of AR and QR animation in the picture book. In this process, you can get access to imaginary areas that can not be experienced in flat-panel illustrations with spatial animation to help improve the scalability and literacy of the story contained on the page. Children's education through realistic animation can increase the learning effect and needs to continue after COVID-19. Therefore, by presenting the process of viewing and experiencing picture books using AR and QR, the result of the study suggests that the design process of realistic picture books is not just a combination of technology, but a process of expanding children's perception and imagination. This study aims to find out how visual perception is designed differently by analyzing the differences and characteristics of each animation design, focusing on the AR and QR picture book "Where am I?" published by the researcher, and to contribute to the active introduction and development of realistic animation in the field of children's picture books and education.

A Study on the Development of Multi-sensory Virtual Reality System based on Realistic Media (실감미디어 기반의 다감각 가상 체감시스템 개발에 관한 연구)

  • Lee, Hyun-Cheol;Park, Ki-Chang;Kim, Eun-Seok;Hur, Gi-Taek
    • Journal of Korea Multimedia Society
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    • v.20 no.9
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    • pp.1574-1583
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    • 2017
  • This paper proposes how to develop a multi-sensory virtual reality system based on realistic media that can improve the sense of immersion and reality experienced by the user. We suggest four types of multi-sensory virtual reality system; a realistic media experience system which provides sensory experiences to user by interlocking the media file with the sensory informations and reproducing the sensory information suitable for the scene, a real image-based panorama experience system which maximizes the sense of reality, an experience ball system in which users engage themselves into the system environment to lead the story and immersion of the content through interaction with the system, and a cultural heritage experience system based on hand movement recognition. The suggested systems can be applied in a various area such as education, advertisement, culture and arts, performance, exhibition, sports, game, 4D Experience Center, and so on. We supposed that it can contribute to create a variety of sensible contents services in the realistic media industry through the convergence of media, contents, and devices.

A changing direction of Story Contents in Animation (애니메이션 스토리 컨텐츠의 전환)

  • Kim, Dong-Ok
    • Cartoon and Animation Studies
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    • s.6
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    • pp.23-33
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    • 2002
  • This study is for making new story contents in animation fields through recent theater's animation trends. It is the Anti-Disney which is totally different from the attribute of Disney animation. It has three results as following. The first, Anti-Disneymation reveals the realistic America's problems such as violence, adolescent's loneliness, the slums of black people, etc. Next, animation's main target changed from just for child to for adults using various story themes. Also, the main characters are no longer beautiful and charming one like Disney animation's one and it makes we look at the matter woman another angle and makes totally different story telling. By the results above, we might to making an effort in creating Korean style animation with lyrical expression and cultural assets.

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Simultaneous Optimization of Hybrid Mid-Story Isolation System and Building Structure (하이브리드 중간층 지진 격리 시스템과 빌딩 구조물의 동시 최적화)

  • Kim, Hyun-Su;Kang, Joo-Won
    • Journal of Korean Association for Spatial Structures
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    • v.19 no.3
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    • pp.51-59
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    • 2019
  • A hybrid mid-story seismic isolation system with a smart damper has been proposed to mitigate seismic responses of tall buildings. Based on previous research, a hybrid mid-story seismic isolation system can provide effective control performance for reduction of seismic responses of tall buildings. Structural design of the hybrid mid-story seismic isolation system is generally performed after completion of structural design of a building structure. This design concept is called as an iterative design which is a general design process for structures and control devices. In the iterative design process, optimal design solution for the structure and control system is changed at each design stage. To solve this problem, the integrated optimal design method for the hybrid mid-story seismic isolation system and building structure was proposed in this study. An existing building with mid-story isolation system, i.e. Shiodome Sumitomo Building, was selected as an example structure for more realistic study. The hybrid mid-story isolation system in this study was composed of MR (magnetorheological) dampers. The stiffnessess and damping coefficients of the example building, maximum capacity of MR damper, and stiffness of isolation bearing were simultaneously optimized. Multi-objective genetic optimization method was employed for the simultaneous optimization of the example structure and the mid-story seismic isolation system. The optimization results show that the simultaneous optimization method can provide better control performance than the passive mid-story isolation system with reduction of structural materials.

Story Generation System using Emotional Agent (감정 에이전트를 이용한 자동 이야기 생성 시스템의 설계)

  • Kim, Won-Il;Kim, Dong-Hyun;Hong, You-Sik;Lee, Chang-Min
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.45 no.5
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    • pp.140-147
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    • 2008
  • This paper proposes Story Generation system based on Emotional Agent. In the proposed system, Emotional Agent is used as Actor whereas Story Generation produces goal and detailed plans to achieve goal. The storyline is constructed when the goal oriented plan is processed. The proposed system is effective and realistic since it employs human-like Emotional Agent as a main character in generating story.

An Exploratory Study on the Realistic Expression of Characters (캐릭터의 사실적 표현에 대한 탐색적 연구)

  • Luyuxin, Luyuxin;Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.126-127
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    • 2018
  • Whether it is an online game or a stand alone game, research will ultimately never stop to increase the degree of realistic expression of visual effects. Recently, realistic characters are appearing in games. Particularly, due to the development of virtual reality technology, RPG games with simulation-based realistic images are becoming popular. The player can experience the story of the game in the game and experience difficulty level by level. As other players, teammates, or enemy characters appear as realistic characters, and the episode of the game expands, the importance of realistic game characters is growing so that they can play more. Adding a realistic game character to a game based on a classic movie character gives the player a more realistic and interesting visual experience. The purpose of this study is to investigate the effect of realistic character style on the fun and visual effects of games.

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Simulating the Response of a 10-Storey Steel-Framed Building under Spreading Multi-Compartment Fires

  • Jiang, Jian;Zhang, Chao
    • International Journal of High-Rise Buildings
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    • v.7 no.4
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    • pp.389-396
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    • 2018
  • This paper presents a numerical investigation on the structural response of a multi-story building subjected to spreading multi-compartment fires. A recently proposed simple fire model has been used to simulate two spreading multi-compartment fire scenarios in a 10-story steel-framed office building. By assuming simple temperature rising and distribution profiles in the fire exposed structural components (steel beams, steel column and concrete slabs), finite element simulations using a three-dimensional structural model has been carried out to study the failure behavior of the whole structure in two multi-compartment fire conditions and also in a standard fire condition. The structure survived the standard fire but failed in the multi-compartment fire. Whilst more accurate fire models and heat transfer models are needed to better predict the behaviors of structures in realistic fires, the current study based on very simple models has demonstrated the importance and necessity of considering spreadingmulti-compartment fires in fire resistance design of multi-story buildings.