• 제목/요약/키워드: The story

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An Analysis of the Effect on Using Digital Exhibition of Archives (아카이브의 디지털 전시 활용효과 분석)

  • Choi, Seok-Hyun;Park, Hyun-Suk;Kim, Myoung-Hun;Jeon, Tae-Il
    • Journal of Korean Society of Archives and Records Management
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    • v.13 no.1
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    • pp.7-33
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    • 2013
  • Recently, the development of information technology (IT) continues to promote the digitalization of archives (valuable records) and has therefore, affected archiving centers. This digitalization is shown to these archiving centers by taking advantages of various digital exhibitions. This study aims to consider why it is necessary to use digital exhibitions in archiving centers. In order to examine the needs of digital exhibitions, this study focuses on some ideas and important roles in digital exhibitions and research cases of online exhibitions applied with digital technology. Consequently, this study derives some values from them. Digital exhibitions held online continuously provide the following; first, a great amount of information about the archives by using hyperlink; second, the ability to recreate the attractive contents of digitalized archives by utilizing virtual reality, which makes the users greatly interested; the third and final thing online digital exhibitions provide is the storytelling it provides, which also serves as an avenue for people to communicate with one another. These processes of communication are also reflected in the story. In addition, they can help publicize not only the archiving center, but also the local community as it promotes cultural and tourism resources.

Comparative Analysis of Markerless Facial Recognition Technology for 3D Character's Facial Expression Animation -Focusing on the method of Faceware and Faceshift- (3D 캐릭터의 얼굴 표정 애니메이션 마커리스 표정 인식 기술 비교 분석 -페이스웨어와 페이스쉬프트 방식 중심으로-)

  • Kim, Hae-Yoon;Park, Dong-Joo;Lee, Tae-Gu
    • Cartoon and Animation Studies
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    • s.37
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    • pp.221-245
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    • 2014
  • With the success of the world's first 3D computer animated film, "Toy Story" in 1995, industrial development of 3D computer animation gained considerable momentum. Consequently, various 3D animations for TV were produced; in addition, high quality 3D computer animation games became common. To save a large amount of 3D animation production time and cost, technological development has been conducted actively, in accordance with the expansion of industrial demand in this field. Further, compared with the traditional approach of producing animations through hand-drawings, the efficiency of producing 3D computer animations is infinitely greater. In this study, an experiment and a comparative analysis of markerless motion capture systems for facial expression animation has been conducted that aims to improve the efficiency of 3D computer animation production. Faceware system, which is a product of Image Metrics, provides sophisticated production tools despite the complexity of motion capture recognition and application process. Faceshift system, which is a product of same-named Faceshift, though relatively less sophisticated, provides applications for rapid real-time motion recognition. It is hoped that the results of the comparative analysis presented in this paper become baseline data for selecting the appropriate motion capture and key frame animation method for the most efficient production of facial expression animation in accordance with production time and cost, and the degree of sophistication and media in use, when creating animation.

The Inelastic Behavior of High Strength Reinforced Concrete Tall Walls (고강도 철근콘크리트 고층형 내력벽의 비탄성 거동에 관한 실험 연구)

  • 윤현도;정학영;최창식;이리형
    • Magazine of the Korea Concrete Institute
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    • v.7 no.3
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    • pp.139-148
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    • 1995
  • The test results from three one fourth scale models using high strength Reinforced Concrete $f_x=704\;kg/cm^2,\;f_y=5.830\;kg/cm^2$ are presented. Such specimens are considered to represent the critical 3 storics of 60-story tall building of a structural wall system in area of high seismicity respectively. They are tested under inplane vertical and horizontal loading. The main varlable is the level of axial stress. The amounts of vertical and horizontal reinforcement are identical for the three walls testcd. The cross-section of all walls is barbell shape. The aspectratio($h_w/I_w$) of test specimen is 1.8. The aim of the study is to investigate the effects of levels of applied axial stresses on the inelastic behavior of high-strength R /C tall walls. Experimental results of high strength R /C tall walls subjected to axial load and simulated sels rnic loading show that it is possible to insure a ductlle dominant performance by promotmg flex ural yielding of vertical reinforcement and that axial stresses within $O.21f_x$ causes an increase in horizontal load-carrying capacity, initial secant st~ffness characteristics, but an decrease in displacement ductility. energy dissipation index and work damage index of high strength K /C tall walls

Factors Influencing Users' Intension to Play Mobile Games: A Combination of Game-Contents Traits and Mobile Handset's Capabilities into the Technology Acceptance Model (게임 콘텐츠 특성과 단말기 요인을 고려한 모바일게임 사용의도의 영향요인에 관한 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Information Systems Review
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    • v.7 no.2
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    • pp.41-59
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology adding new revenue streams, taking advantage of the potential of wireless consumer applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. In this paper, we attempt to investigate the factors influencing the usage and acceptance of the mobile games in Korea, based on the extended version of the Technology Acceptance Model(TAM). Based on data collected from survey, we show that perceived usefulness is the major determinant for users to play mobile games. Two factors, including perceived enjoyment and self-expressiveness, are empirically shown to determine perceived usefulness. In addition, perceived ease of use, rewards, operational quality of device, and design/story have been showed to significantly and directly affect perceived enjoyment. It was also confirmed that self-efficacy and operational quality of device are the antecedents of perceived ease of use. Based upon the statistical results, some useful guidelines for game development and market penetration strategies are also provided.

The Gender Inequality of an Asian Woman in The Quiet American (『조용한 미국인』에 표현된 동양 여성의 젠더 불평등)

  • Ryu, Da-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.5
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    • pp.39-46
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    • 2020
  • Graham Greene's The Quiet American is a war novel set in Vietnam. Thus, although war-related political stories are mainly unfolded, this novel presumes that Westerners are basically superior to the colored Vietnamese. In addition to racial issues, it describes the dual discrimination and inequality that women face. Phung, a Vietnamese woman who wishes to live a rich and comfortable life through marriage to a Western man, is a gender underdog oppressed by the capital and males. She is discriminated against by selfish views created by men, such as being expressed as an ignorant woman who can feel physical pain but not mental pain and being described as a partner to satisfy men's pleasure. Fowler and Pyle, the male lead characters who are gender strong, treat the Asian woman as a low-status person who is qualitatively different from Westerner and use and exploit the woman simply to satisfy their selfish needs. Therefore, it is hard to say that this story involves true love, as it is based on an unequal relationship. Eventually, Pyle's death brings Phung back to Fowler, confirming that Asian women are unable to escape from the gender underdog of Western men.

A Study on Job Stress and Working Environment of Female Occupational Therapist (여성 작업치료사의 직무 스트레스와 근무 환경에 관한 연구)

  • Lee, Jae-Hong;Song, Ye-Won;Cha, Tae-Hyun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.2
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    • pp.484-492
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    • 2017
  • This study assessed female occupational therapist job stress and musculoskeletal pain, and examines the problems caused by sexual harassment, family, and marriage policy. The results provide information to improve work environments, reduce job stress, yield data needed for sexual harassment prevention education, examine women occupational therapists' economic activities, and broadly improve the quality of life through participation. The study subjects were currently employed female occupational therapists. Initially 200 subjects were recruited, of whom 185 returned the study questionnaire. Questions addressing job stress included, 'There are times when one feels that the salary is worth less than the job effort', 'Feel tired due to work.', 'That it is time to pay attention to other therapy.', answered positively in that order. Musculoskeletal pain in the wrist and hand (90%), shoulder (86%), neck (69.7%) and waist (68.6%) were the order of the wrist and hand (63%), shoulder (62.2%) and waist (51.9%) pain resulted in interference with daily life. Verbal harassment was reported by 71.4% and 48.6% reported physical and visual harassment. The most common topics in workplace relations were 'Must choose whether to focus on the individual or work (61.1%).', 'Need for understanding and someone who can share their feelings (54.6%).', and 'Colleagues are willing to listen to my story (73%)'.

A Modified Equivalent Frame Model for Plat Plate Slabs Under Lateral Loads (수평하중을 받는 플랫 플레이트 슬래브 해석을 위한 수정된 등가골조모델)

  • Han Sang-Whan;Park Young-Mi
    • Journal of the Korea Concrete Institute
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    • v.17 no.3 s.87
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    • pp.419-426
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    • 2005
  • This study is to propose a modified equivalent frame model for flat plate slabs under lateral loads. ACI 318 (2002) allows equivalent frame methods to conduct two-way slab system analysis subjected to gravity loads as well as lateral loads. Since the equivalent frame method in the ACI 318 (2002) has been developed base on the behavior of two-way system for gravity loads, and nay not predict the behavior of flat plate slabs under lateral loads with good precision. This study develops a modified equivalent frame model which can give more precise answer for flat plate slabs under lateral loads. This model reflects the actual force transfer mechanism among the components of flat plate slab system, which are slabs, columns and torsional members, more accurately under lateral loads than existing equivalent frame models. The accuracy of this model is verified by comparing the analysis results using the proposed model with the results of finite element analysis. The analysis results of other existing models are included in the comparison. For this purpose, 2 story building having 3 spans in both directions is considered. Analytical results show that the modified equivalent frame model produces comparable drift and slab internal moments with those obtained from finite element analysis.

Analysis of types of conscious and relationship in animation - Focusing on TV series (애니메이션 속 자아유형과 관계분석 - TV장편 <천원돌파 그렌라간>을 중심으로)

  • Park, Sung-Won
    • Cartoon and Animation Studies
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    • s.45
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    • pp.1-25
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    • 2016
  • This study aims to study the relationship and narrative structure through types of conscious shown through characters of animation. Regardless of professional knowledge, animation viewers are able to decide sympathy cognitively during watching. There are previous studies examining elements regarding the sympathy felt by viewers, "how much sympathy one feels about the story" conveyed by character is one of the most significant element. "Sympathizing" is reacting to the emotion of character, which does not concentrate on visual phenomenon revealing from appearance and mise en scene, but from "conscious" establishing relationship from behavior and practice. In other words, it starts from in-depth insight regarding the types of conscious and relationship between characters. Therefore, this thesis aims to analyze the types of conscious of main character Simon of Japanese animation which was aired in Korea in 27 episodes, and analyze how it conducted meaning structuralization of relationship with surrounding characters in the growth process of every episode. When analyzing the animation, the study concentrated on analyzing the conscious formation process of character, completeness of relationship and structure rather than the plot or power of delivery of direction, to insist that animation should not only convey humor or fun but secure the in-dept self discernment.

RSM-based Practical Optimum Design of TMD for Control of Structural Response Considering Weighted Multiple Objectives (가중 다목적성을 고려한 구조물 응답 제어용 TMD의 RSM 기반 실용적 최적 설계)

  • Do, Jeongyun;Guk, Seongoh;Kim, Dookie
    • Journal of the Korea institute for structural maintenance and inspection
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    • v.21 no.6
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    • pp.113-125
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    • 2017
  • In spite of bulk literature about the tuning of TMD, the effectiveness of TMD in reducing the seismic response of engineering structures is still in a row. This paper deals with the optimum tuning parameters of a passive TMD and simulated on MATLAB with a ten-story numerical shear building. A weighted multi-objective optimization method based on computer experiment consisting of coupled with central composite design(CCD) central composite design and response surface methodology(RSM) was applied to find out the optimum tuning parameters of TMD. After the optimization, the so-conceived TMD turns out to be optimal with respect to the specific seismic event, hence allowing for an optimum reduction in seismic response. The method was employed on above structure by assuming first the El Centro seismic input as a sort of benchmark excitation, and then additional recent strong-motion earthquakes. It is found that the RSM based weighted multi-objective optimized damper improves frequency responses and root mean square displacements of the structure without TMD by 31.6% and 82.3% under El Centro earthquake, respectively, and has an equal or higher performance than the conventionally designed dampers with respect to frequency responses and root mean square displacements and when applied to earthquakes.

Proposal for Technical Review of Adult Arcade Game (성인용 아케이드게임 기술심의 제안)

  • Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.553-555
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    • 2013
  • Game Rating Board(GRB) of Korea set up in 29 October, 2006 has been 7th years and it will disappear in 23 November, 2013. For the first time the 'GRB' of Korea has the goal which held the nonofficial transfer of rating classification for game. But it had the justification which become more distant from the nonofficial transfer due to the affairs of 'See Story' in August, 2006. As a result, because of rapid normalization of game rating rather than the systematic transfer from 'Video Rating Board' of Korea cause no preparation of scientific professional rating review. It showed the entry-level appearance though stressing profession from the beginning of setup. Specially more transaction expense were increased because of no consistency and predictability for game review. However, it could be overcome by preparation for definite global standard and scientific rating system. Consequently technological possibility of BMM Korea based on 'Gaming Laboratory Institute(GLI)' standard expected to be alternative in the technical review of the adult arcade game.

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