• Title/Summary/Keyword: The story

Search Result 4,274, Processing Time 0.031 seconds

A Study on the Revitalization of Tourism Industry Using Experience Game (체험형 게임을 활용한 관광산업 활성화 방안에 관한 연구)

  • Jung, Mi-A;Kim, Ki-Suk;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.3
    • /
    • pp.1-12
    • /
    • 2019
  • The 4th industrial revolution has become a topic of 'experiential games' that utilize technologies such as virtual reality, augmented reality, and complex reality, and they are promoting various experiential game contents to attract tourists in the tourism industry have. The trend of tourism is the concept of the healing which aims to enhance the quality of life of the individual in the concept of simple travel, that is, the consumer is not satisfied with the sight, There are many changes in the form of tourism. In this study, domestic and foreign cases that utilized the fun and experience of tourism in the game were examined using case study methods. In domestic case, although service was provided by using smart phone, there is a problem that simple information is provided, mission quest method is not continuously provided, and the story is limited. I tried to find out the solution through this case. Developing and applying various experience contents, utilizing active investment and various stories for continuous service, and utilizing new technology such as virtual reality, it will bring about improvement of domestic tourism industry and satisfaction.

'Female Basketball Athletes Entered the College of Education': A Story about Education and Career of Student Athletes ('여자농구선수들, 사범대학에 오다': 학생선수의 학업과 진로에 대한 이야기)

  • Kim, Eun-Jung;Lee, Keun-Mo;Jang, Seung-Hyun
    • 한국체육학회지인문사회과학편
    • /
    • v.54 no.4
    • /
    • pp.139-155
    • /
    • 2015
  • The purpose of the present study is to observe in-depth what kind of changes the establishment of a female basketball team in a college of education and the experiences the female basketball players have within that situation bring to their lives and their paths in life and social implications. To achieve this purpose, the female basketball team at the Department of Physical Education in P University was selected as a research environment and its members as research participants and qualitative research was conducted. Research results showed first, that female basketball athletes were already on a set path before they entered college. They had not thought about their path in life independently and had a passive attitude towards their life paths and were experiencing a culture in which studies were not permitted. Second, female basketball athletes discovered a new path upon college entrance. While meeting various friends, they gained friends and not just colleagues and after becoming aware that the main character in their lives is 'themselves', they showed autonomy. Based on this, factors for their change, which are the implications of this study, were first, the environment of P University's college of education which has strict regulations and a strong emphasis on academics when compared to other universities, second, the identity of being the first enrollments into the female basketball team of P University's college of education and the distinct characteristics of being a female athlete, third, the group's leader who contributed to their positively directed change. Ultimately, these factors served an important role in leading their change in the large frame of a university environment.

A Study on Atmospheric Turbulence-Induced Errors in Vision Sensor based Structural Displacement Measurement (대기외란시 비전센서를 활용한 구조물 동적 변위 측정 성능에 관한 연구)

  • Junho Gong
    • Journal of the Korea institute for structural maintenance and inspection
    • /
    • v.28 no.3
    • /
    • pp.1-9
    • /
    • 2024
  • This study proposes a multi-scale template matching technique with image pyramids (TMI) to measure structural dynamic displacement using a vision sensor under atmospheric turbulence conditions and evaluates its displacement measurement performance. To evaluate displacement measurement performance according to distance, the three-story shear structure was designed, and an FHD camera was prepared to measure structural response. The initial measurement distance was set at 10m, and increased with an increment of 10m up to 40m. The atmospheric disturbance was generated using a heating plate under indoor illuminance condition, and the image was distorted by the optical turbulence. Through preliminary experiments, the feasibility of displacement measurement of the feature point-based displacement measurement method and the proposed method during atmospheric disturbances were compared and verified, and the verification results showed a low measurement error rate of the proposed method. As a result of evaluating displacement measurement performance in an atmospheric disturbance environment, there was no significant difference in displacement measurement performance for TMI using an artificial target depending on the presence or absence of atmospheric disturbance. However, when natural targets were used, RMSE increased significantly at shooting distances of 20 m or more, showing the operating limitations of the proposed technique. This indicates that the resolution of the natural target decreases as the shooting distance increases, and image distortion due to atmospheric disturbance causes errors in template image estimation, resulting in a high displacement measurement error.

Traumatic Asphyxia with Compressive Thoracic Injuries -4 Cases Report- (흉부손상에 의한 외상성 가사 4예)

  • 김현순
    • Journal of Chest Surgery
    • /
    • v.13 no.3
    • /
    • pp.212-218
    • /
    • 1980
  • A severe crushing injury of the chest produce a very striking syndrome referred to as traumatic asphyxia. This syndrome is characterized by bluish-red discoloration of the skin which is limited to the distribution of the valveless veins of the head and neck. And also if it is characterized by bilateral subconjunctival hemorrhages and neurological manifestations. But these clinical entities faded away progressively in a few weeks. Apporximately 90% of the patients who live for more than a few hours will recover from traumatic asphyxia when it occurs as a single entity. And so, death results from either severe associated injuries of from subsequent infection, rather than from pulmonary or cardiac insufficiency in traumatic asphyxia. We have experienced 4 cases of traumatic asphyxia with severe crushing thoracic injuries at department of the chest surgery, Captial Armed forces General Hospital during about 3 years from April 1977 to Aug. 1980. The 1st 22 year-old male was struct 2$\frac{1}{2}$ ton truck on the road and was transferred to this hospital immediately. He had taken tracheostomy due to severe dyspnea with contusion pneumonia and for removal of a large amount of bronchial secretion. The 2nd case was 23 year-old male who was got buried in a chasm. In this case, the heavy metal post tumbled over him back while at work. The 3rd case was 39 year-old male who leapt out of a window in 5th story while fire broke out in living room by oil stove heating. He had multiple rib fracture with right hemothor x and right colle's fracture and pelvic bone fracture. The last 22 year-old male was run over by a gun carriage. The wheel of this gun carriage passed over his thorax and right chin. He was brought to this hospital by helicopter. when he was first examined at emergency room, he was in semicomatose state and has pneurmomediastinum with multiple rib fracture and severe subcutaneous emphysema. As soon as he arrived, bilateral closed thoracostomy was performed and cardiopulmonary resuscitation was done. In hospital 8th weeks, chest series showed fibrothorax in right side even if chest wall stabilized. All 4 cases had multiple petechiae over their facees and chest and bilateral subconjunctival hemorrhages referred to as traumatic asphyxia. 3 cases except one case who received splenectomy, had been suffered from contusion pneumonia and had been treated with respiratory care. In these 3 cases, they had warning of impending injury before accident, and took a deep breath hold it and braces himself. And also, even if he had not impending fear in remaining one case, he had taken a deep breath and had got valsalva maneuver for pulling off the heavy metal post. Intrathoracic pressure rose suddenly and resulted to traumatic asphyxia in this situation. All these cases were recovered completely without sequelae except one fibrothorax, right.

  • PDF

Possibilities and Limitations of Media Representation as the Historical Communication -Focusing on Korea Films of Gwangju Democratization Movement in 2000s- (역사적 소통 공간으로써 미디어 재현의 가능성과 한계 -2000년대 한국 영화 속 광주 민주화 운동을 중심으로-)

  • Kim, Mi-Sun;Kim, Yu-Rye
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.7
    • /
    • pp.157-169
    • /
    • 2015
  • This study focuses on Korea films of historical communication. Narrative analysis was conducted on the films in 2000s including , and <26 Years> that mainly have dealt with the 'Gwangju Democratization Movement'. As a result of the syntagmatic analysis, these films try to stabilize 'social imbalances' in the aspect of individuals and conceals issues of social structure. In addition, the result of paradigmatic analysis reveals that textual factors of 'active involvement of female characters', 'continuity of history through the survivors' demonstrate its strategies to publicize the historical truth. Consequently these films show its limitations that weakens historical meaning by placing unsolved problems of social structure as well as the love story. But rather than describing it as a history of the past, these films act as a catalyst to bring thins specific historical issue to our present lives and publicize it as a current issue. Therefore, the historical film not only allows current generation to remind to history but also to provide an opportunity to publicize the important issues of social structure in the present society.

A Comparative Study on the Differences in Cultural Attributes of Gamification between Korea and Austria (게이미피케이션 요소의 문화적 차이에 대한 한국-오스트리아 비교 연구)

  • Kim, Jongwoo;Kim, Sangwook
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.23 no.1
    • /
    • pp.109-122
    • /
    • 2018
  • Gamification is receiving much attention from a variety of fields of life as it has tremendous potential to help people get experienced with 'fun' by the elements of game mechanism and thus attract their voluntary participation eventually to reach the state of 'flow'. Some studies examined this process with a focus the relationship between game elements and flow while others regarded the game elements as fun elements and discussed the relationship between fun and flow. However, starting from the fact that the fundamental reason humans play a game is for fun and fun is in turn induced through game elements, our study defines fun as an emotion and uses it a factors are also introduced as control variables for the study on the belief that game elements affecting fun will apparently vary depending on the cultural dimensions. This study confirms that difference exists in correlations between game element, fun, and flow, depending on the different cultural settings. By comparing samples from Korea and Austria, each representing the east and the west respectively, it was found that 'social fun' affects flow and both 'relationship' and 'reward' are in turn affecting social fun in case of Korea. On the other hand, Austrian case reveals that cognitive fun affects flow and game elements affecting cognitive fun are 'story' and 'reward'.

Distribution and Status of the Big and Old Trees as Plant Genetic Resources in Ansung City (경기도 안성지역의 노거수 식물유전자원 분포 및 실태)

  • 안영희;최광율
    • Korean Journal of Plant Resources
    • /
    • v.16 no.2
    • /
    • pp.99-108
    • /
    • 2003
  • This study was carried out to make a standard criteria for protection and maintenance of the big and old trees in Ansung city, Kyonggi Prvince. There have been found 6 vegetative species cultivated in this area, which are Zelkova serrata, Gingko biloba, Kalopanax pictus, Pyrus ussuriensis var. macrostipes, Pyrus ussuriensis var. acidula, Pinus densiflora, etc. The Zelkova serrata tree is the major species among them and about 73.5% in the population of the big and old trees in this area. The DBH (diameter at brest height) of them is 1.5-1.9m in 29.4% of whole population and the tree height is 10-l4m in 47.1%. The estimate age of 7 trees is more than 500 years old and they were 20.6% of the whole population. Interesting point is that about 64.7% of these trees in this area have own succeed story in terms of folk religion, object of worship, taboo, legend or secret. This study has also revealed that many fowls, small animals and epiphyte inhabited with the big and old trees have been found. However, 97.1% of them are in danger from the plant disease and noxious insects or cutting damage of branches, but no management has been taken. More over, 85.3% of the whole investigated big and old trees have been in the poor condition for percolation or aeration because the area around them has been payed with asphalt or concrete.

The Study on Ways to Revitalize Cultural Content of Novels of Mongcha Group (몽자류 소설의 문화콘텐츠 활성화 방안 연구)

  • Kang, Ji-Hye
    • (The)Study of the Eastern Classic
    • /
    • no.43
    • /
    • pp.125-154
    • /
    • 2011
  • Today's digital culture has been realized through various media, and even now, is changing and growing. If the previous digital culture was actualized through technologies such as the Internet, mobile devices etc., today it includes even things that give new life to contents using various medialike this. The moment this digital technical aspect is grafted into culture, a new genre called 'Cultural Contents' is born. Such cultural contents can be seen as a way for classics to approach people in a digital world that is evolving fast like today. To make classics into a cultural content, its basic narrative structure is important. Classics contain the history at the time, the awareness of people who lived at the time and the detailed rite of passage people experienced. This point can be interpreted as classics not just a cultural heritage of the previous era, but having the functionality that can form a consensus of modern people. This thesis views our classic novels of Mongcha group such as 'Guwunmong' and 'Okrubong' as a potential subject of cultural contents, and the problem of how it can be made into a cultural content. To make a cultural content, storytelling is very important. Therefore, the structure and characteristics of novels of Mongcha group was examined, and a synopsis was made based on this. Furthermore, it examined if there are novels of Mongcha group made into contents, and how each work was vitalized and how much ripple effect it had achieved. If each work did not achieve a second or third ripple effect, it examined what the problem was and tried to offer a solution.

Directing User's Eye Gaze Movement in an Interactive VR Animation (인터랙티브 VR 애니메이션의 시선 유도를 위한 연출)

  • Ahn, Chan-Je;Lee, Tae-gu
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.3
    • /
    • pp.103-113
    • /
    • 2021
  • Rather than a directing method of existing animations, VR animation needs a different method of direction. Existing animations were displayed on a screen in movie theaters. But using an existing direction method for the 360° perspective in a VR animation makes it difficult for the user's gaze to move in a way the directors have intended. I analyzed 3 VR animations with a theoretical background of Rudolf Arnheim's visual perception theory and Bruce Block's visual factors that bring high attention. In the process of perception of space, focus on the gaze, movement of the gaze, the 'movement' factor was used most often to attract the gaze. An interactive VR animation attracts user's gaze by allowing users to participate in important points of the story. With an analysis of the animation, it proposed a gaze attraction through the movement of the character with an interaction directing method for reducing motion sickness. Also, it proposed intuitively attracting gaze movement by using GUI and attracting user's participation by using an interactive event with an interaction directing method of storytelling comprehension. With two types of directing proposal, we expect it to be utilized as a basic research method for attracting users to be immersed in storytelling while reducing cyber motion sickness, which is a problem in VR animation.

AI Art Creation Case Study for AI Film & Video Content (AI 영화영상콘텐츠를 위한 AI 예술창작 사례연구)

  • Jeon, Byoungwon
    • The Journal of the Convergence on Culture Technology
    • /
    • v.7 no.2
    • /
    • pp.85-95
    • /
    • 2021
  • Currently, we stand between computers as creative tools and computers as creators. A new genre of movies, which can be called a post-cinema situation, is emerging. This paper aims to diagnose the possibility of the emergence of AI cinema. To confirm the possibility of AI cinema, it was examined through a case study whether the creation of a story, narrative, image, and sound, which are necessary conditions for film creation, is possible by artificial intelligence. First, we checked the visual creation of AI painting algorithms Obvious, GAN, and CAN. Second, AI music has already entered the distribution stage in the market in cooperation with humans. Third, AI can already complete drama scripts, and automatic scenario creation programs using big data are also gaining popularity. That said, we confirmed that the filmmaking requirements could be met with AI algorithms. From the perspective of Manovich's 'AI Genre Convention', web documentaries and desktop documentaries, typical trends post-cinema, can be said to be representative genres that can be expected as AI cinemas. The conditions for AI, web documentaries and desktop documentaries to exist are the same. This article suggests a new path for the media of the 4th Industrial Revolution era through research on AI as a creator of post-cinema.