• Title/Summary/Keyword: dynamic character design

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Vibration Analysis of Separation Screen in a Recycling Plant of Moisturized Construction Wastes (고함수율의 건설폐기물 폐 토속에 포함된 이물질 선별을 위한 분리스크린의 진동해석)

  • Moon, Byung-Young;Bae, Hyo-Dong;Kwag, Kwang-Hun;Bae, Kee-Sun;Song, Ha-Young
    • Korean Journal of Air-Conditioning and Refrigeration Engineering
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    • v.20 no.8
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    • pp.526-533
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    • 2008
  • In this study, theoretical super screen vibration analysis has been carried out to predict the dynamic characteristics of interactive waste particles. In order to approach these problems, it is necessary to have a fundamental understanding the screening process and the process of both the remaining and the passed material on a screen with several interacting screen planes based on Soldinger(1999) was discussed. Here, the vibrating screen is composed of three assemblies such as screen, wastes guide, and supported screen as shown in Fig. 1. This model is regarded vibrator as the system of screen fixed tilt plates. Then materials(or particles) of different size is to be separated by using the eccentric vibrator and classifying tilt plates. As well moisturized construction wastes is more efficient to separate than moisture-less it. In processing separate mechanism, the more materials is light, the more staying time is long. Thus much lighter construction wastes(wood, Styrofoam, etc) and heavier materials are separated by staying time delay in a super screen. The design results, separation screen were able to know that small and larger particles are conspicuous difference each motion character according to trajectory particles, and small particles raise the probability in classifying tilt plates.

Genetic Design of Granular-oriented Radial Basis Function Neural Network Based on Information Proximity (정보 유사성 기반 입자화 중심 RBF NN의 진화론적 설계)

  • Park, Ho-Sung;Oh, Sung-Kwun;Kim, Hyun-Ki
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.59 no.2
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    • pp.436-444
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    • 2010
  • In this study, we introduce and discuss a concept of a granular-oriented radial basis function neural networks (GRBF NNs). In contrast to the typical architectures encountered in radial basis function neural networks(RBF NNs), our main objective is to develop a design strategy of GRBF NNs as follows : (a) The architecture of the network is fully reflective of the structure encountered in the training data which are granulated with the aid of clustering techniques. More specifically, the output space is granulated with use of K-Means clustering while the information granules in the multidimensional input space are formed by using a so-called context-based Fuzzy C-Means which takes into account the structure being already formed in the output space, (b) The innovative development facet of the network involves a dynamic reduction of dimensionality of the input space in which the information granules are formed in the subspace of the overall input space which is formed by selecting a suitable subset of input variables so that the this subspace retains the structure of the entire space. As this search is of combinatorial character, we use the technique of genetic optimization to determine the optimal input subspaces. A series of numeric studies exploiting some nonlinear process data and a dataset coming from the machine learning repository provide a detailed insight into the nature of the algorithm and its parameters as well as offer some comparative analysis.

An Adaptive Tutoring System based on CAT using Item Response Theory and Dynamic Contents Providing (문항반응 이론에 의한 컴퓨터 적응적 평가와 동적 학습내용 구성에 기반한 적응형 고수 시스템)

  • Choi Sook-Young;Yang Hyung-Jeong;Baek Hyon-Ki
    • Journal of KIISE:Software and Applications
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    • v.32 no.5
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    • pp.438-448
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    • 2005
  • This paper proposes an adaptive tutoring system that provides learning materials dynamically according to the learners' teaming character and ability. Our system, in which a learning phase and a test phase are linked together, supports the personalized instruction-learning by providing the teaming materials by level in the learning phase according to the teaming ability estimated in the test phase. We design and implement a tutoring system consisted of an evaluation component and a learning component. An evaluation component uses a computerized adaptive test(CAT) based on item response theory to evaluate learners' ability while a learning component employs fuzzy level set theory so that teaming contents are provided to learners according to learners' level.

Technological Change and Organizational Strategy as an Evolutionary Process (진화론적 관점의 기술혁신의 동태성: 정보기술산업과 조직경쟁유형의 진화)

  • Cha, Dae-Kyu
    • Korean Business Review
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    • v.11
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    • pp.15-38
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    • 1998
  • This study explores the evolution of technical innovation over time. It focuses on sectors of the information technology because this industry can be referred to as one of the most dynamic industries of all times. Following evolutionary theorists, we argue that technological change is gradual and that superior firms and technologies are reward by the' selection' environment. In the initial phase of the industry life cycle, technological change is expected to be radical and uncertainty is high. Over time a product or technology is likely to arise which stands out above all other products or technologies. These so-called 'basic designs' serve as sorts of 'technological guideposts' for further developments in the technology. Once a basic design established, technological progress tends to follow consistent paths or trajectories. The cumulative character of technological progress facilitates a rapid expansion of the boundaries of the technology until the natural limits of the technology are approached and technological progress slows down. Following ecological theories, supply-side developments in the industry are described on the basis of five different organizational types. On the basis of this pattern of market and technological evolution we came up with seven basic propositions.

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A Study on the Preference Factors of KakaoTalk Emoticon (카카오톡 이모티콘 선호도에 미치는 영향 요인에 관한 연구)

  • Lee, Jong-Yoon;Eune, Juhyun
    • Cartoon and Animation Studies
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    • s.51
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    • pp.361-390
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    • 2018
  • Users of KakaoTalk emoticons use Kakao Talk emoticons as means of communicating their emotions in virtual space. Emotional state is represented by design element (auxiliary, color, form, motion) and storytelling element contained in emoticons. The purpose of this study is to investigate the factors of the storytelling and design elements of kakaoTalk emoticons and how they prefer the kakaoTalk emoticons as emotional expression means. In terms of storytelling, crocodiles, peaches, dogs, ducks, lions, moles, and rabbits were made up of ordinary fruits and animals. Most of the emoticons are composed of stories with unique personality, and each story has a complex one by one, which makes it easy for users to approach and use them. In terms of design, I used various auxiliary elements (flame, sweat, tears, runny nose, angry eyes, etc.) to express angry, sincere, nervous, begging, joy, and sadness. The color elements consisted of most of the warm color series with the unique colors (green, red, yellow, pink, white, black, brown, etc.) of emoticon characters regardless of feelings of joy, anger, sadness, pleasure. The form factor is composed of a round shape when expressing factors such as joy and sadness. On the other hand, when FRODO and NEO express sadness and anger, they represent the shape of a rectangle. The motion elements are horizontal, vertical, and oblique expressions of APPEACH, NEO, TUBE, and JAY-G, expressing emotional expressions of sadness, anger, and pleasure. APEACH, TUBE, MUZI & / Shows the dynamic impression of the oblique and the radiation / back / forward / rotation. The anger of TUBE and FRODO shows horizontal / vertical / diagonal and radial motion. As a result of this study, storytelling is structured in accordance with each emoticon character. In terms of design, auxiliary elements such as flame, sweat, and tears are represented by images. The color elements used the unique colors of the character series regardless of the difference of emotion. The form factor represented various movements for each emotion expression. These findings will contribute to the development of communication, emotional design and industrial aspects. Despite the significance of the above paper, I would like to point out that the analysis framework of the storytelling and the semiotic analysis of the supplementary elements are not considered as limitations of the study.

Seoul Dynamics - Cheonggyecheon Threshold Plaza Design - (서울 다이나믹스 - 청계천 시점부 광장 설계 -)

  • Kim Jung-Yoon;ParkKim Office
    • Journal of the Korean Institute of Landscape Architecture
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    • v.34 no.1 s.114
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    • pp.92-106
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    • 2006
  • The process of designing Cheonggyecheon Entrance Plaza began with researching four keywords: plaza, restoration. modernity and icon. The outcome of the research was reinterpreted into and informed the design. An urban plaza must not only be a stage for civic life but should also be a portrait of the city to which it belongs. Many Korean plazas, however, are treated as if they are parks. Yeouido Park, which was originally a vast urban void, and Seoul Plaza, recently paved with grass, are good example. The strong 'green myth' can hinder socio-political activities. Cheonggyecheon cannot be said to have been 'restored', since it is still disconnected from its origin and upper streams, and the water is circulated by electricity. So it is better understood as an artificial urban waterfront, rather than an ecologically restored stream. This fact might diminish its ecological value, but not its recreational one. The entrance plaza therefore should reflect that the new stream brings back an 'experience', not only water itself. At the same time, the catch phrase of this restoration project was 'post-modern'. The demolished Cheonggye Expressway represents the 'economy drive' of the 1970s, so the newly opened Cheonggyecheon serves as a perfect counterpart to it. But modernity in Korea is the spirit that made many of the good things, not only its shortcomings, we have now. And from the philosophy of this restoration project, we can see that it is still an ongoing attitude in a way. Remnant of Cheonggye Expressway can evoke our nostalgia for the era. There are plenty of symbols in Seoul, both as architecture and objects. But none of them provide citizens with experience, other than the experience of looking at them. Cheonggyecheon Entrance Plaza is a good place to serve as an icon for a dynamic Seoul. From the research, the designer concluded that this plaza should commemorate the incomparable horizontal experience of Cheonggyecheon and the old expressway, amid the vertical metropolis. The Pedestrian Sculpture, which people can stroll on and look out over Cheonggyecheon, is to be made of steel cladding with a core structure and represents the dynamism of the stream, Seoul and contemporary Korea. The choice of material and the steel structure are also ways of creating the icon. The Water Plaza, the space underneath the ramp, will accommodate people and their urban activities, providing an opportunity to play with water. The Waterblades will be a device for the dramatic beginning of the stream, simultaneously camouflaging ugly openings in the outlets. The Wall of Archaeology is to be made with pre-fab resin blocks, translucent enough so that people can see through any archaeological findings of the site. The strong water-resistant character of resin makes the wall steady throughout the flood season as well. Cheonggyecheon restoration project is an effort to combine contemporary urban demand with the once-existing physicality by evoking our nostalgia for it. The project itself shows many socio-political issues of present-day Korea. The entrance plaza design thus is focused on suggesting an icon for the metropolis, simultaneously celebrating the stream itself. Within this space, people will be exposed to a unique experience that any 'green myth' cannot offer.

The Effect of Brand Storytelling in Brand Reputation (브랜드명성수준에 따른 브랜드 스토리텔링의 효과)

  • Choi, Soow-A;Jung, Hyo-Sun;Hwang, Yoon-Yong
    • Journal of Distribution Science
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    • v.12 no.4
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    • pp.55-63
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    • 2014
  • Purpose - Brands and products often play key roles in enabling consumers to experience a good attitude, resulting in mentally enacting a specific prototype and reliving the experience by retelling a specific story. Brand storytelling can function as an important tool for managing the brand. To successfully apply a firm's brand storytelling, it is important to prove the effectiveness of storytelling. Therefore, by utilizing the research of Escalas (1998) and Fog et al. (2005), a list of measurements for storytelling component quality (SCQ) was applied. In addition, customer attitudes toward brand storytelling were tested. In particular, if customers encounter a dynamic and interesting story, although the brand is not widely known, they can be in communion with the brand and establish an emotional connection (Hill, 2003). Thus, brand reputation was divided into two levels (high vs. low), and the difference in effectiveness between storytelling component quality and consumers' advertisement attitude, brand attitude, and purchasing intention was examined. Research design, data, and methodology - By using the measurement list used in Choi, Na, and Hwang (2013), 12 categories in the level of message quality, conflict quality, character quality, and plot quality were measured. In addition, categories of brand reputation, advertisement attitude, brand attitude, and purchasing intention were measured. The study was based on 181 final survey samples targeting undergraduate and graduate students in Gwangju Metropolitan City. Results - Consumer responses toward storytelling were researched in the context of brand characteristics or product attributes, such as brand reputation, differentiated from extant simple effects of storytelling. Some brands with high reputation enjoy a halo effect due to prior learning, while other brands with comparatively low reputation have trouble generating positive responses despite attempts to enhance the level of reputation or induce favorable attitudes. Although not all due to the component quality of storytelling, the case of brands with low reputation exerted more positive impact on consumer attitudes than did brands with high reputation. As mentioned earlier, consumer evaluation of the component quality of storytelling was categorized into advertising attitudes, brand attitudes, and purchase intention for this study; this provides managerial implications in other ways. The results imply that an effective application of storytelling could be an important emotional tool for the development of both brands with low brand awareness and of well-known brands. Finally, this study serves to increase consumers' understanding and ability in interpreting brand stories that marketers tell about themselves, as well as to highlight differential experiences with products by level of brand hierarchy. Conclusions - This research aimed to provide an objective guideline for storytelling component quality while considering brand awareness. Thus, brand reputation was considered for proving the baseline effectiveness of storytelling, and this study provided directions for strategic establishment of storytelling. Based on this, we conclude that in further studies, it will be necessary to systematically manage brand story by considering other situation variables and various story patterns, and studying their differences.

A Study on Plot Lamination methodology for the planning and analysis of storytelling (스토리텔링 기획·분석을 위한 '플롯적층' 방법론 연구)

  • Ahn, Soong-Beum
    • Journal of Popular Narrative
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    • v.26 no.3
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    • pp.255-288
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    • 2020
  • The purpose of this study is to propose 'plot lamination methodology' for planning and analyzing of storytelling. The story contents with a certain volume of narrative might have several important characters. Most of the characters have meaningful influences on the context of the story through their choices and actions as they go through dynamic changes to construct and deconstruct relationships. The plot lamination methodology is the result of an attempt to look at the process from the 'strategic' point of view by focusing on the fact that the main characters with supplementary nature contribute to the independent formation of subplot based on the main plot driven by the protagonist. Regardless of how they live their own unique and autonomous life in the narrative, the main characters hold a relatively subordinate position within the centripetal force of the main plot. Their journeys tend to expand/emphasize/divide up the process of the main plot's 'persuasion via causality,' and also individualize into the functions of emotional sympathy (pathos), moral, ethical perspective (ethos), and rational logic (logos). As such, the subplots of main characters are laminated according to these three functional traits, which could become multi-layered through second or third laminations, depending on the number and roles of other characters. If the plot lamination methodology is further developed through follow-up studies, it will open up the possibilities of the strategic design (planning) and aesthetic criticism (analysis) regarding the procedure of conjugation /branching of subplot and/from the main plot.