• Title/Summary/Keyword: Story Generation

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Character Generation and Storytelling using Modeling Tool and Game Engine (모델링 툴과 게임엔진을 이용한 캐릭터 구현 및 스토리텔링)

  • Lee, Sola;Jun, Suin;Park, Mihye;Park, Sui;Choi, Jongin
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.620-622
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    • 2021
  • With the rise of the game industry, the importance of the game's storytelling is also increasing. Delivering a specific world view of a game has a tremendous effect on the immersion of the game, so the method of delivering a story needs to be studied continuously. In this study, the character was implemented using 3D modelling tool, and the initial story of the game was delivered through a dialogue window using a game engine. Through the research, we were able to establish a workflow for telling stories using a character and understand each process in depth, which we expect to be the basis for more sophisticated game character development and smooth storytelling in the future.

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How Short-form Videos Influence Customer Intention Toward Fashion Product Purchase and e-WOM - Focusing on Generation Z - (숏폼 비디오 콘텐츠의 특성이 패션 제품 온라인 구전의도 및 구매의도에 미치는 영향 - Z 세대를 중심으로 -)

  • Jiyeong Park;Eunju Ko
    • Fashion & Textile Research Journal
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    • v.25 no.6
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    • pp.690-703
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    • 2023
  • With the emergence of digitalization and environmental changes, such as those caused by COVID-19 and high-speed networks, online video platforms have changed how people communicate and created new marketing opportunities. The unique characteristics of mobile short-form videos are causing more people to consume and produce diverse content in the digital environment. The study focuses on two story types (product essential and relative information) to examine the effectiveness of short-form videos for fashion marketing. This study verified the influence of the common traits of short-form video content (informativeness, expertise, familiarity, and playfulness) on fun, e-WOM, and purchase intention and the mediation effect of fun using video samples categorized by story type. In this study, 300 Gen Z men and women responded to a survey after watching a 30-second short-form video sample. All the traits of short-form video content were found to have a positive effect on fun. Moreover, all the traits excluding playfulness had a positive effect on e-WOM and purchase intention as well. Fun had a positive effect on both e-WOM and purchase intention as well as a partial mediating effect. These findings are expected to provide insight and reference for planning short-form video marketing from the perspective of the fashion industry.

A study on retrospective structure in narrative comics -Focusing on webtoon - (서사만화에서의 회상구조 연구 -웹툰 <무빙>을 중심으로-)

  • Kim, Seong-jae;Lee, Hae-kwang
    • Cartoon and Animation Studies
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    • s.46
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    • pp.107-128
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    • 2017
  • Time is an indispensable element in creating a story. This makes comics artists use various time techniques such as prolepsis, summary, ellipsis and flashback to increase immersion in story when they create comics. This is intended to make a study on retrospective structure among various temporal structures. Retrospective structure means progress in different time sequence, and increases immersion by making readers become strained or relaxed. Besides, retrospective structure plays a role of increasing or decreasing the pace of story. The person who systematically put the retrospective structure into shape is $G\acute{e}rard$ Genette. He in his book "Narrative Discourse" classified retrospective structure into three types. These are made up of structure of analepse externes, analepse internes and analepse mixted. This makes a study on retrospective structure in narrative comics based on $G\acute{e}rard$ Genette's retrospective structure. To this end, Kang Full's webtoon was analyzed. The reason to analyze Kang Full's is that this work has storyline where things happening in parental generation is interwined with things in offspring generation, accordingly this is work suitable for studying the retrospective structure. This study is intended to examine whether three retrospective structures suggested by $G\acute{e}rard$ Genette are actually used through an analysis of , and as a result, it is intended to prove the fact that retrospective structure has an effect on immersion in work.

The Story of Grandmothers' Experience Raising Children (할머니의 양육경험 이야기 : 자녀 세대와 손자녀 세대 양육을 중심으로)

  • Kim, Yoon Sook;Jun, Yeon Woo;Jo, Hea Soog
    • Korean Journal of Childcare and Education
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    • v.8 no.3
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    • pp.185-208
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    • 2012
  • The goal of this study is to take a look at grandmothers' experience raising children with a focus on the children's generation and the grandchildren's generation. To do this, we conducted in-depth interviews with three grandmothers who raised their children and their grandchildren. As a result, grandmothers' experience raising children was shown in three categories: change in the raising environment, the raising culture, and the sense of value of raising children. These results suggest that the raising experience of grandmothers who have raised children in the past and are currently raising children again are being changed by the transition in raising experience, raising culture, and sense of value of raising children.

Automatic Weblog Generation from Mobile Context using Bayesian Network and Petri Net (베이지안 네트워크와 페트리넷을 이용한 모바일 상황정보로부터의 블로그 자동 생성)

  • Lee, Young-Seol;Cho, Sung-Bae
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.4
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    • pp.467-471
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    • 2010
  • Weblog is one of the most spread web services. The content of the weblog includes daily events and emotions. If we collect personal information using mobile devices and create a weblog, user can create their own weblog easily. Some researchers already developed systems that created weblog in mobile environment. In this paper, user's activity is inferred from personal information in mobile device. The inferred activities and story generation engine are used to generate text for creating a weblog. Finally, the text, photographs and user's movement in Google Map are integrated into a weblog.

Quantitative Study on the Effect of the Building Composition on the Urban Thermal Environment (건물군 조건이 도시 열환경에 미치는 영향에 관한 정량적 검토)

  • Yeo, In-Ae;Yoko, Kamata;Yee, Jurng-Jae;Yoon, Seong-Hwan
    • 한국태양에너지학회:학술대회논문집
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    • 2009.04a
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    • pp.180-183
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    • 2009
  • In this study, Urban Climate Simulation was performed by 3-Dimensional Urban Canopy Model. The characteristics of urban climate was analyzed combining artificial land coverage, building size, heat production from the air conditioning and topographic conditions as physical variables which affects urban climate characteristics. The results are as follows. (1)The aspects of the urban climatal change is derived to be related to the combination of the building coverage ratio, building height and shading area. (2)Whole heat generation was influenced by the convective sensible heat at the lower building height and by the artificial heat generation at the higher one over 20-story building influence to some extent of the building coverage ratio. The effect of the altitude is not more considerable than the other variables as below $1^{\circ}C$ of the air temperature.

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A Research on the Uses of Storytelling Approach for Architecture (건축분야에서의 스토리텔링 기법 활용방안 연구)

  • Yoon, Ki-Byung
    • Journal of the Korean housing association
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    • v.18 no.1
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    • pp.53-60
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    • 2007
  • Storytelling approach is the way to formulate and solve problems using stories. Story is a means to understand and react everyday life that can be regarded as multi-dimensional problems. The approach becomes popular in various fields in conjunction with digital technology. In particular, it is used to solve problems in relation to whole context. In design, storytelling approach is used to clarify design constraints. It can be used to clarify and communicate thoughts for design artifacts, and to understand how the artifacts might be used in particular circumstances. In particular, the approach is useful to use under uncertain circumstances. In architecture, storytelling approach can be used in the area of design generation, design critique and capturing design knowledge. In design generation, it can be used to describe and formulate design experiences rather than simple designing artifacts. The approach formalizes design based on stories of user experiences. Digital technology such as virtual reality can be used to experience designed spaces for design modifications. In design critique area, it can be used to fill uncertain facts for historical buildings as welt as different from present status. Such stories can be used to build digital modeling and used to open criticism. Stories can be used to formalize knowledge in architectural domain as a form of implicit knowledge for certain projects. In architecture, it often is required to design types of environment never experienced before as well as to accomodate fast changing technologies. Storytelling methodology can be used as a method to cope with uncertainty and complexity in design requirements along with accumulating design knowledge.

A Study on the Characteristics of the Costumer's Cultural Trend (21세기 소비자 문화 트렌드 특성 연구)

  • Yang, Hee-Young
    • Journal of the Korea Fashion and Costume Design Association
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    • v.14 no.2
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    • pp.199-214
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    • 2012
  • $21^{st}$ century customer is voluntary actor, who has hegemony of communication based on digital surrounding. They are co-creator dismantling boundary between production and spending, and digital homonarrance of digital storyteller acting on the emotion. What is more, they prove the utility of 5 sense, value, experience, and story in market. 20th century Me generation is changing into We generation, who overcomes a sense of alienation and aim at smart life style for harmonious symbiosis with earth environments. Customer cultural trends are as follow as that 1) personalization of taste and experience, 2) spreading and sharing about personal use and experience, 3) consumption centered the value, 4) retreat and healthcare, 5) counter trend comes into the reaction about the forceful major trend. Contemporary customer changes essence of the life on the ground of emotion, symbol, image, and value not a commodity, function, and logos, and demands into change about direction of business to mostly enterprises. Customer's need and desire are on the increase as various emotion and value. Therefore, change of customer cultural trend is barometers for the growth and development of new fashion industry in $21^{st}$ century.

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Generation of critical and compatible seismic ground acceleration time histories for high-tech facilities

  • Hong, X.J.;Xu, Y.L.
    • Structural Engineering and Mechanics
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    • v.26 no.6
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    • pp.687-707
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    • 2007
  • High-tech facilities engaged in the production of semiconductors and optical microscopes are extremely expensive, which may require time-domain analysis for seismic resistant design in consideration of the most critical directions of seismic ground motions. This paper presents a framework for generating three-dimensional critical seismic ground acceleration time histories compatible with the response spectra specified in seismic design codes. The most critical directions of seismic ground motions associated with the maximum response of a high-tech facility are first identified. A new numerical method is then proposed to derive the power spectrum density functions of ground accelerations which are compatible with the response spectra specified in seismic design codes in critical directions. The ground acceleration time histories for the high-tech facility along the structural axes are generated by applying the spectral representation method to the power spectrum density function matrix and then multiplied by envelope functions to consider nonstationarity of ground motions. The proposed framework is finally applied to a typical three-story high-tech facility, and the numerical results demonstrate the feasibility of the proposed approach.

Amulet: The era of madness and the literature as salvation (『부적』: 광기의 시대와 구원으로서의 문학)

  • KIM, Hyeon-kyun
    • Cross-Cultural Studies
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    • v.21
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    • pp.31-52
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    • 2010
  • Even though Chilean writer Roberto $Bola{\tilde{n}}o^{\prime}s$ novel Amulet was inspired by a historical account, it significantly rewrites the story as well as redefines the people who witnessed the history. This novel focuses on the Uruguayan poet Auxilio Lacouture, the self-anointed "mother of Mexican Poetry". She is trapped in a bathroom at the UNAM in Mexico City for thirteen days while the army storms the campus for the repression of the student movement, which was decreed by the sinister Díaz Ordaz and culminated in the holocaust of Tlatelolco. In the space isolated from the outside world, Auxilio attempts to reconstruct the past and to describe the future through an illogical exercise of times. In the meantime, her temporal recollections finally approach the definition of a generation whose historical experience is crucially marked by the key year of 1968, when the novel is set. The only one who remained on the campus, she defends the university's autonomy only by reading and writing poetry. The novel ends in a scene densely imbued with allegorical imagination, by which the author endeavors to justify her generation, more concretely, "the peoples without history", as defined by bohemian poets. The protagonist represents, in some sense, an allegory of the innocence and truth of the history. Her existence per se manifestly demonstrates the power of literature because the literature within this novel in short becomes the most resilient amulet resisting the political violence in an era of increasing madness.