• Title/Summary/Keyword: 스토리 문제

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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.

Study on Character Licensing in connection with Animation Gamification - Focus on (애니메이션의 게이미피케이션과 캐릭터 라이선싱 연계 연구 - <터닝메카드>를 중심으로)

  • Lee, Seon-Young;Lee, Seung-Jin
    • Cartoon and Animation Studies
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    • s.41
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    • pp.357-378
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    • 2015
  • The recent domestic toy market is filled with the fever of 'Turning Mecard' produced as a character product of units showing in . The toy market of the domestic character licensing industry has shown such rapidly changing trends during the period of broadcasting contents like animation or special films targeting children. Through these contents, the characters are cognized, and also the immersion and loyalty can be increased depending on the progress of the story, on top of marketing effect while the animation is broadcasted. This effect is called gamification meaning that consumers voluntarily participate in the contents after receiving fun. Through the purchase of character products, the immersion and loyalty participate in the animation. Thus, this study analyzed the gamification elements by examining the animation and toy products of currently gaining popularity in the toy market. In the results of the study, the story structure of has the sustainment just like game, which is connected to its character product. Therefore, the users who have watched build up the relationship with each other, and the competition and reward can be done through the game using the character products, which is connected to such high immersion and loyalty.

The World View of the Middle Ages Fantasy Game (중세 판타지 게임의 세계관 연구)

  • Seo, Seong-Eun
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.114-124
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    • 2009
  • 73 percent of online games in Korea hold perspectives of medieval times in them. So far in history, about a millennium in medieval times is said to be a period of darkness and savagery, but it is newly revived in the digital virtual world. Such phenomenon is paradoxical and meaningful to often bring out 'medieval times' as a theme for online games, which are revealed by up-to-date technologies in present days. This research examines the background of views of medieval times appeared in online games and how they are realized. Medieval fantasy games have appeared because people dream about escaping from pre-modem times and have fantasy about medieval times. Moreover, perspectives of medieval times have enormously influenced background epics, quest stories, creation of characters in a game scenario. The dual structure having coexistence of nature and super naturalness acts an important role to set up the epic for medieval fantasy games. And medieval romance literature, which has a three-step quest narrative of 'targeting - adventure and fight - achievement' is reflected in a quest story of medieval fantasy games. The strict pyramid system represented by feudalism forms a meaningful metaphor for designing characters, and players organize communities for online games through horizontal collective consciousness in such vertical system of history at the same time.

Directing User's Eye Gaze Movement in an Interactive VR Animation (인터랙티브 VR 애니메이션의 시선 유도를 위한 연출)

  • Ahn, Chan-Je;Lee, Tae-gu
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.103-113
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    • 2021
  • Rather than a directing method of existing animations, VR animation needs a different method of direction. Existing animations were displayed on a screen in movie theaters. But using an existing direction method for the 360° perspective in a VR animation makes it difficult for the user's gaze to move in a way the directors have intended. I analyzed 3 VR animations with a theoretical background of Rudolf Arnheim's visual perception theory and Bruce Block's visual factors that bring high attention. In the process of perception of space, focus on the gaze, movement of the gaze, the 'movement' factor was used most often to attract the gaze. An interactive VR animation attracts user's gaze by allowing users to participate in important points of the story. With an analysis of the animation, it proposed a gaze attraction through the movement of the character with an interaction directing method for reducing motion sickness. Also, it proposed intuitively attracting gaze movement by using GUI and attracting user's participation by using an interactive event with an interaction directing method of storytelling comprehension. With two types of directing proposal, we expect it to be utilized as a basic research method for attracting users to be immersed in storytelling while reducing cyber motion sickness, which is a problem in VR animation.

Distributed Information Management Scheme for Privacy in Cloud Environment (클라우드 환경에서 개인정보보호를 위한 분산 데이터 관리 기법)

  • Cha, Jeonghun;Kang, Jungho;Park, Jong Hyuk
    • Proceedings of the Korea Information Processing Society Conference
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    • 2020.11a
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    • pp.465-467
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    • 2020
  • 최근 정보 기술의 발전으로 클라우드 컴퓨팅은 개개인에게 편의성을 제공하도록 기능하지만, 실생활에서 디지털 정보의 의존성을 높이게 되었다. 클라우드 컴퓨팅은 실시간으로 다양한 정보를 교환함으로써 다양한 어플리케이션 서비스를 제공한다. 특히, 사용자가 가지고 있는 정보들을 로컬 서버에 관리하기 어려운 문제를 해결하기 위해 아웃소싱 클라우드 스토리지 서비스를 이용하여 해결할 수 있다. 그러나, 사용자의 데이터를 외부 클라우드 서버에 업로드하여 저장하게 되면, 클라우드 서비스 제공자로 인한 프라이버시 문제가 발생할 수 있다. 최근, 클라우드 서버에서 발생할 수 있는 프라이버시 문제를 해결하기 위해서 사용자의 데이터를 암호화하여 클라우드 서비스 제공자로부터 사용자의 정보를 보호하는 연구가 진행되고 있다. 하지만 이 연구는 시간이 지남에 따라 암호화가 복호화될 수 있으며, 특히 클라우드 서버에서 Offline Bruteforce 공격이 발생할 수 있다. 본 논문에서는 클라우드 환경에서 사용자의 개인정보를 보호하기 위한 기존 연구의 한계점을 분석한다. 기존 연구 분석을 통해 개인정보 보호를 위한 요구사항을 도출하고, 이를 기반으로 안전한 분산 데이터 관리 기법에 대해 고찰한다.

A Study on Storytelling of Yeongweal-palkyung Applied by Halo Effect of King Danjong' Sorrowful Story (단종애사(端宗哀史)의 후광효과를 적용한 영월팔경의 스토리탤링 전략)

  • Rho, Jae-Hyun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.36 no.3
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    • pp.63-74
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    • 2008
  • With the awareness that Sinyeongwol Sipgyeong(ten scenic spots in Yeongwol) were designed too hastily and only for PR purposes after the change in the tourism environment, this paper indicates that most tourism and culture sources in Yeongwol are related to King Danjong, the sixth king of the Joseon Dynasty. This study proposes a 'Storytelling Plan' for the landscape content called 'Cultural Landscapes - Yeongwol Palgyeong(eight scenic spots in Yeongwol)' after reviewing types and content of Yeongwol Palgyeong through the halo effect of the well-known sad history of King Danjong and the cultural value of Yeongwol. The significance of the unity of the historic site and neighboring landscape is focused on by investigating the anaphoric relations between cultural landscape texts('Yeongwol Palgyeong') and historic content(the sad history of King Danjong). For this, the cultural lnddscape of Yeongwol has been framed and layered to make spatial texts. To emphasize the 'Telling' as well as the 'Story,' interesting episodes have been reviewed to discover a motive. To diversify the 'Telling' methods, absorptive landscape factors have been classified as 'Place,' 'Object' and 'Visual Point.' In addition the storytelling of Yeongwol Palgyeong was examined in consideration of the story and background of 'Yeongwol Palgyeong - Sad Story of King Danjong' and the interaction of a variety of cultural content by suggesting micro-content such as infotainment and edutainment as absorptive landscape factors. In order to make the storytelling plan available in practice as an alternative plan for Yeongwol Tourism, a visual point should be properly set to make the landscape look sufficiently dynamic. In addition, real landscape routes and narration scenarios should be prepared as well. Professional landscape interpreters who are well informed of the natural features of Yeongwol and the history of King Danjong should be brought into the project, and Internet and digital technology-based strategies should be developed.

A Study on the Modern Understanding of SimChong-Jeon and its Storytelling Strategy in the Movie (심청전에 대한 현대적 상상력과 스토리텔링 전략 - 영화 <마담 뺑덕>(2014)을 대상으로 -)

  • Shin, Horim
    • (The)Study of the Eastern Classic
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    • no.66
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    • pp.303-330
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    • 2017
  • The purpose of this article is figuring out the modern understanding of SimChong Jeon's narrative and its storytelling strategy in the movie (2014). In the movie, there are three steps which are based on the temporal flow of narrative. shows the web-like structure of desire especially by focusing on the male character Sim Hakkyu. The relationship among characters in is gradually broken because of the desire. Moreover, the desire pushes Sim Chong who is Sim Hakkyu's daughter into the sacrifice. This part seems similar with the narrative of SimChong-Jeon which has been transmitted since 18~19 century in Choson dynasty. However, also tells a different story which describes the progress of Sim Hakkyu's seeking the real relationship filled with love. This difference is able to make people read with the 'stroytelling' point of view. All the lack or problem in is closely related to the desire of Sim Hakkyu. His narrative is something different from the typical story of SimChong-Jeon. A new narrative of Sim Hakkyu is not Sim Chong centered story but rather the anti of it. 'The other narrative' in seems social practice of storytelling in order to break down the preconception of SimChong-jeon called 'cannon'. This is the storytelling strategy of and it suggests the another way of creating new narrative which is based on the classical cannon.

Possibilities and Limitations of Media Representation as the Historical Communication -Focusing on Korea Films of Gwangju Democratization Movement in 2000s- (역사적 소통 공간으로써 미디어 재현의 가능성과 한계 -2000년대 한국 영화 속 광주 민주화 운동을 중심으로-)

  • Kim, Mi-Sun;Kim, Yu-Rye
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.157-169
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    • 2015
  • This study focuses on Korea films of historical communication. Narrative analysis was conducted on the films in 2000s including , and <26 Years> that mainly have dealt with the 'Gwangju Democratization Movement'. As a result of the syntagmatic analysis, these films try to stabilize 'social imbalances' in the aspect of individuals and conceals issues of social structure. In addition, the result of paradigmatic analysis reveals that textual factors of 'active involvement of female characters', 'continuity of history through the survivors' demonstrate its strategies to publicize the historical truth. Consequently these films show its limitations that weakens historical meaning by placing unsolved problems of social structure as well as the love story. But rather than describing it as a history of the past, these films act as a catalyst to bring thins specific historical issue to our present lives and publicize it as a current issue. Therefore, the historical film not only allows current generation to remind to history but also to provide an opportunity to publicize the important issues of social structure in the present society.

A Study on the Creation Method of Cultural Content - TRIZ Training using Folklore Edutainment - (문화콘텐츠 창작방법 연구 - 민담 에듀테인먼트를 활용한 트리즈교육 -)

  • Lee, Myoungja
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.91-98
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    • 2020
  • In this paper, the creation method of edutainment content among cultural content types was studied. Edutainment aimed to enhance the creative thinking power through the "TRIZ theory" as an element of fun and education for learners at the same time. In this study, the modified OSTM-TRIZ theory was used not only in the technical field but also in the general sector. I proposed a model in which creative thinking can be enhanced to solve problems by analyzing contradictions encountered in the process of presenting problems. Nonlinear digital storytelling in animated folktales can elicit sufficient curiosity from learners, and problem presentation, problem resolution and contradiction analysis using OTSM-TRIZ work as an educational system to develop learners' creativity.

Using the Mobile Cloud Universal Video Integrated Management System (모바일 클라우드를 이용한 범용 영상 통합 관리 시스템)

  • Jeong, Seong-woo;Park, You-hyun;Yu, Yun-sik
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.11a
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    • pp.1336-1339
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    • 2012
  • 최근 공공기관을 통해 CCTV 영상을 통합관리 하려는 움직임이 활발히 발생하고 있다. 하지만, CCTV의 수가 증가하고, 해상도가 높아지면서 통합관리시 저장비용, 검색비용 등의 문제가 예상되고 있다. 이러한 문제의 해결책으로 클라우드 컴퓨팅 기술을 들 수 있는데, 클라우드 컴퓨팅은 다양한 클라이언트 디바이스에서 필요한 시점에 인터넷을 이용해 공유 풀에 있는 서버, 스토리지, 애플리케이션, 서비스 등과 같은 IT 리소스에 쉽게 접근할 수 있는 것을 가능하게 하는 모델이다. 또한 모바일 클라우드 컴퓨팅은 클라우드 컴퓨팅과 다양한 모바일 기기를 결합하여 다양한 서비스를 제공하는 것이다. CCTV와 같은 영상을 생산하는 클라이언트를 모바일 클라우드의 단말로 보고, 영상 데이터를 클라우드 컴퓨팅을 이용하여 관리하면, 저가의 비용으로 대용량의 영상을 저장하는데 비용을 절감 할 수 있으며, 간단한 방법으로 병렬 처리로 검색을 할 수 있어, 검색 시간을 절감 할 수 있는 효과가 있다. 본 논문에서는 모바일 클라우드를 이용한 범용 영상 통합 관리 시스템 모델을 제안하고 이를 토대로 차량용 블랙박스 분야에 한정한 시스템 설계하고 구현하였다.