• Title/Summary/Keyword: 스토리의 시간 구조

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A study on Portable Game's Storytelling based on humor (유머 요소를 적용한 휴대용 게임의 스토리텔링 양상 연구 -닌텐도 DS Lite 타이틀을 중심으로-)

  • Jung, Da-Hee
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1272-1278
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    • 2009
  • Titles of Nintendo DS are frequently use humor to help users fall in short time. Among many humor element, many titles use exaggeration. It is because 'exaggeration' is the best instrument to make users understand humor without complex cognitive process. Therefore, portable game using humor storytelling as a strategy for attracting various people.

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High-Performance VOD server based on storage access scheduling and double buffer (스토리지 접근 스케쥴링과 더블 버퍼구조 기반 VOD 서버의 고성능화)

  • Kim, Cheon-Seog;Ji, Mi-Kyong;Yoon, Jeong-Hyun;Kim, Kyu-Seok
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.11a
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    • pp.403-405
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    • 2009
  • 통방융합 환경에서 Killer 서비스로 각광을 받고 있는 VOD(Video On Demand)서비스에서 I/O 병목현상은 VOD 서버의 오 동작 및 성능 저하의 주요 원인이 되고 있다. 본 논문에서는 이런 I/O 병목 현상을 개선하여 입출력 효율이 좋은 고성능 VOD 솔루션을 제안한다. 제안된 솔루션은 대용량 더블 버퍼를 구성하여 하나의 버퍼로 클라이언트에 데이터를 전송하고 있는 사이에, 나머지 다른 버퍼에서 스토리지에서 전송되는 데이터를 버퍼에 저장 하여, 디스크 접근 시 한번에 보다 많은 데이터를 읽음으로써 연속적인 정보를 가져올때 빈번하게 하드디스크의 접근을 줄임으로서 끊김없는 전송을 가능하게 한다. 또한 다수의 사용자가 동시 접근 시 데이터 충돌을 방지하고, 스토리지에 순차적으로 연속 접근하도록 접근 발생 시간에 따라 우선 순위 인덱스를 할당하고 회수하도록 스토리지 접근 스케쥴러를 고안 하였다. 제안된 솔루션의 유효성을 검증하기 위해 SD급 콘텐츠에 대해 솔루션의 Throughoutput 처리량을 벤치마킹 테스트로 검증을 하였다. 테스트 결과 MPEG-2 SD급 영상에대해 Raid 5에서 최대 1000 스트리밍을 전송 할 수 있음을 확인 하였다.

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A Study on Developing Model and Implementation of Intelligent Contents Planning Supporting System(ICPS) in familyHistory (지능형 스토리텔링 콘텐츠 기획지원도구 모델설계 및 구현에 관한 연구 - 가족이야기(familyHistory)를 중심으로 사례연구)

  • Lee, Eun-Ryoung;Kim, Kio-Chung
    • Journal of Digital Contents Society
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    • v.11 no.4
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    • pp.607-614
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    • 2010
  • History centered knowledge based story-telling project planning tool supports the process of story creation in narrative genre about history of families or individuals. Narrative fields not only include drama, mythology, legend, history but also non-verbal epics such as movie, play, ballet and opera. But as verbal epic, this research paper focuses on the family history and individual history of each household. This story-telling planning tool redevelops each genre of story-telling about family history through sampleDB and informationDB, and it is widely applicable in concreting high quality stories in both its content and value. Reduces the time of planning story-telling, and impose minimum expenses in human resources. Content about family history is one of the most the fundamental and renowned contents in Story-telling but planning tool that is easily applicable in creating such content does not exist in statue quo. In this current system lacking creative infra, this research paper seeks to provide a planning tool that public can easily utilize, and by systemizing the tool. it aims to create a creative contents tool model applicable in variety of genres.

A Study on the Storytelling and its Application : Focusing on the Panmunjom and the surrounding DMZ (판문점 및 주변 DMZ 지역의 스토리텔링과 활용방안에 관한 연구)

  • Lee, Dongmi
    • 지역과문화
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    • v.6 no.4
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    • pp.23-45
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    • 2019
  • The main research is on how to find source stories and develop and utilize content that will properly show the value of Panmunjom and the surrounding DMZ on the Korean Peninsula, which are receiving worldwide attention. Three methods were used as research for the high-end branding of Panmunjom and the surrounding DMZ. The first is the interest of prospective visitors through the travel cycle, using Joseph Campbell's "The Hero's Journey." The second was to incorporate Roland Bart's "third meaning" into the subjective travel and emotional stimulation, which is the trend of modern travel. The third introduced Kevin Lynch's theory and tried to place five elements of the path, edge, district, node and landmark in the core location of Panmunjom. Through the study, the excavation of contents in Panmunjom and the surrounding DMZ needs to be collected to a third meaning using a direct interview method that listens to the stories of related figures as well as organizing historical events. The priority should be given to those over the age of 80 and interviews should be conducted at least three times and over three generations. The process of building it into an archive, selecting a story, and then going through a culture collage and networking and branding takes place in five stages. This can create a virtuous circle of content processing, content utilization, job creation in the region and revitalizing the local economy through discovery of source stories and storytelling. Content development should be able to touch sensibility while saving time, history, place, originality and sincerity. Taking the center between tourism and travel, development and damage concerns, a careful but long-term plan and large-scale discovery of source stories should be made, and a consensus should be formed on the need for proper storytelling.

The Return of Modern Cinema to the Classic Film : The Storytelling of the Film Asako I & II (모던한 방식으로 찍은 고전적 영화 : 영화 <아사코>의 스토리텔링)

  • Han, Dong-Gyun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.7
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    • pp.59-70
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    • 2021
  • This research studies the specific cases of Ryusuke Hamaguchi's re-arrangement of the original novel Net emo Samite mo(2010) by Tomoka Shibasaki to his 2018 film Asako I&II. The study focuses on the difference that has been made between the original novel and the film, which occurred after Ryusuke adapted the novel's "Telling" to the film's "Showing." The presence of the passive protagonist and the repetitions are the elements that have been avoided from the traditional Screenwriting theory for a long. Instead of avoiding it, Ryusuke Hamaguchi inherits these traits of the original novel when re-arranging to his film. Despite the presence of a passive protagonist, Hamaguchi's method of adaption increases the attention of the audience by using the other tools of Hollywood's tradition: the use of goal and want of the protagonist. In addition, Hamaguchi's storytelling strategy captivates both the modern cinema audiences and the classical film audiences by creating a story, which both repetitive structure and normative narrative structure were applied.

An Improved Way of Remote Storage Service based on iSCSI for Mobile Device using Intermediate Server (모바일 디바이스를 위한 iSCSI 기반의 원격 스토리지 서비스에서 중간 서버를 이용한 성능 개선 방안)

  • Kim Daegeun;Park Myong-Soon
    • The KIPS Transactions:PartC
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    • v.11C no.6 s.95
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    • pp.843-850
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    • 2004
  • As mobile devices prevail, requests for various services using mobile devices have increased. Requests for application services that require large data space such as multimedia, game and database [1] specifically have greatly increased. However, mobile appliances have difficulty in applying various services like a wire environment, because the storage capacity of one is not enough. Therefore, research (5) which provides remote storage service for mobile appliances using iSCSI is being conducted to overcome storage space limitations in mobile appliances. But, when iSCSI is applied to mobile appliances, iSCSI I/O performance drops rapidly if a iSCSI client moves from the server to a far away position. In the case of write operation, $28\%$ reduction of I/O performance occurred when the latency of network is 64ms. This is because the iSCSI has a structural quality that is very .sensitive to delay time. In this paper, we will introduce an intermediate target server and localize iSCSI target to improve the shortcomings of iSCSI performance dropping sharply as latency increases when mobile appliances recede from a storage server.

Story-based Information Retrieval (스토리 기반의 정보 검색 연구)

  • You, Eun-Soon;Park, Seung-Bo
    • Journal of Intelligence and Information Systems
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    • v.19 no.4
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    • pp.81-96
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    • 2013
  • Video information retrieval has become a very important issue because of the explosive increase in video data from Web content development. Meanwhile, content-based video analysis using visual features has been the main source for video information retrieval and browsing. Content in video can be represented with content-based analysis techniques, which can extract various features from audio-visual data such as frames, shots, colors, texture, or shape. Moreover, similarity between videos can be measured through content-based analysis. However, a movie that is one of typical types of video data is organized by story as well as audio-visual data. This causes a semantic gap between significant information recognized by people and information resulting from content-based analysis, when content-based video analysis using only audio-visual data of low level is applied to information retrieval of movie. The reason for this semantic gap is that the story line for a movie is high level information, with relationships in the content that changes as the movie progresses. Information retrieval related to the story line of a movie cannot be executed by only content-based analysis techniques. A formal model is needed, which can determine relationships among movie contents, or track meaning changes, in order to accurately retrieve the story information. Recently, story-based video analysis techniques have emerged using a social network concept for story information retrieval. These approaches represent a story by using the relationships between characters in a movie, but these approaches have problems. First, they do not express dynamic changes in relationships between characters according to story development. Second, they miss profound information, such as emotions indicating the identities and psychological states of the characters. Emotion is essential to understanding a character's motivation, conflict, and resolution. Third, they do not take account of events and background that contribute to the story. As a result, this paper reviews the importance and weaknesses of previous video analysis methods ranging from content-based approaches to story analysis based on social network. Also, we suggest necessary elements, such as character, background, and events, based on narrative structures introduced in the literature. We extract characters' emotional words from the script of the movie Pretty Woman by using the hierarchical attribute of WordNet, which is an extensive English thesaurus. WordNet offers relationships between words (e.g., synonyms, hypernyms, hyponyms, antonyms). We present a method to visualize the emotional pattern of a character over time. Second, a character's inner nature must be predetermined in order to model a character arc that can depict the character's growth and development. To this end, we analyze the amount of the character's dialogue in the script and track the character's inner nature using social network concepts, such as in-degree (incoming links) and out-degree (outgoing links). Additionally, we propose a method that can track a character's inner nature by tracing indices such as degree, in-degree, and out-degree of the character network in a movie through its progression. Finally, the spatial background where characters meet and where events take place is an important element in the story. We take advantage of the movie script to extracting significant spatial background and suggest a scene map describing spatial arrangements and distances in the movie. Important places where main characters first meet or where they stay during long periods of time can be extracted through this scene map. In view of the aforementioned three elements (character, event, background), we extract a variety of information related to the story and evaluate the performance of the proposed method. We can track story information extracted over time and detect a change in the character's emotion or inner nature, spatial movement, and conflicts and resolutions in the story.

Diverse Aspects of the Antagonist of the Game through the theory of Film Narrative (영화의 이야기 구조를 통한 게임의 Antagonist 양상과 특성 연구)

  • Ahn, Sang-Hyuk
    • Archives of design research
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    • v.17 no.4
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    • pp.299-306
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    • 2004
  • From oral literature to the online game, the narrative has been extended to be comprehensive of various temporal and meaningful facets. Antagonism between the desire and the obstacle propels the narrative story of the game and film. Essential to the concept of antagonism is the role of an antagonist with power to endanger the protagonist; the strength of that force grabs the spectator's interest. An antagonist becomes the obstacle that guards the distance between a protagonist's desire and ability to attain ti. Although an antagonist is the obstacle to overcome in a story, for ordinary people, the intense rivalry between the pro and antagonist offers an unlimited framework for the discussion of game with film narrative which create an interplay of desire and identification. In this paper, I am going to analyze the diverse aspects of the antagonist in the spectator's fantasy of the visual story such as film and multimedia.

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Workload-Driven Adaptive Log Block Allocation for Efficient Flash Memory Management (효율적 플래시 메모리 관리를 위한 워크로드 기반의 적응적 로그 블록 할당 기법)

  • Koo, Duck-Hoi;Shin, Dong-Kun
    • Journal of KIISE:Computer Systems and Theory
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    • v.37 no.2
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    • pp.90-102
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    • 2010
  • Flash memory has been widely used as an important storage device for consumer electronics. For the flash memory-based storage systems, FTL (Flash Translation Layer) is used to handle the mapping between a logical page address and a physical page address. Especially, log buffer-based FTLs provide a good performance with small-sized mapping information. In designing the log buffer-based FTL, one important factor is to determine the mapping structure between data blocks and log blocks, called associativity. While previous works use static associativity fixed at the design time, we propose a new log block mapping scheme which adjusts associativity based on the run-time workload. Our proposed scheme improves the I/O performance about 5~16% compared to the static scheme by adjusting the associativity to provide the best performance.

A Study of The Crystal-image in Yuri Norstein's Animated Film (유리 노르슈테인의 <이야기 속의 이야기>에 나타난 결정체-이미지 연구)

  • Kim, Hyun-Jeong
    • Cartoon and Animation Studies
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    • s.38
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    • pp.93-114
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    • 2015
  • In the history of animation, which created by Yuri Norstein is one of the best animations in the world. Out of all animations that Yuri Norstein created, is one animation that most people have hard time to understand because unexpected images and complicated structure of this animation get us confused. And also since this animation is based on Yuri Norstein's childhood memories and his own experiences, people who doesn't understand Russian culture and history will be lost. The purpose of this study is to analyze created by Yuri Norstein through the crystal-image in of Deleuze. According to Deleuze, we can see and understand unorganized time through the crystal-image which is the door way understanding and recognizing the time-image. In the there are some of the crystal-image appears. Eternity episode is one of the Crystal-images. In eternity episode we can see a peaceful life as simply continue endlessly. This is also the part that shows subject of animation and time itself accoding to Deleuze. By Yuri Norstein reflects Deleuze's claims that time-image we think and realize through crystal-image is eventually human life and universe.