• Title/Summary/Keyword: Adaptation of the original

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Analysis of Visual Elements in Transmedia of Novels and Games - Focus on the Worldview and Characters of the original "Zhu Xian" - (소설 및 게임의 트랜스미디어에서 시각적 요소 분석 - 원작 "주선"의 세계관과 캐릭터를 중심으로 -)

  • Xu, Weiling;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.25 no.2
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    • pp.353-362
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    • 2022
  • In the era of transmedia, it has become normalized to use different media for the same content. The paper of this research is, in such a transmedia era, in order to meet the needs of the public, what elements should be considered when adapting a novel into a game. The study takes the novel "Zhu Xian" and its game adaptation "Zhu Xian Hand Tour" as the research object, focusing on the worldview and characters, analyzing the elements needed for the adaptation, and uses a questionnaire to understand players' satisfaction with the elements of the adaptation. The results show that the audience satisfaction of the worldview and character visualization elements in the adaptation of "The Zhu Xian Hand Tour" is high, but the basic information and appearance elements in the ethnic composition of the worldview and the character visualization elements need to be modified. The study can provide a design suggestion for game planners and designers.

Maximum Likelihood Training and Adaptation of Embedded Speech Recognizers for Mobile Environments

  • Cho, Young-Kyu;Yook, Dong-Suk
    • ETRI Journal
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    • v.32 no.1
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    • pp.160-162
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    • 2010
  • For the acoustic models of embedded speech recognition systems, hidden Markov models (HMMs) are usually quantized and the original full space distributions are represented by combinations of a few quantized distribution prototypes. We propose a maximum likelihood objective function to train the quantized distribution prototypes. The experimental results show that the new training algorithm and the link structure adaptation scheme for the quantized HMMs reduce the word recognition error rate by 20.0%.

Adaptation Types of Urban Tissue in Ipjeong-dong Area, Seoul (서울 입정동 일대 도시조직의 적응 유형)

  • Woo, Don-Son;Cho, Yun-O
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.34 no.7
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    • pp.99-106
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    • 2018
  • The purpose of this study is to examine adaptation types of urban tissue in Ipjeong-dong area, Seoul. Ipjeong-dong area has urban tissue those were made during Joseon dynasty and this is remaining even in the present time. This area was originally urban hanok residential districts till late 1950s. However, it has changed into machinery manufacture business area after demolition of Cheonggyechon shantytown. After several workshops and stores moved in this area, manufacturer and merchants required for more spaces due to lack of room for machinery. To place more workshops in the block, lot alteration were happened and accessibility to workshops inside the block were required. Adaptive road network which is main form of adaptative urban tissue were made to adapt in this kind of poor urban condition. To research about adaptive urban tissue making, distribution were explored and comparison tasks between various cadastral map of 1940, 1964, 1970s and 2017 were conducted. From these tasks, certain types of adaptive urban tissues and characteristics of these elements were found. First of all, forms of adaptive road depend on the surrounded environment. Connecting internal building corridor with original road system is categorized as Type A. Altering a portion of the buildings to make adaptive roads is categorized as Type B. Second, there were two types of formation of adaptive road. Type 1 is for adaptive road which is independent gesture from original road network. Type 2 is for adaptive road which is altering the form of original road network by lengthening or connecting two different dead-end roads.

Intertextuality between Comics and Films : A Case Study of (만화의 영화로의 전환 : 영화 <식객>의 사례연구)

  • Park, Seung-Hyun;Lee, Yun-Jin
    • Cartoon and Animation Studies
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    • s.17
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    • pp.97-115
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    • 2009
  • Most films have not made by original storytelling. They get their storylines and themes from diverse sources such as novels, comics, performing arts, and previous film products. Comics have become a primary source for film production since 1960s in such nations as Japan and USA. In the contemporary period, this becomes a more visible trend in many countries including Korea, China, and France. Unlike novel, comics combine words with images. Since a comic strip isa graphic medium in which visible images are created in order to express a sequential narrative, it seems more relevant when films adapt original comics in order to recreate new products. The progress of 3D graphics technology enables film creators to realize imagined images in screen, most of which were once imagined only in comics. Keeping an eye on the strength of comics, this study tries to tries to investigate the relationship between a comic strip and its adaptation to film. It will firstly discuss the cases of comics in Korea, which are adapted to film in Korea. And this study will discuss "Le Grand Chef"as a case study in order to investigate what is the difference between original comics and film adaptation.

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A Comparative Study on fandom of Media Conversion Storytelling (매체 전환 스토리텔링의 팬덤 양상 비교 연구 -강박형과 히스테리형 주체의 비교를 중심으로-)

  • Seo, Seong-Eun
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.79-88
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    • 2017
  • This study aims to examine attributes of fandom related to storytelling of media conversion in terms of division of obsession and hysteria from the psychoanalysis. Fandom of crossmedia storytelling represented by adaptation of the original is the subject who experienced a great satisfaction from the original and also the obsessive subject who does not accept easily story transformation by adaptation. Besides, fandom of transmedia storytelling is the hysterical subject who recognizes lack of the storyworld and enjoys such a lack. The original fandom of crossmedia enjoys phallic order in the authority of an original author and the original storyworld, and fandom of transmedia experiences continual and infinite 'other enjoyment' through active and direct experience beyond the linguistic order. This study is a theoretical argument to identify characteristics of fandom shown from both extremes of media conversion through comparison of obsession and hysteria. It is expected to prepare a foundation for understanding fandom of media conversion through complementing qualitative analysis on the real fandom in the follow-up research.

Self-Organizing Feature Map with Constant Learning Rate and Binary Reinforcement (일정 학습계수와 이진 강화함수를 가진 자기 조직화 형상지도 신경회로망)

  • 조성원;석진욱
    • Journal of the Korean Institute of Telematics and Electronics B
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    • v.32B no.1
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    • pp.180-188
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    • 1995
  • A modified Kohonen's self-organizing feature map (SOFM) algorithm which has binary reinforcement function and a constant learning rate is proposed. In contrast to the time-varing adaptaion gain of the original Kohonen's SOFM algorithm, the proposed algorithm uses a constant adaptation gain, and adds a binary reinforcement function in order to compensate for the lowered learning ability of SOFM due to the constant learning rate. Since the proposed algorithm does not have the complicated multiplication, it's digital hardware implementation is much easier than that of the original SOFM.

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Adaptive Transcoding for Object-based MPEG-4 Scene using Optimal Configuration of Objects

  • Cha, Kyung-Ae
    • Journal of Korea Multimedia Society
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    • v.9 no.12
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    • pp.1560-1571
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    • 2006
  • In order to transmit multimedia streams over the network with a timely changing channel bandwidth such as Internet, scalable video coding schemes have been studied to represent video in flexible bitstream. Much research has been made on how to represent encoded media(such as video) bitstream in scalable ways. In this paper, rte propose an optimal selection of the objects for MPEG-4 bitstream adaptation to meet a given constraint. We adopt a multiple choice knapsack problem with multi-step selection for the MPEG-4 objects with different bit-rate scaling levels in the MPEG-4 bitstream. The bitstream adaptation based on the optimal selection result is then to fetch the necessary parts of the MPEG-4 bitstream to constitute an adapted version of the original MPEG-4 binary resource. The experiment results show that the optimal selection of MPEG-4 objects for a given constraint can promisingly be made which meets the given constraint.

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Optimizing Fsync Performance with Dynamic Queue Depth Adaptation

  • Park, Daejun;Kim, Min Ji;Shin, Dongkun
    • JSTS:Journal of Semiconductor Technology and Science
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    • v.15 no.5
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    • pp.570-576
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    • 2015
  • Existing flash storage devices such as universal flash storage and solid state disk support command queuing to improve storage I/O bandwidth. Command queuing allows multiple read/write requests to be pending in a device queue. Because multi-channel and multi-way architecture of flash storage devices can handle multiple requests simultaneously, command queuing is an indispensable technique for utilizing parallel architecture. However, command queuing can be harmful to the latency of fsync system call, which is critical to application responsiveness. We propose a dynamic queue depth adaptation technique, which reduces the queue depth if user application is expected to send fsync calls. Experiments show that the proposed technique reduces the fsync latency by 79% on average compared to the original scheme.

A Real-time Motion Adaptation Method using Spatial Relationships between a Virtual Character and Its Surrounding Environment

  • Jo, Dongsik;Choi, Myung Geol
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.4
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    • pp.45-50
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    • 2019
  • Recently, character motion have been used extensively in the entertainment business, and researchers have investigated algorithms of reproducing, editing, and simulating mimic human movements. Also, many recent researches have suggested how a character interacts with its surrounding environment in terms of motion. Specially, spatial relationships of the environment have been introduced for adapting and preserving character motion. In this paper, we propose a motion adaptation technique preserving a spatial property between a virtual character and the configuration of its surrounding space. Additionally, we report on experimental results of smoothly adapted motions in various environmental structures with original motions such as walk, jump, and tumbling.

Translation and Content Validation of the Korean Version of the Falls Efficacy Scale for Stroke and Brain Injury Patients (뇌졸중 및 뇌손상 환자를 위한 한국판 넘어짐효능감척도(Korean Version-Falls Efficacy Scale) 번안과 내용타당도 연구)

  • Su-jin Kim;Jeong-Ah Kim;Su-jin Hwang
    • PNF and Movement
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    • v.21 no.3
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    • pp.387-401
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    • 2023
  • Purpose: The purpose of this study was to develop a Korean version of the Falls Efficacy Scale (K-FES), which is used to measure the fear of falling, that is conceptually equivalent to the original and culturally adaptable to the Korean population. Methods: A five-step translation and adaptation process was employed to create the K-FES, adhering to the established guidelines for cross-cultural rehabilitation outcome measures. The content validity was then evaluated by 22 rehabilitation professionals (15 males and 7 females) with an average clinical experience of 201 months at neurological rehabilitation centers. The content validity ratio and index were used as a basis for judgment. Results: The translation process identified inconsistencies with the terms "objects" and "telephone" in the original Falls Efficacy Scale, which were subsequently resolved in the final K-FES version. The content validity ratios for the original, second, and third versions of the K-FES ranged from -0.27-0.91, -0.27-0.91, and -0.27-0.91, respectively. Correspondingly, the content validity index values for the original, second, and third versions of the K-FES ranged from 0.77-1.00, 0.68-1.00, and 0.63-1.00, respectively. Conclusions: The K-FES was rigorously developed through translation, adaptation, and validation processes, making it a reliable tool for Korean stroke rehabilitation professionals. It is expected to be instrumental in clinical and research settings to assess postural stability and fall risk in patients with strokes and brain injuries.