Movie is a representative media that can transmit stories to audiences. Basically, a story is described by characters in the movie. Different from other simple videos, movies deploy narrative structures for explaining various conflicts or collaborations between characters. These narrative structures consist of 3 main acts, which are beginning, middle, and ending. The beginning act includes 1) introduction to main characters and backgrounds, and 2) conflicts implication and clues for incidents. The middle act describes the events developed by both inside and outside factors and the story dramatic tension heighten. Finally, in the end act, the events are developed are resolved, and the topic of story and message of writer are transmitted. When story information is extracted from movie, it is needed to consider that it has different weights by narrative structure. Namely, when some information is extracted, it has a different influence to story deployment depending on where it locates at the beginning, middle and end acts. The beginning act is the part that exposes to audiences for story set-up various information such as setting of characters and depiction of backgrounds. And thus, it is necessary to extract much kind information from the beginning act in order to abstract a movie or retrieve character information. Thereby, this paper proposes a novel method for extracting the beginning boundaries. It is the method that detects a boundary scene between the beginning act and middle using the accumulation graph of characters. The beginning act consists of the scenes that introduce important characters, imply the conflict relationship between them, and suggest clues to resolve troubles. First, a scene that the new important characters don't appear any more should be detected in order to extract a scene completed the introduction of them. The important characters mean the major and minor characters, which can be dealt as important characters since they lead story progression. Extra should be excluded in order to extract a scene completed the introduction of important characters in the accumulation graph of characters. Extra means the characters that appear only several scenes. Second, the inflection point is detected in the accumulation graph of characters. It is the point that the increasing line changes to horizontal line. Namely, when the slope of line keeps zero during long scenes, starting point of this line with zero slope becomes the inflection point. Inflection point will be detected in the accumulation graph of characters without extra. Third, several scenes are considered as additional story progression such as conflicts implication and clues suggestion. Actually, movie story can arrive at a scene located between beginning act and middle when additional several scenes are elapsed after the introduction of important characters. We will decide the ratio of additional scenes for total scenes by experiment in order to detect this scene. The ratio of additional scenes is gained as 7.67% by experiment. It is the story inflection point to change from beginning to middle act when this ratio is added to the inflection point of graph. Our proposed method consists of these three steps. We selected 10 movies for experiment and evaluation. These movies consisted of various genres. By measuring the accuracy of boundary detection experiment, we have shown that the proposed method is more efficient.
Recently, as the number of female players has increased rapidly, the electronic gaming industry has begun to look at ways to appeal to the largely untapped female market. According to the latest game market investigative report by China Internet Network Information Center (CNNIC), the total number of game players in China increased by 24.8% in 2009, reached 69,130,000 people, and 38.9% of them are female players. This growth in the number of female player is corroborated by a series of investigative reports from IResearch Company in Shanghai, China: from 2003 to 2009, the number of female players grew from 8% to more than 49%. Therefore, no matter how much attention the game production companies have given to male players or how they have ignored the female players before, the companies would be sensible to face up this reality and adjust their marketing policy a bit more. This article analyzes gender preferences in video games which shows that male players are more likely to be attracted to elements of aggression, violence, competition and fast action in electronic game-playing, while female players are drawn to emotional and social aspects of the games such as an understanding of character relationships. The literatures cited indicates that female players also show apparent preference for games with familiar environments, games that allow players to work together, games that have more than one way to win, and games in which characters do not die. It also discusses the characteristics of female-friendly games from the aspect of emotion, pointing out that the simulation games involving pet, dressing-up, and social simulation games are very popular with female players. Because these are the most suitable game types to fill with emotions of love, share, jealousy, superiority, mystery, these are absolutely attractive to female players. Finally, in accord with the above, I propose some principles of designing female-oriented games, including presenting a good-looking leading character, making the story interesting with "live" NPCs(Non-Playing Characters), and finding ways to satisfy female nature instincts such as taking care of others and the inborn interest of classifying and selecting.
This study was inspired by the issue that the fundamentals of education have been overlooked, as today's smart education policies established in the knowledge-based information society of the 21st century have only focused on building digital environment and its efficiency. To carry out the study, the media education of Germany, which is equivalent of Korea's smart education, was analyzed to obtain implications for Korea's smart education. In Germany, the media education has been managed by the country ever since the information society has begun. Since 2009, the media education has become a requirement for all schools in every state. Thus, the current media education policy of each state has been analyzed, which revealed the following common characteristics. 1) The media education is closely linked to existing curriculum and education, rather than being conducted separately with different standards. 2) The media education is being conducted in a democratic manner by actively reflecting the exemplary cases of school teachers, rather than following the instructions and guidelines from the government. 3) The media education deals with the character and identity of young students, based on their basic understanding of information society, which are essential for a successful life in the upcoming society. Unlike the first and second implication linked to the method and procedure of media education policy, the third implication is the basic purpose of media education, which is also the key implication of this study. The media education policy of Germany, which is being conducted with its own educational philosophy, offers significant implications for Korea's smart education policy. In Korea, the education only revolves around device-based environment innovation or content development. It should be noted that the purpose of smart education is developing smart individuals who can bring better, happier, and more successful society - rather than establishing a smart environment. Therefore, the focus of discussion on Korea's smart education that revolves around environment, infrastructure, device utilization, and contents development should be changed to the character and identity of students, which are required in the future smart era. That's when 'human-based' educational revolution, instead of 'device-based' classroom revolution can begin.
Objective : This study considered the annual cyclical rituals related to medicine in an effort to look into the general medical conditions in the late Joseon Dynasty. Method : This study selected Uibanghappyeon 'Wolhaeng' as its research material in that it reflects the medical conditions at that time as a writing in the late Joseon Dynasty, and it's a record about annual cyclical rituals included in a medical book. The annual cyclical rituals are possible to analyze from various angles, but this study perceives the fundamental elements forming the annual rituals as (1) the time when a ritual was held (2) purpose, (3) method, and analyzed the calendaric rituals by dividing them according to the three elements. Result : There appear 97 sorts of annual rituals period in all according to their contents in Uibanghappyeon 'Wolhaeng.' (1) the case of directly suggesting a specific day like May 5 was found to be the most with 46 cases on the basis of the character of the implemented time, followed by the part (16 cases) with the sexagenary cycle like the Day of the Ox. (2) From the aspect of the purpose, the case of aiming at preventing diseases was found to be the most with 24 cases, and the case of expressing 'having to do like that' without any clear reason, or 'that would be better' was found to be the third-most 19 cases. In a broad sense, should these two be perceived as disease prevention, these statistics accounted for a half of the whole with 43 cases. Meanwhile, the style of rituals whose purpose was disease treatment(22 times) was to make a medicine on a specific day. Among the 22 sorts related to disease treatment, 16 sorts were the custom of making medicine on a designated day. (3) When classified from the aspect of methods, they can be divided into pharmaceutical preparations(23 cases), specific behavior(20cases), taboo(19 cases), taking medicine(15 cases), fasting(11 cases) and external medical treatment(9 cases), etc. This shows a comparatively even distribution rather than the case of dividing the annual rituals into a period or purpose. Conclusion : Medicine is the knowledge for preventing and treating diseases. However, the medical science and medical treatment of a traditional society show not a little difference from what we feel. The research on the annual cyclical rituals related to medicine is expected to be helpful to our perception of such a difference.
Lee, Eul Tai;Cho, Sang Kyun;Song, Yeon Sang;Jang, Young Suk;Choi, In Hu;Oh, Yong Bee
Horticultural Science & Technology
/
v.19
no.4
/
pp.476-482
/
2001
This experiment was conducted to evaluate the effect of slow-release fertilizer application on quality elevation of onion (Allium cepa L.) in southwestern sea. The slow-release fertilizers used were NIAST (National Institute of Agricultural Science and Technology) I, II, CDU (Crotonylidene Diurea), UF (Urea-Formaldehydes), and IBDU (Isobutylidene Diurea) 30, 50. Growth of the onion plant treated with slow-release fertilizer showed better than the control. However, a rate of infected plant to downy mildew was low as compared with control. Chlorophyll and total nitrogen contents were high in control, whereas firmness, soluble solid content, number and thickness of scaly leaves were high in slow-release fertilizer plot. In early maturing onion, total marketable bulb yield was higher in slow-release fertilizer plot than all other fertilizer treatments. Total marketable bulb yield in late maturing onion treated with slow-release fertilizer was slightly decreased. Decaying loss and the rate of sprouting during storage period decreased in slow-release fertilizer application. In summary, application of slow-release fertilizer increased marketable yield, storability after harvest and also reduced labor needs for top dressing.
Analyzing the shortcomings and shortcomings of the film based on the Webtoon and the artistry as a popular artwork at the time when the filming of the webtoon is becoming the main trend of the Korean film, it is an analysis of the present state of the Korean film industry, Will be an indicator for. The present generation of young people who do not have the experience and knowledge of popular arts and culture that handed down a small number of high-quality arts by reflecting current literary, art, history, and popular consciousness are concentrating only on instinctive emotion, It is regrettable that it is consistently followed by follow-up and follow-up unconditionally. In this study, we will examine the methodology of the ideal webtoon filmization process by analyzing the structure and industry analysis of Webtoons, and analyzing the weaknesses in the transition process to the movie format. The essence of communicating with audiences will be unchanged even in the rapid change of media and technology. In the setting and expression of its essence, it is based on the humanistic authenticity mentioned above, the avant garde internal necessity of the artist seeking ideal, And the reflection of the original character of high-class culture that creates newness can be considered as a proposition that can include artistry in popular culture.
Batima, P.;Natsagdorj, L.;Bayarbaatar, L..;Bolortsetseg, B.;Natsagsuren, N.;Erdenetsetseg, B.
The Korean Journal of Quaternary Research
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v.18
no.2
s.23
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pp.103-104
/
2004
This paper discuss some results of observed changes of meteorological elements as temperature, precipitation and some extreme indexes in Mongolia. Mongolia is one of the largest landlocked countries in the world. The climate is characterized by a long lasting cold winter, dry and hot summer, low precipitation, high temperature fluctuation and relatively high number of sunny days per year. During last 60 years the annual mean air temperature has risen $1.66^{\circ}C$. Intensive warming of > $2^{\circ}C$ was observed at higher altitudes of high mountains when warming of < $1^{\circ}C$ was observed the Domod steppe and the Gobi Desert. Heat Wave Duration have statistically significant risen trend with increaded number of days by 8-18 at significance level of 95-99.9% depending on geography and Cold Wave Duration have shortened by 13.3 days significance level of 95-99%. In general, by the amount of precipitation, Mongolia falls in semi-arid and arid region. It is 300-350 mm in the high mountain regions while it is only 50-150 mm in Gobi Desert regions. The changes of annual precipitation have very localized character i.e.decreasing at one site and increasing at a sit nearby. Annual precipitation decreased by 30-90 mm in the northern-central region and increased by 2-60 mm in the western and eastern region. The magnitude of alteration changes in precipitation regardless increasing or decreasing is 5-25%. A trends, significant at the level of 90%, found where changes are more than 40 mm or more than 15% of annual mean value. Moreover, the soil moisture resources was decreased in the last 40 years. Specially, moisture contents of the top soil have decreased 2 times(N. Natsagsuren, 2002). Months of June and July in Mongolia is the year that moisture is not inhibiting vegetation growth. Unfortunately, its also found that moisture in this time tends to decrease. Increased temperature, decreased precipitation and soil moisture are most likely resulted in occurences of more intense drought spells that have taken place during the recent years. Intimately, these changes have considerable impact on livestock in Mongolia.
The data were collected from 171 physiologic malodor patients diagnosed in KUMC halitosis control clinic between 2008 and 2016. We selected 11 independent variables and 3 dependent variables, then planned to extract some convergent common factors affecting their physiologic malodor. We thought that those extracted convergent common factors could be utilized when preparing the contents of oral malodor preventive program. We used multiple regression analysis and path analysis method, for the analysis of influence of 11 independent factors to three salivary dependent factors(resting salivary flow rate, salivary buffering capacity, salivary precipitation rate). We have presented the physiologic malodor patients' chracteristics by descriptive statistical analysis, and also statistically analysed convergent common factors influencing directly or indirectly to their three dependent factors. We could reason that the sex, the character, the intake habit of breakfast, and the regular food intake habit could affect resting salivary flow rate, salivary buffering capacity and salivary precipitation rate.
In Pingyu, China, 2003, murders caused by the game occurred. The perpetrator murdered 17 people under 20 years old by imitating the character of warrior of the game in the real world. This event was to draw the public's attention to a change of mentality and morality of the youth from the game. People have pointed to the problem of emotional design in the process of designing online games. Game designers have not considered making the game in the most ethical component. The moral element of the game design is a very important factor in forming the psychological changes and outlook on life and values of gamers. Therefore, to understand the rational moral standards is an important part of the online game design. This paper aims the design of a "moral system" role, contents and tasks settings and community game design elements of the game by using a systematic process of the moral element in online gaming. Hence the result is the formation of moral attitudes and values to the user of the online game allows the gamers to introduce a moral system in online games.
Recently, school violence has come to the fore as a social phenomenon. "Comprehensive countermeasures for eradication of school violence" as a policy safety are created by Safety Administration bureau and Ministry of Education, Science and Technology under the chairmanship of the Office of Prime Minister on Feb,2012. This policy is supposed to be test-operated for a year from March, 2012. but voices of concern about effectiveness have been brought up by some critics greatly. So 172 teachers in high school in Seoul were surveyed in order to examine the effectiveness of "Comprehensive countermeasures for eradication of school violence" with a questionnaire composed of 5 point Likert-type. Among the fundamental measures, there were a total of 12 countermeasures about 'Practices for personality education' (with the exception of unrelated one question). 'Expanding opportunities of various art education and Supporting reading activities' of them ranked highest on average. Then, 'Reflecting results of special feature related to character develops to the Selection of Admission officers and Self-directed learning was the next. And among the three countermeasures about 'Reinforcement of roles of the family and society', 'Pan governmental conducting annual campaign related to broadcast, press, civic group to combat school violence was highest. Finally, among the 7 countermeasures about 'Countermeasure about harmful factors of games and internet addiction', 'Reinforcement of preventive discipline about game and internet addiction' was highest and 'Development and Promotion of various educational contents for preventive discipline about game and internet addiction' was the next.
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