• Title/Summary/Keyword: 스토리보드

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A Method for Monitoring Secret Documents from Public Cloud Management Systems (공용 클라우드 관리 시스템에서의 기밀문서 감시 방법)

  • Lee, Sang Woo;Han, Jung Woo;Lee, Tae Ho;Kim, Eul Dong;Park, Jin Ok;Song, Yang-Eui;Lee, Yong Kyu
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.10a
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    • pp.91-94
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    • 2015
  • 최근 들어 공용 클라우드 서비스의 이용이 크게 증가하였다. 클라우스 서비스는 관리비용이 저렴하고 다양한 디바이스로 접근이 가능한 장점이 있는 반면, 데이터 접근을 통제하기 힘들어 내부정보가 유출되는 등의 보안 위협이 공존한다. 따라서 본 논문은 클라우드 스토리지의 기밀문서 유출 방지를 위해 사후 감시방법을 연구한다. 문서 내 포함된 보안 키워드 개수를 통해 보안지표를 계산하고 이 지표로 기밀문서 여부를 판단한다. 또한, 관리자용 대시보드를 통해 기밀문서가 탐지 되었을 때 백업/삭제 등의 사후처리 기능을 제공한다. 본 감시방법을 통해 클라우드 스토리지 내 기밀문서가 업로드 되는 것을 감시함으로써 기밀문서 유출 위협을 효과적으로 줄일 수 있다.

A Buffer Cache Replacement Algorithm for Considering both Hybrid Main Memory and Storage (하이브리드 메인 메모리와 스토리지의 특성을 고려한 버퍼 캐시 교체 정책)

  • Kang, Dong Hyun;Eom, Young Ik
    • Journal of KIISE
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    • v.42 no.8
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    • pp.947-953
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    • 2015
  • PRAM is being considered as a potential successor to DRAM because of its characteristics such as byte-addressability, non-volatility, and high density. To gain its benefits, buffer cache replacement algorithm based on PRAM has been actively studied. However, most of the previous studies on buffer cache replacement algorithm limitedly exploit the byte-level performance of PRAM by focusing its limited lifetime and slower access latency compared to DRAM. In this paper, we propose a novel buffer cache replacement algorithm that fully considers the byte-level performance of PRAM and the performance of secondary storage. To take advantage of small size write on PRAM, proposed scheme keeps pages, which are frequently accessed with a small size write, on PRAM and allows the selective page migration from DRAM to PRAM. As a result, our scheme significantly reduces the number of PRAM writes. Our experimental results indicate for real workloads that our scheme reduces the number of PRAM writes by up to 92% and improves its performance by up to 62% compared to CLOCK.

Storyboard of Immortal Land in Gugok-Wonlim - A Special Reference to Goisan - (구곡원림(九曲園林)에서 찾는 신선경(神仙境)의 경관 스토리보드 - 괴산 갈은구곡(葛隱九曲)을 대상으로 -)

  • Rho, Jae-Hyun;Park, Joo-Sung;Sim, Woo-Kyung
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.29 no.1
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    • pp.90-104
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    • 2011
  • This study identified the scenic characteristics in Gugok and symbolism reflected in titles of the scenery of the season in Gugok from a perspective of Sundoism concentrated on Galeun Gugok in Goisan which is influenced most greatly by Sundoism hermit ideas in Korea, along with Seonyudong-Gugok. In addition, it suggested a measure for arrangement and narrative Storyboard of Galeun Gugok structure corresponding with promotion and propagation of Gugok cultural scenes and educational goals. According to analysis and interpretation of the various Gugoks forming Galeun Gugok in terms of their titles, names engraved in surrounding elements and the coherent symbolic meanings of its scenery and place through comparison with secenery of near Seonyudong-Gugok, the result shows that Galeun Gugok comprises wishes for eternal life in the forms of Taoist hermit-related scenery of the season within the range of stream and old stories based on environmental affordance. In figurative way, it ultimately presents the Wonyung(圓融) idea which seeks a harmonious combination of God and humankind. In particular, consciousness of longevity without problems is deeply inherent in the background of eternalness of plants, divinity of animals and natural homeostasis. Also, 9 Gok Seongukam set up at visual terminal reflect noticeably that a game Go is the amusement of the immortals, which describe 9 ranks of GO figuratively. Galeun Gugok is formed in a unity structure, which is hermit-oriented Sundoism and motif, such as longevity and immortality, divinity and enjoyment of Sundoism hermit rather than used as a method to achieve taste for the arts or ethics. Given the fact, it presents eternal longevity and atmosphere of seclusion in very strong way. Development of spatial Storyboard structure based on this is interpreted as 'Entering the world of hermits(Introduction)'-'Looking the world(Development)'-'Living with hermits(Turn)'-'Becoming hermit(Conclusion).' Finally, the scenery image of Galeun Gugok presented in surface structure is based on beauty of the immortal land scenery as well as beauty of pre-achieved space in Gugokdongcheon and arranged the vertical narrative structure as divine space of 9 ranks of GO. Taking those into account, scenery story board of Galeun Gugok was suggested in accordance with a theme of 6 cuts; Gnagsun(降仙)-Sungyeong(仙境)- Sunyak(仙藥)-Sunhak(仙鶴)-Sunyu(仙遊)-Eunsun(隱仙). It is obvious that hermit which live an eternal life as a representative of Sundoism, should be the main motif of scenery planning in a filed of modem landscaping. Therefore, the most valuable component in designing Korean landscape must be the homeostasis of surrounding landscape which supports the characteristics of invariability and divinity of nature.

Analysis of the Global Fandom and Success Factors of BTS (방탄소년단(BTS)의 글로벌 팬덤과 성공요인 분석)

  • Yoon, Yeo-Kwang
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.13-25
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    • 2019
  • Since reaching the top in the Billboard Main Album Chart 'Billboard 200' with Love Yourself: Tear in May of 2018, BTS once again took first place after just three months in the 'Billboard 200'(September 3, 2018) with the repackaged album Love Yourself: Answer. It opened the doors to the 'Hallyu 4.0' by conquering the main Billboard Chart with a song sung in Korean. BTS rose to the top on the 'Billboard 200' twice, thus being recognized globally for their musical talent(song, dance, promotion, etc.), and took their place in the mainstream music market of the world. BTS moved away from intuitive interaction such as mysticism, abnormality, irregularity, etc. but instead created their own world(BTS Universe) with fans around the world through two-directional communication such as consensus, sharing and co-existence. They are recognized as artists that went beyond being an idol group that simply released a few hit songs that had now elevated popular music to a new form of art. In result, they retained a highly loyal global fan base(A.R.M.Y.) and they are continuously creating good influence with them. This study analyzed the success factors of BTS using the S-M-C-R-E model as follows. ① Sender: BTS'7-person 7-colors fantasy and 'All-in-one storytelling' strategy of producer Bang Shi-hyuk ② Message: Create global consensus of 'you' rather than 'me' ③ Channel: Created real-time common grounds with global fans through social network platforms such as Youtube, Facebook and Instagram ④ Receiver: Formed highly loyal global fandom(A.R.M.Y.) that extends outside of Korea and Asia ⑤ Effect: Created additional economic value and spread good influence

Efficient Metadata Management Scheme in NAND Flash Based File System Using BPRAM (BPRAM을 이용한 NAND Flash 기반 파일 시스템에서의 효율적인 메타데이터 관리 기법)

  • Yoo, Jin-Soo;Tai-Zhong, Quan;Won, You-Jip
    • Proceedings of the Korean Information Science Society Conference
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    • 2011.06b
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    • pp.321-322
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    • 2011
  • 차세대 저장매체로 각광받고 있는 BPRAM을 이용해, NAND Flash memory의 결점을 보완하고자 하는 많은 연구들이 진행되고 있다. 본 논문에서는 BPRAM과 NAND Flash를 이용하여, 계층적 스토리지에 사용하는 하이브리드 파일 시스템인 Compressing Metadata File System(CMFS)을 개발하였다. CMFS는 Mount time에 필요한 메타데이터를 BPRAM에 저장하여 마운트 시간을 줄이고, 메타데이터를 Update하기 위한 Overhead를 줄이기 위해 부분 갱신 기법을 개발하였다. 또한 메타데이터의 저장을 위해 필요한 BPRAM의 용량를 줄이기 위해 메타데이터를 경량화 및 압축하고, 압축률을 높이기 위해 Hybrid Coding 압축기법을 개발하여 적용한다. Marvel PXA320(806MHz) 보드를 이용하여 CMFS의 성능을 측정하였으며, 타 압축 기법보다 높은 메타데이터의 압축률을 보였다.

The case study on 1'st online game software planning of Kingdom of Dorr (도르르 왕국의 1차 기획에 대한 사례 연구)

  • Lee, Myoun-Jae;Yoon, Sung-Jun
    • Journal of Korea Game Society
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    • v.3 no.1
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    • pp.24-36
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    • 2003
  • 게임 기획은 1차 기획과 2차 기획으로 나누어진다. 1차 기획은 게임이 제작될 경우 게임의 장르, 스토리, 타겟 게이머, 플랫폼, 인터페이스, 캐릭터 특징, 마켓팅 전략등을 고려해 게임 상품화와 게임 판매 성공 여부, 게임이 미치는 사회적 영향등을 판단하여 게임의 제작 여부를 결정하는 단계이므로 게임의 성공과 밀접한 관련이 있다. 그런데 현재 국내에서 제작되고 있는 게임들은 RPG 게임과 특정한 게임층에 편향된 경향이 있어 장기적으로 게임 시장의 축소를 가져올 수 있다. 그러므로 차별화된 게임을 제작하여 게임 시장의 확대를 이루는 것이 필요하다. 본 논문에서는 온라인 보드 게임에 속하고 인터페이스와 기존 게임에 익숙하지 않는 여성층과 초보 게이머들도 쉽게 게임을 즐길 수 있는 도르르 왕국의 1차 기획 사례 연구를 통해 온라인 게임의 1차 기획 과정을 논한다. 본 연구는 기존 게임과 차별화된 게임을 제작하려는 게임 제작업체에게 1차 기획의 좋은 예가 되어 경쟁력 있는 게임을 출하할 수 있도록 도움을 줄 수 있다.

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Method of Materialization of Open Contents System in Distance Education for Graphic Literacy (그래픽 리터러시를 위한 원격교육에서의 Open Contents System 구축 방안)

  • Ha, Hyun-Jin;Hong, Myung-Hui
    • 한국정보교육학회:학술대회논문집
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    • 2004.01a
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    • pp.522-530
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    • 2004
  • 본 논문에서는 교사들의 그래픽 리터러시를 위한 원격교육에 대한 코스웨어를 개발함으로써 Open Contents System을 구축함을 목적으로 한다. 코스웨어 개발을 위해 본 논문에서는 교육내용의 선정$\Rightarrow$스토리 보드의 작성$\Rightarrow$구조 설계 및 미디어데이터 제작$\Rightarrow$저작 과정$\Rightarrow$출판 및 활용의 5단계의 전략을 세웠으며, 이를 템플릿화해 Open Contents화하였다. 특히 구조 설계 및 미디어데이터 제작 단계에서 폴더 구조 및 파일 넘버링에 대한 템플릿은 정보 수정 및 보안을 용이하게 하는 장점이 있다. 본 논문에서 구축한 Open Contents System은 템플릿화 된 소스를 공개하여 일반 교수자의 컨텐츠 설계, 개발, 운영관리를 가능하게 할 수 있다.

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The Development of VR based Application for Realistic Disaster Prevention Training (현실감 있는 재난재해 예방 교육을 위한 VR 기반 앱 개발)

  • Kim, Taehoon;Youn, Junhee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.12
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    • pp.287-293
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    • 2018
  • The Korean peninsula has been known as an area that is free of volcanic disasters. However, recent observations and research results of volcanoes in Far East Asia, including Baedu Mountain and Japanese volcanoes, show that the Korean peninsula is no longer a safe area from volcanic disasters. Since 2012, the Korean government has been developing an IT-based construction technology, VDRS (Volcanic Disaster Response System), for effective volcanic disaster response system. The main users of VDRS are public officers in central or local governments. However, most of them have little experience and knowledge about volcanic disasters. Therefore, it is essential to develop education contents and implement training on volcanic disaster response for effective response in a real disaster situation. In this paper, we deal with the development of a mobile application based on virtual reality (VR) for realistic volcanic disaster response training. The objectives of training are the delivery of knowledge and experience for volcanic disasters. First, VR contents were generated based on spatial information. A 3D model was constructed based on a Digital Elevation Model (DEM), and visualization models for meterological effects and various volcanic disaster diffusion effects were implemented for the VR contents. Second, the mobile application for the volcanic disaster response training was implemented. A 12-step story board is proposed for volcanic disaster experience. The application was developed with the Unity3D engine based on the proposed story board to deliver knowledge of various volcanic disasters (volcanic ash, pyroclastic flows, volcanic mudflow etc.). The results of this paper will be used for volcanic disaster response and prevention training and for more realistic training linked with augmented reality technology in the future.

Analysis and Design of Co-creation Platform Software by Object-Oriented Analysis Method (객체지향 분석 방법에 의한 Co-Creation 플랫폼 소프트웨어의 분석 및 설계)

  • Cho, Byung-Ho;Ahn, Heui-Hak
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.6
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    • pp.75-81
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    • 2016
  • My proposed Co-creation platform software analysis and design method in my paper, presents build technology of co-creation platform using Co-creation concepts refer to all process from products' idea level to products' design, manufacturing and marketing level. And this method can be possible to design and implement to be interlocked with company's cloud service and system through own SNS functions and OPEN API to build co-creation platform. Also owing to apply Wiki technology in the process of idea modification and completion level and provide cooperative work tools of story-board prototyping, it can be participate actively in the design process with customer and stakeholder together and realize functions to apply opinions. Therefore, Co-creation platform software analysis and design by objected-oriented analysis method is presented to show these design process effectively.

The Effects of Childrens' Perception of the Kodu Software Curriculum Model based on SCC Activity Strategy (SCC 활동 전략기반 Kodu SW교육과정 모델 적용을 통한 어린이 코딩 인지 효과)

  • Sung, Younghoon;Yoo, Seounghan
    • Journal of The Korean Association of Information Education
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    • v.20 no.3
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    • pp.283-292
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    • 2016
  • Based on revised 2015 curriculum, diversified SW education methods for elementary school students are researched, developed and applied. However, as most of SW education is based on English text, its coding process may be difficult for low graders of elementary school who are not familiar with English and Math. Under this situation, Kodu game lab based 'icon card board' by which coding could be learnt with ease through game and icon was developed and story activity, coding activity and collaboration activity (SCC) strategy based 17th session SW curriculum was applied and verified. As a result of research, in terms of satisfaction of students for SW class, students more than 86% recognized such class positively and a significant effect was obtained from students' interest level and learning model for coding.