• Title/Summary/Keyword: 사용자 스토리

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A Study on Secure Data Management Scheme in Cloud Environment in the Public Sector (공공 클라우드 환경에 적합한 안전한 데이터 관리 기법 연구)

  • Wi, Yukyeong;Kwak, Jin
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.05a
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    • pp.580-583
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    • 2013
  • 하드웨어, 소프트웨어 등 각종 IT 자원을 필요한 만큼 빌려서 사용하고 사용한 정도에 따라 과금이 되는 클라우드 컴퓨팅이 대중적으로 보급됨에 따라 공공 서비스에서의 클라우드 컴퓨팅 활용방안에 대해서 관심이 증가하고 있다. 따라서 다수의 사용자가 하나의 공공 클라우드 스토리지를 사용하는 환경에 적합한 안전하고 효율적인 데이터 관리의 중요성이 요구되고 있다. 그러나 신원이 불분명한 사용자의 공공 클라우드 스토리지 무단접근과 악의적인 목적으로 공공 클라우드에 악성코드가 추가된 데이터의 업로드 및 데이터 위변조 등의 다양한 위협이 존재한다. 따라서 본 논문에서는 공공 클라우드 환경에 적합한 안전한 데이터 관리 기법에 대해 제안한다. 제안하는 기법은 공공 클라우드 서버로부터 인증정보를 전송받아 구성원임을 증명받고, 전송받은 서버 인증정보를 바탕으로 사용자 인증값을 생성하여 데이터와 함께 저장하여 데이터를 보호한다. 따라서 신원이 불분명한 사용자의 접근을 막고, 악의적인 데이터의 클라우드 스토리지 저장을 방지하고, 추가적으로 데이터의 출처를 명확하게 하여 공공 클라우드 스토리지의 신뢰성을 높일 수 있다.

Augmented Reality based Interactive Storyboard System (증강현실 기반의 인터랙티브 스토리보드 제작 시스템)

  • Park, Jun
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.2
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    • pp.17-22
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    • 2007
  • In early stages of film or animation production, storyboard is used to visually describe the outline of a story. Drawings or photographs, as well as the texts, are employed for character / item placements and camera pose. However, commercially available storyboard tools are mainly drawing and editing tools, not providing functionality for item placement and camera control. In this paper, an Augmented Reality based storyboard tool is presented, which provides an intuitive and easy-to-use interface for storyboard development. Using the presented tool, non-expert users may compose 30 scenes in his or her real environments through tangible building blocks which are used to fetch corresponding 3D models and their pose.

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Token-Bucket-based Performance Control Techniques for Large-Scale Shared Storage Systems (대용량 공유 스토리지 시스템을 위한 토큰 버킷기반 성능 제어 기법)

  • Nam Young-Jin;Park Chan-Ik
    • The KIPS Transactions:PartA
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    • v.12A no.7 s.97
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    • pp.605-612
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    • 2005
  • With the increase in I/O performance and capacity, it becomes commonplace that storage systems are shared by multiple storage users. This paper proposes an efficient token-bucket-based performance control technique for the shared storage that can statistically guarantee demanded storage performance from different users. It also verifies the operational characteristics and performance of the proposed scheme under various types of I/O workloads.

Fountain Code-based Hybrid P2P Storage Cloud (파운틴 코드 기반의 하이브리드 P2P 스토리지 클라우드)

  • Park, Gi Seok;Song, Hwangjun
    • KIISE Transactions on Computing Practices
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    • v.21 no.1
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    • pp.58-63
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    • 2015
  • In this work, we present a novel fountain code-based hybrid P2P storage system that combines cloud storage with P2P storage. The proposed hybrid storage system minimizes data transmission time while guaranteeing high data retrieval and data privacy. In order to guarantee data privacy and storage efficiency, the user transmits encoded data after performing fountain code-based encoding. Also, the proposed algorithm guarantees the user's data retrieval by storing the data while considering each peer's survival probability. The simulation results show that the proposed algorithm enables fast completion of the upload transmission while satisfying the required data retrieval and supporting the privacy of user data under the system parameters.

Interactive Popup Book System Based on User Preference (사용자 선호도 기반 인터랙티브 팝업북 시스템)

  • Lee, Jung-Suk;Byun, Hae-Won
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.469-474
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    • 2008
  • Recently popular media, book, has problems to satisfy a child who wants to be a character in a story, because it just transmits fixed story. Therefore, many people are interested in interactive contents that are changed variously by user's acting in multimedia division. This paper introduces an interactive pop-up book system that can control a story of book by interesting interactivity. This system suggests a special story graph that transforms a linear architecture story to a interactive story by traversing diverse node We focus to make a special pop-up book interface and wind blowing interface for physical environments to have interesting and familiar user interaction, and to conclude by user studies. We also investigated user preference for various interactive story paths, so we can excluded unnecessary stories and surveyed to compare before the excluding and after. Finally, story paths that user prefers are introduced in the Interactive Popup Book System.

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A Study of User-Oriented Storytelling Based on Enneagram (에니어그램을 활용한 사용자 중심 스토리텔링에 관한 연구)

  • Kang, Jeong-Hwa;Oh, Gyu-Hwan;Lee, Yun-Jin;Suk, Hae-Jung
    • The Journal of the Korea Contents Association
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    • v.17 no.12
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    • pp.34-48
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    • 2017
  • The narratives of the digital age have attempted interactions, and the interactive storytelling represented by the Branch Narratives has a problem of the expensive production cost of many optional implementations and poor narrative compared to linear story. As an alternative to this, this study proposes a user-oriented storytelling using user's personality traits. Using the Enneagram, a model of human psyche, and the Actantial model of the semiotician Greimas, when stories and characters are the same, the story could be reconstructed by deriving different topics from the same story according to the user's Enneagram personality type. The theme is determined by defining the axis of the desire of the Actantial model by respectively setting the character with the user's Enneagram type as the subject and the core value in the type as the object. The axis of Power could be defined by the stress and security points in Enneagram. In this way, we can derive the themes of 9 Enneagram types and the corresponding Actantial model and make plots. The users will appreciate one of these reconstructed plots in different perspectives and themes, depending on their personality type. In this study, we applied the above methodology to the story of the pansori novel "Tokkijeon". User-centered storytelling is a new attempt to predict user's choice and reconstruct the story based on the user's personality and perspective.

Research about Factor Affecting the Continuous Use of Cloud Storage Service : User Factor, System Factor, Psychological Switching Cost Factor (클라우드 스토리지 서비스의 지속적 사용의도에 영향을 미치는 요인 연구 : 사용자 요인, 시스템 요인, 심리적 전환비용)

  • Jun, Chang-Joong;Lee, Jung-Hoon;Jeon, In-Sook
    • The Journal of Society for e-Business Studies
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    • v.19 no.1
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    • pp.15-42
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    • 2014
  • Cloud storage service has the potential to be a core infrastructure for the future mobile and Internet service; thus related service providers have been investing in it and trying to attract as many users as possible. In addition, those need to find out what motivates the users to keep using their service not only to attract new customers but also to secure their subscribers. Therefore, this study will examine its relationship with user's motivation based on the extended TAM model with external variables for objective research about continuous use of cloud storage service. As a result, it was found that personal innovativeness, self efficacy, functional attributes, and psychological switching cost influence the continuous use of cloud storage service. Also, it is expected they can guide service providers to the right track when setting up their business strategy in the future.

Using Interaction for an Experiential Story 'The Three Little Pigs and Wolf' - for ipad - (인터랙션을 활용한 체험형 동화 '아기 돼지 삼형제와 늑대' - ipad를 중심으로 -)

  • Kim, Hyunhee
    • Design Convergence Study
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    • v.14 no.3
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    • pp.1-15
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    • 2015
  • Storytelling which is part of human nature, has changed over millions of years. The development of technology and media has shaped Storytelling into various forms and shapes, and due to the recent spread of smart devices, the influence of interactive storytelling has grown significantly. The technology which allows diverse and natural input of users, have transformed the listener to user and has allowed the user to 'experience' the story rather than 'hear' it. In line with the trend in the development of these technologies, this study seeks to design and implement an interactive tale for children on an ipad platform. Focusing on the interaction aspect, this story is designed mainly for 3-7 years olds, which contains various multimedia elements and interaction elements that use built in technology such as multi-touch technology and microphone technology to allow user input that aline with the context of story. Focusing on children's experience and empathy with the characters of the story, 'Three Little Pigs and the Wolf' contains 22 steps and was published in the itunes Store.

Study on Media Adaptation from a Webtoon to Virtual Reality Content (웹툰의 가상현실 콘텐츠로의 매체 전환에 관한 연구)

  • Park, Hyung-Woong;Kim, Ki-Jeong
    • The Journal of the Korea Contents Association
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    • v.17 no.2
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    • pp.308-315
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    • 2017
  • This study aims to review the differences and distinctive characteristics between storytelling method of virtual reality contents and storytelling method of conventional contents instead of focusing on economic and industrial effects of virtual reality contents. As a specific target, this study discusses how existing storytelling method of webtoons as a single contents genre can be applied to virtual reality contents when webtoons are adapted into virtual reality contents. The purpose of this study is to find limitations and possibilities for the storytelling technique of virtual reality contents. The results of this study showed that the essence of storytelling in virtual reality contents is in three roles of the users of virtual reality. The users of virtual reality must play the roles of service user, audience of contents, and director of story. This is because the most important storytelling techniques in media contents like editing and change of camera viewpoint can no longer be forced in virtual reality contents. Storytelling techniques in virtual reality contents are much limited compared to the conventional contents in terms of user interaction, expansion of senses, and guarantee of freedom.

Online WOM Communication of Crossmedia Storytelling (크로스미디어 스토리텔링의 온라인 구전 양상)

  • Seo, Seong-Eun
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.134-144
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    • 2011
  • Crossmedia Storytelling is receiving attention as a new style of description in the age of limitless competition and infinite fusion among media. Crossmedia Storytelling specifies a form of storytelling carried out through mixed usage of plural media, such as televisions, movies, and web services. It is different from OSMU strategy in that plays one source of contents according to the characteristics of various media while Crossmedia Storytelling demands users' active participation. Moreover, it is also slightly different from Transmedia Storytelling in the point that narratives of each media are not complete themselves and only through effectively combining plural media can the whole story fully enjoyed. This research aims to analyze how users move among media in terms of Crossmedia contents by examining cases of Swedish interactive drama series , from Australia, and from the United States. To do so, first, the paper looks into the principles of Crossmedia communication and examines that it is based on online word-of-mouth communication, such as viral marketing. As a result, the following was found in the cases of Crossmedia Storytelling: negative stories that arouse users' emotional reactions & users' participation are effective, and the set-up of Sneezer, which causes the knowledge gap, is very important. It was also found that users' participation was actively taking place through online WOM communication in Crossmedia Storytelling.