• Title/Summary/Keyword: 행위 제어

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A Study on the Structure of an Animation and the Generation of Signification (애니메이션 <겨울왕국>의 구조와 의미생성 연구)

  • Sung, Re-A;Kim, Hye-Sung
    • Cartoon and Animation Studies
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    • s.37
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    • pp.197-219
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    • 2014
  • , one of the Disney's animations, hit the 10 million audience mark for the first time in the history of animations released in Korea. not only raised the fever with its theme song, 'Let it go', as well as Elsa, Anna, and Olaf's character products but caused sensations in many ways. If so, we need to think about what kind of meaning did create in Korea to be so sensational. This study examines the value that Frozen intended to deliver and the meaning it generated by using Greimas actant model and semiotic square. From the actant model analysis on Anna and Elsa from , it was identified that Anna desired to recover her relationship with Elsa and to take summer back in Arendelle. Her desires can be interpreted as her love toward Elsa and people in Arendelle. Meanwhile, Elsa always desired freedom although she confined herself because of her ability to freeze. In other words, Elsa desired to free herself from her freezing ability by finding out how to control her ability. Such desires of Anna and Elsa were achieved by their actions of true love, and the solution of all the conflicts in was an action of true love. From the semiotic square analysis on the meaning of , it was found out that created past-oriented value with which characters tried to change their abnormal lives of the present into their normal lives of the past. The characters tried to change their present lives where freezing winter comes in the middle of summer, communication between the sisters is cut off, and people try to take advantage of the abnormal state deliberately, into the past when the sisters had a good relationship and the natural season of summer in Arendelle. The past-oriented value that tried to tell us is similar to our reality. In our reality with a lot of unbelievable news and unstable circumstances, we desire to go back to the past when we were filled with affection and hope even though our lives were tough and difficult. This sentiment must have contributed to the huge success of in Korea.

A Scalable and Modular Approach to Understanding of Real-time Software: An Architecture-based Software Understanding(ARSU) and the Software Re/reverse-engineering Environment(SRE) (실시간 소프트웨어의 조절적${\cdot}$단위적 이해 방법 : ARSU(Architecture-based Software Understanding)와 SRE(Software Re/reverse-engineering Environment))

  • Lee, Moon-Kun
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.12
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    • pp.3159-3174
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    • 1997
  • This paper reports a research to develop a methodology and a tool for understanding of very large and complex real-time software. The methodology and the tool mostly developed by the author are called the Architecture-based Real-time Software Understanding (ARSU) and the Software Re/reverse-engineering Environment (SRE) respectively. Due to size and complexity, it is commonly very hard to understand the software during reengineering process. However the research facilitates scalable re/reverse-engineering of such real-time software based on the architecture of the software in three-dimensional perspectives: structural, functional, and behavioral views. Firstly, the structural view reveals the overall architecture, specification (outline), and the algorithm (detail) views of the software, based on hierarchically organized parent-chi1d relationship. The basic building block of the architecture is a software Unit (SWU), generated by user-defined criteria. The architecture facilitates navigation of the software in top-down or bottom-up way. It captures the specification and algorithm views at different levels of abstraction. It also shows the functional and the behavioral information at these levels. Secondly, the functional view includes graphs of data/control flow, input/output, definition/use, variable/reference, etc. Each feature of the view contains different kind of functionality of the software. Thirdly, the behavioral view includes state diagrams, interleaved event lists, etc. This view shows the dynamic properties or the software at runtime. Beside these views, there are a number of other documents: capabilities, interfaces, comments, code, etc. One of the most powerful characteristics of this approach is the capability of abstracting and exploding these dimensional information in the architecture through navigation. These capabilities establish the foundation for scalable and modular understanding of the software. This approach allows engineers to extract reusable components from the software during reengineering process.

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A Study on New Gameplay Based on Brain-Computer Interface (BCI 기반의 새로운 게임 플레이 연구)

  • Ko, Min-Jin;Bae, Kyoung-Woo;Oh, Gyu-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.749-755
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    • 2009
  • BCI (Brain-Computer Interface) is a way to control computer by using the human brain waves. As the hardware using brain wave technologies has developed, former expensive and big sized brain wave measuring devices have recently become much smaller and cheaper in their prices, making it possible for the individuals to buy them. This predicts them to be applied in various fields of multimedia industry. This thesis is to give an insight into whether the BCI device can be used as a new gaming device approaching it in a game designing point of view. At first, we propose game play elements that can effectively utilizing the BCI devices and produce a game prototype adopting the BCI device based on such game play elements. Next, we verify it with statistical data analysis to show that the prototype adopting the BCI device gives more clear and efficient controls in its game play than a game of only adopting keyboard & mouse devices. The results will give a guideline for effective game design methodology for making BCI based games.

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Analysis of Learning and Fun Elements Inherent in Dance Game (댄스게임에 내재된 학습과 재미요소 분석)

  • Lee, Ji Seol
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.155-170
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    • 2015
  • This study aims to investigate the Learning and fun aspects of dance games by examining their instructive values. Dance Central 2 was analysed with a focus on its educational functions by observing dance moves. Therefore this study looked into the game's educational elements that create learning effects and fun elements that attract continuous and voluntary participation. Analysis was implemented based on the physical, cognitive, and emotional aspects for Learning elements and the aspects of graphics, sound, video, rewards, target-setting, difficulty levels, and control for fun elements. As a result, it was found that the practice and performance modes of Dance Central 2 have elements that can improve players dance skills. Of course, there may be difference in players' participation and effects depending on their goals and objectives. Consequently, the continuous use of the dance game supported by player's dance skills and commitment will improve learning.

A Study on the Production of a Convergence Color-Responsive Lighting Bookcase (색상에 반응하는 융복합 조명 책꽂이 제작에 관한 연구)

  • Kang, Hee-Ra
    • Journal of Digital Convergence
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    • v.13 no.6
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    • pp.267-273
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    • 2015
  • Recently, a wide range of products incorporating cutting-edge technology are being introduced in various sectors of design. Belkin's WeMo or Phillips' Hue are representative examples. In this context, the color-responsive lighting bookcase is a design product that would satisfy the needs of contemporary consumers who seek entertainment in their purchases. By installing lightings that change color according to the user's behavior, this design reconceptualizes the bookcase as a source of entertainment rather than a mundane object of household furnishing. The lighting apparatus can be detached and reattached, serving as stand-alone equipment. The lighting bookcase is modularized, comprising extensions equipped with MCU (Micro Controller Unit), RGB LED and color sensors. The bookcase as a whole is extendable towards four directions up to nine units with the lighting bookcase at the center. The extended, multiple lighting bookcases are wired to receive power from the main bookcase, and are equipped with RGB LEDs but not with MCUs or color sensors. Receiving power and color signals from the main lighting bookcase, the sub-bookcases feature changing shades of color. Also, it includes IoT(internet of Things). This study is a proposal of a design product, modularized to control the shades of the bookcase lighting using these sensors.

Ransomware Detection and Recovery System Based on Cloud Storage through File System Monitoring (파일 시스템 모니터링을 통한 클라우드 스토리지 기반 랜섬웨어 탐지 및 복구 시스템)

  • Kim, Juhwan;Choi, Min-Jun;Yun, Joobeom
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.28 no.2
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    • pp.357-367
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    • 2018
  • As information technology of modern society develops, various malicious codes with the purpose of seizing or destroying important system information are developing together. Among them, ransomware is a typical malicious code that prevents access to user's resources. Although researches on detecting ransomware performing encryption have been conducted a lot in recent years, no additional methods have been proposed to recover damaged files after an attack. Also, because the similarity comparison technique was used without considering the repeated encryption, it is highly likely to be recognized as a normal behavior. Therefore, this paper implements a filter driver to control the file system and performs a similarity comparison method that is verified based on the analysis of the encryption pattern of the ransomware. We propose a system to detect the malicious process of the accessed process and recover the damaged file based on the cloud storage.

DGA-DNS Similarity Analysis and APT Attack Detection Using N-gram (N-gram을 활용한 DGA-DNS 유사도 분석 및 APT 공격 탐지)

  • Kim, Donghyeon;Kim, Kangseok
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.28 no.5
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    • pp.1141-1151
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    • 2018
  • In an APT attack, the communication stage between infected hosts and C&C(Command and Control) server is the key stage for intrusion into the attack target. Attackers can control multiple infected hosts by the C&C Server and direct intrusion and exploitation. If the C&C Server is exposed at this stage, the attack will fail. Therefore, in recent years, the Domain Generation Algorithm (DGA) has replaced DNS in C&C Server with a short time interval for making detection difficult. In particular, it is very difficult to verify and detect all the newly registered DNS more than 5 million times a day. To solve these problems, this paper proposes a model to judge DGA-DNS detection by the morphological similarity analysis of normal DNS and DGA-DNS, and to determine the sign of APT attack through it, then we verify its validity.

Gesture Interface for Controlling Intelligent Humanoid Robot (지능형 로봇 제어를 위한 제스처 인터페이스)

  • Bae Ki Tae;Kim Man Jin;Lee Chil Woo;Oh Jae Yong
    • Journal of Korea Multimedia Society
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    • v.8 no.10
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    • pp.1337-1346
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    • 2005
  • In this paper, we describe an algorithm which can automatically recognize human gesture for Human-Robot interaction. In early works, many systems for recognizing human gestures work under many restricted conditions. To eliminate these restrictions, we have proposed the method that can represent 3D and 2D gesture information simultaneously, APM. This method is less sensitive to noise or appearance characteristic. First, the feature vectors are extracted using APM. The next step is constructing a gesture space by analyzing the statistical information of training images with PCA. And then, input images are compared to the model and individually symbolized to one portion of the model space. In the last step, the symbolized images are recognized with HMM as one of model gestures. The experimental results indicate that the proposed algorithm is efficient on gesture recognition, and it is very convenient to apply to humanoid robot or intelligent interface systems.

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Development of a Cause Analysis Program to Risky Driving with Vision System (Vision 시스템을 이용한 위험운전 원인 분석 프로그램 개발에 관한 연구)

  • Oh, Ju-Taek;Lee, Sang-Yong
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.8 no.6
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    • pp.149-161
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    • 2009
  • Electronic control systems of vehicle are rapidly developed to keep balance of a driver`s safety and the legal, social needs. The driver assistance systems are putted into practical use according to the cost drop in hardware and highly efficient sensor, etc. This study has developed a lane and vehicle detection program using CCD camera. The Risky Driving Analysis Program based on vision systems is developed by combining a risky driving detection algorithm formed in previous study with lane and vehicle detection program suggested in this study. Risky driving detection programs developed in this study with information coming from the vehicle moving data and lane data are useful in efficiently analyzing the cause and effect of risky driving behavior.

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An Analysis on the Influence of Work Management Type on Work Condition (작업관리방식이 작업여건에 미치는 영향 분석 - 주단위작업관리방식과 일단위작업관리방식을 중심으로 -)

  • Yoon, Byong-Sik;Yu, Jung-Ho;Kim, Chang-Duk
    • Korean Journal of Construction Engineering and Management
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    • v.11 no.5
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    • pp.75-83
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    • 2010
  • Construction industries is a labor intensive industries. According to Korea Productivity Center, most OECD members indicate high labor productivity more than Korea labor productivity in construction industries. First of all, for increasing labor productivity work efficiency and work condition should be managed by administrator in work site. Especially, work condition could be controlled by the management behaviors of administrator in work site such as work management type. This indicates that work management type could influence strongly work condition. But although that work management type could influence work condition is the characteristic of construction work is recongized to many people, the quantitative analysis on the relationship between work condition and work management type is not enough. Therefore the purpose of this study is to analyze the Influence of Work Management Type on Work Condition.