• Title/Summary/Keyword: 스토리라인

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Une lecture du film d'animation do Christian Volckman (크리스티앙 볼크만(Christian Volckman)의 장편 애니메이션 <르네상스(Renaissance)> 의 해석에 대한 방법적 시도)

  • Han, Sang-Jung
    • Cartoon and Animation Studies
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    • s.13
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    • pp.199-210
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    • 2008
  • Nous tentons ici d'une analyse esthetique sur le film d'animation francais "Renaissance". Le film d'animation est un genre du recit d'images. L'on no peut donc le traiter simplement comme les chaines des images sans I'histoire, ni comme I'histoire sans les images. Nous essaions de trouver dans notre etude, un meddle d'analyse sur le film d'animation. L'acces y est commece par expliquer le context du film et son resume de I'histoire. Ensuite, nous travaillons sur les caracteristiques produites par des images(noir et blanc) et des techniques(motion capture). Elles sont considerees comme les traits expressifs, ou les trails formels. Troisiement, on analysr des codes des genres et des sens implicites qui sont presentes dans le film. Apres aborder tous ces prises on comptes, nous les synthetisons dans ie principe d'esthetique. lci, celui-ci est figure comme un accord entre les caractedristiques formelless et les contenus traites. Mais le film n'arrive pas a cette concordance. L'avancee technique et le plaisir visuel que le film nous donne ne sont pourtant pas meprisable memo si I'objectif esthetique du film no s'acheve sur un echec. Notre etude est un peu large afin d'analyser les detailes du film. Nous laisssons cette faiblesss a un autre travail du futur, on etant content sur l'etude qui pout servir a analyser un film d'animation, mame un peu grossierement.

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Dramatic Plotting by Characterization - Based on Exercises for 'Screenwriting' with the Case Study of The Third Man (캐릭터 창조에 의한 드라마 플롯 구축 : <제3의 사나이> 사례 분석을 통한 '시나리오 작법' 실습을 기반으로)

  • Huh, Eunhee
    • The Journal of the Korea Contents Association
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    • v.14 no.6
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    • pp.11-25
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    • 2014
  • In strong dramas, pot, character, and theme, three basic elements in dramatic structure, are effectively integrated forwards the same dramatic idea. Plot might be considered as the most important element to combine events and character. However, at some point of the script, the writer becomes less interested in the mechanics of the plot, and the characters take over, because audiences remember the characters or the situations more clearly than the plot. Therefore, the workshop of dramatic structure would be successful when it starts from excogitating the character and the situation, by improvising 'voices' of characters, building 'back story', and reconstructing 'outline from the antagonist's view'. With these exercises, the writer and the director understand the mechanics of dramatic plotting by characterization, which include the choice of the protagonist, and the description of plausible actions and the theme, and they consequentially find the way to obtain solidity and plausibility in the scenes.

Implementation of an Interactive Advertising platform Using the Kinect (Kinect를 이용한 Interactive 광고 플랫폼 구현)

  • Kim, Kyung-hyun;Lee, Ki-young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.89-92
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    • 2013
  • South Korea's advertising market in 2012, growing at a standard 10 trillion, but most advertising is in the form of one-way communication by advertisers. In this paper, at the time they are attracting the interest of consumers, more recent placement by Facebook or Youtube propose an advertising platform using the Kinect motion-sensitive controller that can communicate with consumers. In the proposed platform, by the simple enjoyment of the game accept ads without resistance, and can deliver content more effectively than advertising indirectly passing. Had occurred in the existing Windows forms drawing problem was solved by using the XNA game engine using the Facebook API was designed so that it can be integrated with SNS.The scored elements to attract the interest of the users with the introduction of the ranking system and the user's face image to extract added to the story line, and increased immersive.

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A Visual Effect Retrieval System Design for Communication in Film-production - Focused on the Effect Using Computer Graphics Technology - (영화 비주얼 이펙트 제작의 커뮤니케이션을 위한 자료검색 시스템 제안 - 컴퓨터 그래픽 기술을 이용한 이펙트를 중심으로 -)

  • Jo, Kook-Jung;Suk, Hae-Jung
    • The Journal of the Korea Contents Association
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    • v.9 no.6
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    • pp.92-103
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    • 2009
  • With the help of computer graphics technologies, the visual effects techniques using these technologies replaced most of special effects techniques which had been used for early films. For these changes, directors and visual effects creators make an effect in a scene through their mutual agreement in contemporary films. However, they undergo a lot of trial-and-error while making a visual effects scene because they cannot perfectly communicate their ideas due to the director's narrative language, and also because of the visual effect creator's language of computer graphics technology. This research suggests the design of a visual effects data retrieval system for efficient communication between directors and visual effects creators. This application provides the means to search a database analyzing visual effects scenes extracted from 14 remarkable movies in visual effect history by narrative and visual effects technique. They can search visual effects scenes using this application. also, this data can foster communication with directors and creators so they can make an efficient production pipeline.

Real-time Task Aware Memory Allocation Techniques for Heterogeneous Mobile Multitasking Environments (이종 모바일 멀티태스킹 환경을 위한 실시간 작업 인지형 메모리 할당 기술 연구)

  • Bahn, Hyokyung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.3
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    • pp.43-48
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    • 2022
  • Recently, due to the rapid performance improvement of smartphones and the increase in background executions of mobile apps, multitasking has become common on mobile platforms. Unlike traditional desktop and server apps, response time is important in most mobile apps as they are interactive tasks, and some apps are classified as real-time tasks with deadlines. In this paper, we discuss how to meet the requirements of heterogeneous multitasking in managing memory of real-time and interactive tasks when they are executed together on a smartphone. To do so, we analyze the memory requirement of real-time tasks, and propose a model that has the ability of allocating memory to multitasking tasks on a smartphone. Trace-driven simulations with real-world storage access traces captured by heterogeneous apps show that the proposed model provides reasonable performance for interactive tasks while guaranteeing the requirement of real-time tasks.

A Study on the Email Management of Undergraduate Students (대학생의 이메일 관리 행태 연구)

  • Jiyoon Han;Hye-Eun Lee
    • Journal of the Korean Society for information Management
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    • v.40 no.1
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    • pp.149-173
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    • 2023
  • This study examines email records management patterns of undergraduate students and their perceptions of university email policy. The research collected data from 317 undergraduate students using a survey based on the five essential elements of email records management: common elements, email creation, email management, email preservation, and perception. Also, an in-depth interview was conducted with 6 undergraduate students, according to the method of university email service: Google, Microsoft, and in-house webmail. As a result, undergraduate students used email as an address book, cloud storage, file storage, and collaboration tool, and they had difficulties in systematically managing the email records according to the records lifecycle. Also, there was a tendency to prefer using an external email platform that can use additional functions to in-house webmail that has limitations in mobile service and preservation of attachments. Thus, this study suggests ways to help undergraduate students manage their email records, including maintaining graduates' email accounts, providing sufficient email storage, and providing email records management training and guidelines for undergraduate students.

A Study on the Use of Art Information Based on Digital Media - Focusing on Art Appreciation Mobile Application - (디지털미디어 기반 미술 정보 활용 방안 연구 - 미술 감상 모바일 애플리케이션을 중심으로 -)

  • Hur, Yukyoung;Park, Seung Ho
    • Design Convergence Study
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    • v.15 no.5
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    • pp.1-19
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    • 2016
  • The emergence of digital media has enabled visitors' active intervention based on the existing art information archiving. Accordingly, this study was conducted to analyze how archiving data that art museums have developed so farcan be provided significantly to visitors and generate a contemporary appreciation code. This study intended to solve the problems in case study analysis through the restructuralization of information that reflected visitors' appreciation activities as the principal agent. The structure of information, which was reframed for multilayered information approach and use by keyword, is meaningful as it has developed an information structure to mainly enhance visitors' understanding. It is expected that the use of art information proposed in this study will be helpful for setting the specific direction of actual transmedia storytelling service by art museums based on web later on.

Coexistence Direction of AI and Webtoon Artist

  • Bo-Ra Han
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.2
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    • pp.87-99
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    • 2024
  • This study aims to identify the competencies required for webtoon artists to survive in the future era of AI commercialization. It explores the current and future use of AI in webtoons, and predicts the role of artists in the future webtoon industry. The study finds that AI will replace human workers in some areas, but human empathy-related fields can be sustained. Artist roles like story projectors, Visual directors, and AI editors were identified as potential models for the changing role of artists. To address terminology ambiguity, a three-step AI categorization mechanical type AI, humanoid type AI, and transcendent type AI was proposed for a more realistic separation of AI capabilities. The researcher suggested these findings as guidelines for developing skills in emerging artists or re-skilling existing ones, emphasizing collaboration with AI for mutual growth rather than a negative acceptance of new technology.

A Study on Strategy for developing LBS Entertainment content based on local tourist information (지역 관광 정보를 활용한 LBS 엔터테인먼트 컨텐츠 개발 방안에 관한 연구)

  • Kim, Hyun-Jeong
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.151-162
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    • 2007
  • How can new media devices and networks provide an effective response to the world's growing sector of cultural and historically-minded travelers? This study emerged from the question of how mobile handsets can change the nature of cultural and historical tourism in ubiquitous city environments. As wireless network and mobile IT have rapidly developed, it becomes possible to deliver cultural and historical information on the site through mobile handset as a tour guidance system. The paper describes the development of a new type of mobile tourism platform for site-specific cultural and historical information. The central objective of the project was to organize this cultural and historical walking tour around the mobile handset and its unique advantages (i.e. portability, multi-media capacity, access to wireless internet, and location-awareness potential) and then integrate the tour with a historical story and role-playing game that would deepen the mobile user's interest in the sites being visited, and enhance his or her overall experience of the area. The project was based on twelve locations that were culturally and historically significant to Korean War era in Busan. After the mobile tour game prototype was developed for this route, it was evaluated at the 10th PIFF (Pusan International Film Festival). After use test, some new strategies for developing mobile "edutainment content" to deliver cultural historical contents of the location were discussed. Combining 'edutainment' with a cultural and historical mobile walking tour brings a new dimension to existing approaches of the tourism and mobile content industry.

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Urban Growth Prediction each Administrative District Considering Social Economic Development Aspect of Climate Change Scenario (기후변화시나리오의 사회경제발전 양상을 고려한 행정구역별 도시성장 예측)

  • Kim, Jin Soo;Park, So Young
    • Journal of Korean Society for Geospatial Information Science
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    • v.21 no.2
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    • pp.53-62
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    • 2013
  • Land-use/cover changes not only amplify or alleviate influence of climate changes but also they are representative factors to affect environmental change along with climate changes. Thus, the use of land-use/cover changes scenario, consistent climate change scenario is very important to evaluate reliable influences by climate change. The purpose for this study is to predict and analyze the future urban growth considering social and economic scenario from RCP scenario suggested by the 5th evaluation report of IPCC. This study sets land-use/cover changes scenario based on storyline from RCP 4.5 and 8.5 scenario. Urban growth rate for each scenario is calculated by urban area per person and GDP for the last 25 years and regression formula based on double logarithmic model. In addition, the urban demand is predicted by the future population and GDP suggested by the government. This predicted demand is spatially distributed by the urban growth probability map made by logistic regression. As a result, the accuracy of urban growth probability map is appeared to be 89.3~90.3% high and the prediction accuracy for RCP 4.5 showed higher value than that of RCP 8.5. Urban areas from 2020 to 2050 showed consistent growth while the rate of increasing urban areas for RCP 8.5 scenario showed higher value than that of RCP 4.5 scenario. Increase of urban areas is predicted by the fact that famlands are damaged. Especially RCP 8.5 scenario indicated more increase not only farmland but also forest than RCP 4.5 scenario. In addition, the decrease of farmland and forest showed higher level from metropolitan cities than province cities. The results of this study is believed to be used for basic data to clarify complex two-way effects quantitatively for future climate change, land-use/cover changes.