• Title/Summary/Keyword: 스토리 생성

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Story Generation Method using User Information in Mobile Environment (모바일 환경에서 사용자 정보를 이용한 스토리 생성 방법)

  • Hong, Jeen-Pyo;Cha, Jeong-Won
    • Journal of Internet Computing and Services
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    • v.14 no.3
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    • pp.81-90
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    • 2013
  • Mobile device can get useful user information, because users have always this device. In this paper, we propose automatically story generation method and user topic extraction using user information in mobile environment. Proposed method is follows: (1) We collect user action information in mobile device. Then, (2) we extract topics from collected information. (3) For the results of (2), we determine episodes for one day. Then, (4) we generate sentences using sentence templates and we compose stories which have theme-based or time-based. Because proposed method is simpler than previous method, proposed method can work only in mobile device. There's no room to leak user information. And proposed method is expressed more informative than previous method, because proposed method is provided sentence-based result. Extracted user-topic, a result of our method, can use to analyze user action and user preference.

Understanding of Visual storytelling in Information design (정보디자인에서 비주얼 스토리텔링의 이해)

  • Choi, Hyang-Ji;You, Sicheon
    • Smart Media Journal
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    • v.3 no.2
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    • pp.29-36
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    • 2014
  • Human beings in their perception of the objects perceive the overall characteristics first rather than any parts of the object. In the process of 'information structuralization' and 'information visualization', therefore, it is needed the methods of narrative information representation based on a relationship of cause and effect in order to express effectively the whole messages which designers want to deliver. In this study, according to the concept of narrative information representation, we reviewed the meanings of the visual storytelling. As a result, we found that the visual storytelling has the three key roles which are 'narrative', 'visual communication catalyst', 'interacting'. First, the narrative describes the information logistics flow and it has a role to provide a specific story into information in the process of users' information understanding. Second, in the information design, the visual story telling not only expresses the information structure(story) but also uses the visual expressions to deliver the specific message, which is called visual communication catalyst. Third, the information design goes through the information structuralization and the information visualization stages through the visual storytelling to provide the experience factors to the information users, which is called the interactivity. The research implication is to provide the basis developing an approach method which is able to convey information messages effectively by improving information users' visual cognition and raising information users' memory.

Design and Implementation of a Metadata Structure for Large-Scale Shared-Disk File System (대용량 공유디스크 파일 시스템에 적합한 메타 데이타 구조의 설계 및 구현)

  • 이용주;김경배;신범주
    • Journal of KIISE:Computer Systems and Theory
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    • v.30 no.1
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    • pp.33-49
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    • 2003
  • Recently, there have been large storage demands for manipulating multimedia data. To solve the tremendous storage demands, one of the major researches is the SAN(Storage Area Network) that provides the local file requests directly from shared-disk storage and also eliminates the server bottlenecks to performance and availability. SAN also improve the network latency and bandwidth through new channel interface like FC(Fibre Channel). But to manipulate the efficient storage network like SAN, traditional local file system and distributed file system are not adaptable and also are lack of researches in terms of a metadata structure for large-scale inode object such as file and directory. In this paper, we describe the architecture and design issues of our shared-disk file system and provide the efficient bitmap for providing the well-formed block allocation in each host, extent-based semi flat structure for storing large-scale file data, and two-phase directory structure of using Extendible Hashing. Also we describe a detailed algorithm for implementing the file system's device driver in Linux Kernel and compare our file system with the general file system like EXT2 and shard disk file system like GFS in terms of file creation, directory creation and I/O rate.

Design and Evaluation of a High-performance Key-value Storage for Industrial IoT Environments (산업용 IoT 환경을 위한 고성능 키-값 저장소의 설계 및 평가)

  • Han, Hyuck
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.127-133
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    • 2021
  • In industrial IoT environments, sensors generate data for their detection targets and deliver the data to IoT gateways. Therefore, managing large amounts of real-time sensor data is an essential feature for IoT gateways, and key-value storage engines are widely used to manage these sensor data. However, key-value storage engines used in IoT gateways do not take into account the characteristics of sensor data generated in industrial IoT environments, and this limits the performance of key-value storage engines. In this paper, we optimize the key-value storage engine by utilizing the features of sensor data in industrial IoT environments. The proposed optimization technique is to analyze the key, which is the input of a key-value storage engine, for further indexing. This reduces excessive write amplification and improves performance. We implement our optimization scheme in LevelDB and use the workload of the TPCx-IoT benchmark to evaluate our proposed scheme. From experimental results we show that our proposed technique achieves up to 21 times better than the existing scheme, and this shows that the proposed technique can perform high-speed data ingestion in industrial IoT environments.

System for Generating Interactive Animation for Children's Dental to Relax Tensions (긴장 완화를 위한 어린이치과용 상호작용 애니메이션 생성 시스템)

  • Heo, Yu-Gyeong;Moon, Mikyeong
    • Journal of the Institute of Convergence Signal Processing
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    • v.20 no.1
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    • pp.37-44
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    • 2019
  • Recentrly, early dental care for children is becoming more important, and the number of children patients' dental services is on the rise. So, a variety of seduction therapies are needed to alleviate the tension in children who are anxious about dental care. This paper describes the development process and contents of system that can display the animation of different stories according to the treatment stage by grasping the use state of the treatment device in real time. In the animation, the hreo character and the villain, the cavity character, appear and the hero defeat the villain at each treatment stage. Animation is played when treatment starts and ends after treatment. Current existing one-side played animation of dental clinics is not enough to attract children's attention. If the flow of animation changes depending on the treatment process, it will give children a different enjoyment and consequently ease the tension over the treatment.

History based Ontology Instances Management Tool (히스토리기반 온톨로지 인스턴스 관리 도구)

  • Lee, Mikyoung;Jung, Hanmin;Kim, Mun Seok;Sung, Won-Kyung
    • Annual Conference on Human and Language Technology
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    • 2007.10a
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    • pp.290-294
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    • 2007
  • 온톨로지가 점점 복잡한 스키마와 많은 인스턴스를 갖고있지만 아직까지 수천만개 이상의 인스턴스를 가지는 온톨로지에 대해서는 고려되고 있지 않은 현실이다. 인스턴스 생성 도구의 경우 독립적 인스턴스를 생성하거나 인스턴스 생성을 지원하는 기능에 초점을 두고 있다. 하지만 관리되는 인스턴스의 수가 늘어남에 따라 기존과 같은 인스턴스 생성 방법은 인스턴스간의 관계를 맺을 때 많은 어려움을 초래하게 된다. 따라서 우리는 계층적으로 인스턴스를 생성할 수 있는 히스토리 기반의 온톨로지 인스턴스 관리 도구를 구현하였다. 예를 들어 기존의 도구들은 도메인과 레인지로 연결된 두 클래스의 인스턴스간 관계를 맺을 때는 레인지에 해당하는 인스턴스가 존재할 경우에만 가능하다. 만약 인스턴스가 존재하지 않는다면 그에 해당하는 인스턴스 생성 작업을 먼저 거친 후, 다시 이전의 생성 작업을 되풀이해야한다. 이런 번거로움을 없애고자 우리는 히스토리를 통해 현재 뷰에서 흐트러지지 않고 새로운 인스턴스를 생성하고 자동 연결할 수 있는 기능을 제공한다. 히스토리를 제공하여 현재 작업하고 있는 상태를 사용자가 인지할 수 있으며 신규 생성되는 인스턴스들을 자동으로 연결할 수 있어서 복잡한 관계의 온톨로지 인스턴스를 생성하고 관리하는데 많은 도움을 준다.

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A Suggestion for Structure of Interactive Storytelling that Mediates Online and Offline: Focusing on the Comparison between ARG and AR Games (온·오프라인 매개 인터랙티브 스토리텔링 구조 제안 : 대체현실게임과 AR게임의 비교를 중심으로)

  • Kim, Ji-Young;Kwon, Byung-Woong
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.687-700
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    • 2021
  • The advent of realistic technologies such as AR has extended the interaction area from the computer environment to the offline space. As demand is expected to increase in the future, the need for study on interactive storytelling that mediates online and offline is emerging. This study proposes a storytelling structure to achieve a balance between interactivity and narrativity in interactive narrative characterized by online and offline mediation. According to a case study of ARG and AR games based on Henry Jenkins' theory of 'Environmental Storytelling', there should be a balance between the space designed by the game designer and the space created by the player's interaction, and the roles should be properly distributed in both online and offline spaces to contribute to the formation of narrative together. In addition, it is necessary to borrow the characteristics of ARG that achieves a balance of interactivity and narrativity based on offline spatiality. The significance of this study is to expand the area of interactive storytelling, which has been discussed centering on online, to offline, and to suggest the interaction area as a factor to consider. In addition, as a basic study related to storytelling that mediates online and offline, it is expected to provide a direction for the development of content based on realistic technologies.

A Lightweight Deep Learning Model for Line-Art Colorization Using Two Stage Generator Model (이중 생성자를 사용한 저용량 선화 자동채색 모델)

  • Lee, Yeongseop;Lee, Seongjin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.01a
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    • pp.19-20
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    • 2020
  • 미디어 산업의 발전으로 스토리보드와 같은 선화 이미지의 자동채색 연구가 국내외에서 진행되고 있다. 하지만 자동채색 모델 용량에 초점을 두는 연구는 아직 진행되고 있지 않다. 기존 자동채색 연구는 모델 용량이 최소 567MB 이상으로 모델 용량이 큰 단점을 가지고 있다. 본 논문에서는 채색을 2단계로 나누는 이중 생성자 구조와 기존 U-Net을 개선한 생성자를 사용해 기존 U-Net에 비해 30%, VGG16/19를 사용한 기법과 비교해 최대 85% 작은 106MB 모델을 생성했고 FID(Fréchet Inception Distance)를 통한 이미지 평가결과 512x512px에서 153.69의 채색성능을 얻었다.

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Automatic Video Editing Application based on Climax Pattern Classified by Genre (장르별 클라이맥스 패턴 적용 자동 영상편집 어플리케이션)

  • Im, Hyejeong;Mun, Hyejun;Park, Gaeun;Lim, Yangmi
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.07a
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    • pp.611-612
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    • 2020
  • 최근 유튜브, 네이버와 같은 플랫폼 사업자들은 다양하고 많은 동영상확보를 위해 최대한 시간을 적게 들이고 좋은 퀄리티의 영상을 자동으로 생성해주는 어플리케이션을 개발하는데 AI 기술을 적극적으로 사용하고 있다. 가장 주도적으로 진행하는 곳은 IBM 의 왓슨의 인지하이라이트 기술이다. 관중의 함성소리와 스포츠특성 데이터들을 활용하여 하이라이트 부분의 영상만 자동 생성하고 있다. 하지만 현재까지의 기술은 인간의 감성을 자극하는 스토리 전개방식의 자동영상 생성에 있어서는 부족한 부분이 많이 존재한다.이 에 본 논문은 영화의 클라이맥스 부분의 영상편집방식을 분석하여 이에 대한 장르별 샷 사이즈 변화패턴을 시각화한 후, 장르간 편집 차이점을 패턴화한 템플릿을 구축하여 사용자의 이미지 데이터들을 장르별 클라이맥스 패턴의 특성에 맞게 추천하여 짧은 영상을 자동 생성하는 어플리케이션을 개발하였다. 향후 본 연구는 1 인 미디어 산업 및 사이버교육 분야에서 가장 많이 소요되는 영상편집 시간을 단축하는데 큰 효율이 있을 것이라 기대한다.

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