• Title/Summary/Keyword: 스토리 생성

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Method and Case Study of Decision Tree for Content Design Education (콘텐츠 디자인교육을 위한 의사 결정 트리 활용 방법과 사례연구)

  • Kim, Sungkon
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.4
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    • pp.283-288
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    • 2019
  • In order to overcome the students' lack of information and experience, we developed a content planning tree that utilizes a decision tree. The content planning tree consists of a tree trunk creation step in which students select a theme and a story to develop, a parent branch generation step for selecting a category that can be developed based on the story, a child branch generation step for selecting the interesting "effect" method of producing the content effectively, a leaf generation step for selecting a multimedia expression 'element' to be visualized. The educational model was applied to game planning design and information visualization lectures, and provides examples of the categories, effects, and elements used in each lecture. The model was used for 145 team projects and the efficiency was confirmed by a step-by-step learning process.

Snapshot Technique using Snapshot Status Table for Shared Storage System supporting Large Capacity (스냅샷 상태 테이블을 이용한 대용량 공유 스토리지를 위한 스냅샷)

  • 김영호;정성인;김명준
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.10b
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    • pp.91-93
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    • 2003
  • 본 논문에서는 대용랑 스토리지를 공유하는 스토리지 클러스터 시스템을 위한 매핑 테이블 기반의 스냅샷 기법을 제안한다. 스냅샷 상태 비트를 이용한 디스크 기반의 스냅샷 기법을 개선한 스냅샷 상태 테이블을 메모리에 유지하는 스냅샷 기법을 제안한다. 스냅샷 상태 테이블은 최초 할당 비트(FAB:First Allocation Bit)와 스냅샷 상태 비트(SSB:Snapshot Stautus Bit)로 구성되고 기존 스냅샷 기법이 갖는 문제점들을 해결한다. 스냅샷 생성 시 대상 저장 장치에 대한 I/O의 중단없이 데이터의 일관성을 보장한다. 또한 쓰기 연산 수행 시 COW의 수행 여부 판단을 스냅샷 상태 테이블의 FAB와 SSB를 이용하여 매핑 블록에 대한 추가적인 I/O를 없앤다. 스냅샷 삭제 시 매핑 블록에 대한 접근 없이 COW 수행 여부 판단을 처리하여 성능을 향상시킨다.

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A Study on Design and Implementation of Cloud Storage Data Encryption App using Cryptographic Algorithm (암호 알고리즘을 이용한 클라우드 스토리지 데이터 암호화 앱 설계 및 구현에 관한 연구)

  • Sohn, Minseok;Won, Yoojae
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.11a
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    • pp.363-366
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    • 2017
  • 최근 컨텐츠 제공 업체와 사용자들로부터 생성되는 미디어 데이터들의 용량이 늘어남에 따라, 사용자들은 자신이 보유한 단말 외에 추가적인 저장공간이 필요하게 되었다. 이에 추가 저장소 및 백업 장치로써 클라우드 스토리지 서비스의 사용률이 늘어나는 추세이다. 클라우드 서비스에 대한 수요가 증가하고 이와 함께 보안적인 이슈가 늘어남에 따라, 서비스 제공자들은 다양한 보안 기술들을 클라우드 시스템에 적용하고 있다. 본 논문에서는 클라우드 스토리지 서비스의 보안성을 위한 업로드, 다운로드간 파일 암 복호화 방법에 대해 제안한다. 제안한 어플리케이션은 보안 문제들을 해결하는 데에 도움이 될 것으로 기대된다.

Design of a Online Digital Storytelling System Making a Cartoon Sketch into a Motion Picture (만화적 스케치의 동영상화를 이용한 온라인 디지털 스토리텔링 시스템 설계)

  • 남양희;이상곤
    • Journal of Korea Multimedia Society
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    • v.5 no.4
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    • pp.434-440
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    • 2002
  • This paper proposes a digital storytelling system that employs a method of making users simple online sketch being animated in 3D. To help users focus on their story development, our proposed system gives sketch guidelines providing 3D scene structure, and publishes final results as animated scenes with story text across time. This system is based on the web and the authoring process can also be shared with others.

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An Efficient Snapshot Technique for Shared Storage Systems supporting Large Capacity (대용량 공유 스토리지 시스템을 위한 효율적인 스냅샷 기법)

  • 김영호;강동재;박유현;김창수;김명준
    • Journal of KIISE:Databases
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    • v.31 no.2
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    • pp.108-121
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    • 2004
  • In this paper, we propose an enhanced snapshot technique that solves performance degradation when snapshot is initiated for the storage cluster system. However, traditional snapshot technique has some limits adapted to large amount storage shared by multi-hosts in the following aspects. As volume size grows, (1) it deteriorates crucially the performance of write operations due to additional disk access to verify COW is performed. (2) Also it increases excessively the blocking time of write operation performed during the snapshot creation time. (3)Finally, it deteriorates the performance of write operations due to additional disk I/O for mapping block caused by the verification of COW. In this paper, we propose an efficient snapshot technique for large amount storage shared by multi-hosts in SAN Environments. We eliminate the blocking time of write operation caused by freezing while a snapshot creation is performing. Also to improve the performance of write operation when snapshot is taken, we introduce First Allocation Bit(FAB) and Snapshot Status Bit(SSB). It improves performance of write operation by reducing an additional disk access to volume disk for getting snapshot mapping block. We design and implement an efficient snapshot technique, while the snapshot deletion time, improve performance by deallocation of COW data block using SSB of original mapping entry without snapshot mapping entry obtained mapping block read from the shared disk.

A study of Robot Programming Curriculum based on Storytelling (스토리텔링 기반 로봇 프로그래밍 교육과정 연구)

  • Lee, Jae-Inn;Sung, Young-Hoon
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.15-22
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    • 2011
  • Most of the robot programming curriculums consists mainly of understanding robot programming language and learning a simple grammatical sentences rather than logical problem solving process, these curriculums impose a burden on childrens' learning. Storytelling offers opportunities for continuation of childrens' positive learning motivation to practice symbolic manipulations, hold multiple abstract concepts in their heads, and create meaning between these ideas. In this paper, to overcome the difficulty of robot programming curriculum in elementary school and find teaching method which derives the childrens' motivation, we used storytelling in study of our robot programming curriculum.

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A Study on Problem Based Storytelling of Digital Game Modification (디지털 게임 모드의 문제 기반 스토리텔링 연구)

  • Yun, Hye-Young
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.65-76
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    • 2016
  • The paradigm of the human experience through computer as a medium is moving from cultural interface to cultural software. Mod represents this paradigm shift in digital game culture. Until now, Digital game play focused on the immersive agency in the process of achieving the goals of the game. On the other hand, In Mod, play focus on generative agency in the process of creating and solving problems in game world. Through Mod, original game perceived as transformable data and creative material. Transformation and generation of such a game content through the user's Mod presents a sustainable model of the digital game.

ViStoryNet: Neural Networks with Successive Event Order Embedding and BiLSTMs for Video Story Regeneration (ViStoryNet: 비디오 스토리 재현을 위한 연속 이벤트 임베딩 및 BiLSTM 기반 신경망)

  • Heo, Min-Oh;Kim, Kyung-Min;Zhang, Byoung-Tak
    • KIISE Transactions on Computing Practices
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    • v.24 no.3
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    • pp.138-144
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    • 2018
  • A video is a vivid medium similar to human's visual-linguistic experiences, since it can inculcate a sequence of situations, actions or dialogues that can be told as a story. In this study, we propose story learning/regeneration frameworks from videos with successive event order supervision for contextual coherence. The supervision induces each episode to have a form of trajectory in the latent space, which constructs a composite representation of ordering and semantics. In this study, we incorporated the use of kids videos as a training data. Some of the advantages associated with the kids videos include omnibus style, simple/explicit storyline in short, chronological narrative order, and relatively limited number of characters and spatial environments. We build the encoder-decoder structure with successive event order embedding, and train bi-directional LSTMs as sequence models considering multi-step sequence prediction. Using a series of approximately 200 episodes of kids videos named 'Pororo the Little Penguin', we give empirical results for story regeneration tasks and SEOE. In addition, each episode shows a trajectory-like shape on the latent space of the model, which gives the geometric information for the sequence models.

A Study on the Development of Intelligent Contents and Interactive Storytelling System (지능형콘텐츠 개발과 인터렉티브 스토리텔링 시스템 연구)

  • Lee, Eun Ryoung;Kim, Kio Chung
    • Journal of Digital Convergence
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    • v.11 no.1
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    • pp.423-430
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    • 2013
  • The development of information technology introduced digital contents and Social Network Services(SNS), and allowed the virtual transaction and communication between users called "the experience knowledge" advanced from "the objective knowledge." This paper will analyze interactive storytelling system creating different types of stories on narrative genre about family history, personal history and so on. Through analysis on narrative interviews, direct observations, documentations and visual records, contents about CEO story, corporate story, family story and especially family history will be categorized into sampleDB and informationDB. Accumulated contents will allow the user to increase the value and usage of the contents through interactive storytelling system by restructuring the contents on family history. This research has developed writing tool data model using different digital contents such as texts, images and pictures to encourage open communications between first generations and third generations in Korea. Furthermore, researched about connected system on interactive storytelling creation device using various genre of family story that has been data based.

Automatic Generation of Diverse Cartoons using User's Profiles and Cartoon Features (사용자 프로파일 및 만화 요소를 활용한 다양한 만화 자동 생성)

  • Song, In-Jee;Jung, Myung-Chul;Cho, Sung-Bae
    • Journal of KIISE:Software and Applications
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    • v.34 no.5
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    • pp.465-475
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    • 2007
  • With the spread of Internet, web users express their daily life by articles, pictures and cartons to recollect personal memory or to share their experience. For the easier recollection and sharing process, this paper proposes diverse cartoon generation methods using the landmark lists which represent the behavior and emotional status of the user. From the priority and causality of each landmark, critical landmark is selected for composing the cartoon scenario, which is revised by story ontology. Using similarity between cartoon images and each landmark in the revised scenario, suitable cartoon cut for each landmark is composed. To make cartoon story more diverse, weather, nightscape, supporting character, exaggeration and animation effects are additionally applied. Through example scenarios and usability tests, the diversity of the generated cartoon is verified.