• Title/Summary/Keyword: Story Generation

Search Result 106, Processing Time 0.029 seconds

A study on story generation model of blogging (블로그 글쓰기의 스토리생성 모델 연구)

  • Yun, Hyun-Jung
    • Journal of Digital Contents Society
    • /
    • v.15 no.1
    • /
    • pp.29-38
    • /
    • 2014
  • The purpose of this study is to analyze story generation model of blogging. This study considers the structural factors like RSS, Trackback of the blog that generate stories. RSS pushes stories and this makes 'Story Unit'. By contrast, Trackback pulls stories and this makes 'Story extension'. By applying the concept of C. S. Peirce's "interpretant" for analysis process of story generation, story transformation, and story circulation on a blog, this study examines the meaning that each process create. This study suggests the process of story generation model on blogging as an integrated symbol and presents the model in storytelling perspective.

Automatic Music-Story Video Generation Using Music Files and Photos in Automobile Multimedia System (자동차 멀티미디어 시스템에서의 사진과 음악을 이용한 음악스토리 비디오 자동생성 기술)

  • Kim, Hyoung-Gook
    • The Journal of The Korea Institute of Intelligent Transport Systems
    • /
    • v.9 no.5
    • /
    • pp.80-86
    • /
    • 2010
  • This paper presents automated music story video generation technique as one of entertainment features that is equipped in multimedia system of the vehicle. The automated music story video generation is a system that automatically creates stories to accompany musics with photos stored in user's mobile phone by connecting user's mobile phone with multimedia systems in vehicles. Users watch the generated music story video at the same time. while they hear the music according to mood. The performance of the automated music story video generation is measured by accuracies of music classification, photo classification, and text-keyword extraction, and results of user's MOS-test.

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
    • /
    • v.45 no.5
    • /
    • pp.140-147
    • /
    • 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.

Classification of Six Sigma Innovation Process (식스 시그마 혁신 프로세스의 유형)

  • Choi, Sung-Woon
    • Journal of the Korea Safety Management & Science
    • /
    • v.8 no.4
    • /
    • pp.239-247
    • /
    • 2006
  • This paper is to propose new features and models for process innovation after classifying in three categories ; conventional six sigma, lean six sigma and 3rd generation six sigma. First considering two project types which are bottom-up and tod-down, DMAIC process is linked up with QC story 15 steps. Secondly, I present Koreanized lean six sigma model using Japanese production technology and principles. Lastly, this paper also depicts a new 3rd generation six sigma model utilizing MBNQA management quality system.

The Effects of Game Saves on Player Story Generation (게임의 세이브 기능이 플레이어의 스토리 생성에 미치는 영향)

  • Cho, Sung-Hee
    • Journal of Korea Game Society
    • /
    • v.9 no.1
    • /
    • pp.11-20
    • /
    • 2009
  • This study explores the effects of 'save and load' on game storytelling. In video games, a player can control the game she plays by repeatedly saving and loading game data until she reaches her intended goal. As a consequence, a player can manage the game time. In this article, game time is divided into two parts; play time and story time in order to examine how player's intentions are reflected in game storytelling. This is what distinguishes game narrative from others in that the player generates her own story by saving and loading.

  • PDF

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
    • /
    • v.45 no.5
    • /
    • pp.134-139
    • /
    • 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.

A Study on the Process Form Generation and Expressive Characteristic by Storytelling in BIG's Architecture (BIG의 건축에서 나타나는 스토리텔링에 의한 형태생성 프로세스와 표현 특성에 관한 연구)

  • Kim, Jong-Sung;Kim, Kai-Chun
    • Korean Institute of Interior Design Journal
    • /
    • v.24 no.6
    • /
    • pp.79-86
    • /
    • 2015
  • This study started from the concern for Bjrake Ingels, an emerging architect in the architecture circle, who is creative and popular. Recently, the architecture field provides architects with a foundation to express a process on a new form creation through various new expressive languages, design concepts, and methods. The global Danish group BIG(Bjarke Ingels Group) develops a story by their distinctive architectural language. The storytelling is being used in various fields and now the tool called 'story' is settling down as an important element in the life that human lives. Bjarke Ingels leading the group BIG aims for the form expression by the scientific analysis and adaptation after being affected by Danish regional background and OMA. It creates a form to share stories with local members by visually simplifying the region, culture, environment, social phenomenon, economy, and politics that are invisible and do not have the form in the modern society. The elements and expressive features of the space storytelling include locality, cultural, natural environment, and connectivity which are the content structure(story) that enables you to intervene in the story according to the main agent to imagine a new space. The expressive element includes the watching moving line story of the successive, hierarchical, and organic structures which are constructive elements creating various spaces through the mixture, transmutability, and relocation of the program and inducing users to the space. The space storytelling is composed of the symbolism, community, and eco-friendliness to appear diversely through BIG's case analysis. This study will have significance that it drew a method and feature looked at by many contemporary architects from the storytelling viewpoint in the form-creating process, classified the form-creating process through a new storytelling type, and showed a possibility on the development of various methodologies.

Development of a Digital Storytelling Activity Model for Digital Generation (디지털 세대를 위한 디지털 스토리텔링 활동 모형 개발)

  • Jo, Miheon
    • Journal of The Korean Association of Information Education
    • /
    • v.21 no.6
    • /
    • pp.647-656
    • /
    • 2017
  • Digital storytelling provides students with opportunities to plan and compose a story, and create a storytelling material using various digital technologies. Through digital storytelling activities, students can enhance competencies such as creativity, communication, critical thinking and collaboration, which are required for the digital generation in the future. The purpose of this research was to develop a digital storytelling model that guides students' activities related to the planning of a story and the creation of a digital material. The model classified 4 stages of activities(i.e. 'Preparing Activity', 'Planning and Composing a Story', 'Producing Storytelling Material' and 'Making a Presentation and Evaluating Storytelling Material'), and provided instructional guidances for each stage. Also various forms were presented for story planning, story table, evaluation among students and individual reflection journal.

Seismic Performance Evaluation of System to Protect the Occurrence of Weak-Story With Braced Frame (중심 가새 골조에 형성되는 연약층을 방지하기 위한 시스템의 내진 성능 평가)

  • Kim, Da-Young;Yoo, Jung-Han
    • Journal of Korean Association for Spatial Structures
    • /
    • v.19 no.4
    • /
    • pp.45-52
    • /
    • 2019
  • The purpose of the paper is to introduce a system that reduces the occurrence of weak-story in the event of earthquake. Weak-story concentrates deformation on the story and causes all member to collapse before the capacity of all member is reached. This paper introduces Strong-Back system (SB) to protect weak story. SB is a hybrid of zipper frame, tied eccentrically braced frame, and elastic truss system and it is divided into elastic and inelastic areas. Elastic areas prevent the generation of weak story by distributing energy, and inelastic areas dissipate energy through buckling or yielding. In this paper, the seismic performance is evaluated by comparing the four type braced frame with SB through push-over analysis. The four criteria are compared from the base shear, the ductility capacity, the column failure order, and the quantity of brace. As a result, SB proved to have sufficient performance to protect the weak-story.

Life Story Generation in Mobile Environments Using User Contexts and Petri Net (사용자 컨텍스트와 페트리넷을 이용한 모바일 상의 라이프 스토리 생성)

  • Lee, Young-Seol;Cho, Sung-Bae
    • Journal of KIISE:Computing Practices and Letters
    • /
    • v.14 no.2
    • /
    • pp.236-240
    • /
    • 2008
  • People use diary or photograph for recall-ing their memory in order to satisfy their desires for recording their lives. If the experienced events are organized to a story, S/he can share her/his experience with others, and recall her/his significant events easily. In this paper, we propose a method that generates a story with Petri net and user contexts collected from mobile device. Here, we use Petri-net as a representation method that links human activities or experience causally. It is appropriate solution for modeling parallel events in real world, and for representing non-linear story line. In order to show the usefulness of the proposed method, we show an example of generating a story of user's experience with user contexts from mobile device and evaluate them.