• Title/Summary/Keyword: Story-viewing

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Automated Story Generation with Image Captions and Recursiva Calls (이미지 캡션 및 재귀호출을 통한 스토리 생성 방법)

  • Isle Jeon;Dongha Jo;Mikyeong Moon
    • Journal of the Institute of Convergence Signal Processing
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    • v.24 no.1
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    • pp.42-50
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    • 2023
  • The development of technology has achieved digital innovation throughout the media industry, including production techniques and editing technologies, and has brought diversity in the form of consumer viewing through the OTT service and streaming era. The convergence of big data and deep learning networks automatically generated text in format such as news articles, novels, and scripts, but there were insufficient studies that reflected the author's intention and generated story with contextually smooth. In this paper, we describe the flow of pictures in the storyboard with image caption generation techniques, and the automatic generation of story-tailored scenarios through language models. Image caption using CNN and Attention Mechanism, we generate sentences describing pictures on the storyboard, and input the generated sentences into the artificial intelligence natural language processing model KoGPT-2 in order to automatically generate scenarios that meet the planning intention. Through this paper, the author's intention and story customized scenarios are created in large quantities to alleviate the pain of content creation, and artificial intelligence participates in the overall process of digital content production to activate media intelligence.

A Study on Visual Perception Scalability of AR/QR Picture Book Animation: Focusing on the Design Characteristics of the Picture Book 〈Where is this?〉 (AR·QR 그림책 애니메이션의 시지각 확장성 연구: 그림책 <여기가 어디지?>의 설계적 특징을 중심으로)

  • Sung Won Park;Jae Yun Park
    • Journal of Information Technology Applications and Management
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    • v.30 no.1
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    • pp.21-32
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    • 2023
  • This study presents a way to design picture books that allow children to experience indirectly through realistic media at home and educational institutions for children whose direct experiences and activities are reduced offline in the post-COVID-19 era. The development and popularization of realistic media such as AR continues to be grafted and developed in the picture book field, and the advantage of this picture book is that children at the stage before learning letters can feel the story and character situation of the book through the experience of AR and QR animation in the picture book. In this process, you can get access to imaginary areas that can not be experienced in flat-panel illustrations with spatial animation to help improve the scalability and literacy of the story contained on the page. Children's education through realistic animation can increase the learning effect and needs to continue after COVID-19. Therefore, by presenting the process of viewing and experiencing picture books using AR and QR, the result of the study suggests that the design process of realistic picture books is not just a combination of technology, but a process of expanding children's perception and imagination. This study aims to find out how visual perception is designed differently by analyzing the differences and characteristics of each animation design, focusing on the AR and QR picture book "Where am I?" published by the researcher, and to contribute to the active introduction and development of realistic animation in the field of children's picture books and education.

Broadcast Content Recommender System based on User's Viewing History (사용자 소비이력기반 방송 콘텐츠 추천 시스템)

  • Oh, Soo-Young;Oh, Yeon-Hee;Han, Sung-Hee;Kim, Hee-Jung
    • Journal of Broadcast Engineering
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    • v.17 no.1
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    • pp.129-139
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    • 2012
  • This paper introduces a recommender system that is to recommend broadcast content. Our recommender system uses user's viewing history for personalized recommendations. Broadcast contents has unique characteristics as compared with books, musics and movies. There are two types of broadcast content, a series program and an episode program. The series program is comprised of several programs that deal with the same topic or story. Meanwhile, the episode program covers a variety of topics. Each program of those has different topic in general. Therefore, our recommender system recommends TV programs to users according to the type of broadcast content. The recommendations in this system are based on user's viewing history that is used to calculate content similarity between contents. Content similarity is calculated by exploiting collaborative filtering algorithm. Our recommender system uses java sparse array structure and performs memory-based processing. And then the results of processing are stored as an index structure. Our recommender system provides recommendation items through OPEN APIs that utilize the HTTP Protocol. Finally, this paper introduces the implementation of our recommender system and our web demo.

The Visual Guide to over 800 species of the Cyber Sea-Shell Museum on the Web using an Animation Technology

  • Lim, Eun-Im;Hong, Sung-Soo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2000.10b
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    • pp.1345-1348
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    • 2000
  • Computers and communication technologies have been brought tremendous change to various aspects of an ever-fast changing world at present. Particularly, the use of internet and cyberspace is widespread in every comer of our life. We developed a cyber shell museum using an animation technology. It was developed for educational purposes, and accessible through the world wide web of internet. Cyber shell museum is consisted of five compartment including rare shells, marvelous shells, shell of the world, the shell of Korea and its story of shells. The database contains the pictures and related information of the shell and it implies not only animation display but also text information. The files of database were classified depending on the species, genus, family, order, and class and division of the shell. Picture of shells is displayed and user may reach the image and virtual view information by clicking through the object displayed. This provides multiple techniques to user may manipulate, visualize and interact with image on the web. And every such transformation as translation, rotation, and scaling can be applied in the picture interactively for the convenient and effective viewing.

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Processing of syntactic dependency in Korean relative clauses: Evidence from an eye-tracking study (안구이동추적을 통해 살펴본 관계절의 통사처리 과정)

  • Lee, Mi-Seon;Yong, Nam-Seok
    • Korean Journal of Cognitive Science
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    • v.20 no.4
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    • pp.507-533
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    • 2009
  • This paper examines the time course and processing patterns of filler-gap dependencies in Korean relative clauses, using an eyetracking method. Participants listened to a short story while viewing four pictures of entities mentioned in the story. Each story is followed by an auditorily presented question involving a relative clause (subject relative or dative relative). Participants' eye movements in response to the question were recorded. Results showed that the proportion of looks to the picture corresponding to a filler noun significantly increased at the relative verb affixed with a relativizer, and was largest at the filler where the fixation duration on the filler picture significantly increased. These results suggest that online resolution of the filler-gap dependency only starts at the relative verb marked with a relativiser and is finally completed at the filler position. Accordingly, they partly support the filler-driven parsing strategy for Korean, as for head-initial languages. In addition, the different patterns of eye movements between subject relatives and dative relatives indicate the role of case markers in parsing Korean sentences.

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A Historical Drama about Mathematics and Mathematicians of the Joseon Dynasty (조선 시대 수학과 수학자에 대한 역사 드라마)

  • Lee, Kyung-Eon
    • The Journal of the Korea Contents Association
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    • v.14 no.7
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    • pp.93-102
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    • 2014
  • Recently, various types of dramas have been broadcasted in Korea. Especially, historical dramas having backgrounds about historical events or characters have been recorded high ratings of the viewing audience, as well as a lot of influence on many parts of Korean society. Besides, the historical drama like raised a craze for popular Korean cultures in many Asian countries. The subjects and characters of historical drama are diversifying in recent years. For example, is a royal cook, is a story about running away slaves and their chaser, is a story about a very well-known painter of the Joseon Dynasty era, and is a veterinarian. At this point, in celebration of the officially appointed "year of mathematics", it is very meaningful to demonstrate the importance of mathematics with a historical drama about mathematics and mathematicians of the Joseon Dynasty. In this article, the reasons for production of historical dramas about mathematics and mathematicians in the Joseon Dynasty was presented in two ways. First, modern mathematics has high level of abstractness as its nature, and therefore many students and the public can not understand what except for some areas. Second, it is possible the easier and various approaches can be used to deal with contents about real-life in the view of popularization of mathematics. Also, this article would aim to explore the main character and episodes about mathematics and mathematicians in Joseon Dynasty. For example, the anecdote of Hong Jung Ha, the works of mathematics in the King Sejong's periods, the study of Hong Gil Ju, the joint researches between Nam Byung Gil and Lee Sang Hyuk, the story of Lee Seung Hun, and the mathematics study of middle class people.

A Study on the Architectural Characteristic Jang-Dae of Castle in the Joseon Dynasty (조선시대 성곽 장대의 건축특성에 관한 연구)

  • Kim, Ki-hyeon;Chang, Hun-duck
    • Korean Journal of Heritage: History & Science
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    • v.48 no.2
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    • pp.120-141
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    • 2015
  • This paper is a preliminary study of architectural characteristics of Jangdae (general's podium), which shows one of the technical changes in fortification of Joseon Dynasty. As a facility for commands of generals and training for officers and men, it was located inside a fortress. Although it is not certain when the first Jangdae was built, the number of them dramatically increased around 18th century. Since the top priority function of the Jangdae was the prospect, it was installed at the hilly spot with open architecture. In addition, the open structure of Eupseong fortress towers on the riverside banks could simultaneously offer the functions as viewing around and Jangdae. Since Jangdae was also a place for military drills and reviews of soldiers, a wide podium was positioned at the front to muster the soldiers. This feature was standardized in the space organization of Jangdae in Joseon, and a mere podium was installed unless the topographic restrictions allows enough space. On the other hand, as a place for a commander, the hierarchy of the Jangdae was revealed through a variety of architectural characteristics. The hierarchy was assigned to the commander's space through the altitude difference, and diverse ornaments were added to show a sense of class. The floor plan of the Jangdae building can be largely categorized into rectangle and square, and the typical sizes of the former are $5{\times}4$ Kans (traditional measuring unit between two columns) and $3{\times}2$ Kans. Out of these two types, buildings of $5{\times}4$ Kans were found in flat land and eupseong fortresses with large space, and the relatively smaller ones of $3{\times}2$ Kans in mountain fortresses. All buildings of square floor plan had $3{\times}3$ Kans style, and the center Kan was twice wider than the side Kan to make the central space wide. It seems that the purpose was to secure the interior space of the upper story because the center Kan accounts for the floor area of the upper story. Some Jangdae's had internal story to form overhead space. The multi-roofed tower style with eaves attached to the upper and lower story is found exclusively in Jangdae. The buildings shows the Onkanmulim style which extends Naejinju (inner column) of the lower story to be the Byeonju (outer column) of the upper story, and the log-framed floor in the upper floor was structured by inserting the Changbang (connecting beam) between the Naejinju's and joining the log frames. In addition, the towers in eupseong fortresses had log-framed floor in the upper floor by setting up the high Nuhaju (column underneath a roof) and joining Cheongbang to the upper part of the column while it cannot be regarded as multi-roofed because only the upper part has a roof.

The Effect of Storytelling-used Drawing Activities on Young Children's Creativity and Linguistic Expressiveness (스토리텔링을 활용한 그리기활동이 유아의 창의성과 언어표현력에 미치는 효과)

  • Nam, Gung Jin;Chung, Hee Jung
    • Korean Journal of Child Education & Care
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    • v.17 no.3
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    • pp.1-28
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    • 2017
  • The objective of this study was to examine the effect of storytelling-used drawing activities on young children's creativity and linguistic expressiveness, thus working out basic data to help young children's development of creativity and linguistic expressiveness. Study subjects were 20 4-year old children at D Child-care Center in Anyang City, Gyeonggi-do. The experiment group conducted storytelling-used drawing activities, whereas the control group carried out drawing activities after viewing famous paintings and hearing fairy tales. Study findings are as follows: First, young children in the experiment group who carried out storytelling-used drawing activities presented significantly higher improvement in creativity than children in the control group did. Regarding the sub-variables of creativity, the score of the experiment group was higher in sensitivity, originality and flexibility than that of the control group, and the difference was statistically significant. Second, young children in the experiment group who carried out storytelling-used drawing activities presented significantly higher improvement in linguistic expressiveness than children in the control group did. Regarding the sub-variables of linguistic expressiveness, the score of the experiment group was higher in the area of 'story development after seeing paintings' and 'connected story development after seeing paintings' than that of the control group, and the difference was statistically significant. In conclusion, the significance of this study seems to be in that it verified storytelling-used drawing activities have positive effects on young children's improvement of creativity and linguistic expressiveness, and confirmed storytelling-used drawing activities are an effective technique to improve young children's creativity and linguistic expressiveness.

A Study on the Fire Spread through Curtain Wall System with Fire Simulations (FDS) (화재 시뮬레이션(FDS)을 이용한 커튼월 구조의 화재 확산에 관한 연구)

  • Song, Young-Joo;Gu, Seon-Hwan;Kim, Hyun-Jin;Park, Deuk-Jin;Park, Jeong-Min
    • Fire Science and Engineering
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    • v.26 no.6
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    • pp.31-37
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    • 2012
  • In this study, the fire risk of the curtain wall structure was compared with a general structure among the double envelope structure using a fire simulation program. To this end, a fire-story building curtain wall was modeled as virtual using the PyroSim based on a fire simulation program (FDS). And then, the fires occurred in the model, divided by curtain wall non-applied model and applied model, in the same structure and place. To identify the fire characteristics, smoke behavior characteristics, viewing distance, and volume fractions of CO and $CO_2$ were comparative analyzed. As a result, it was identified that the curtain wall applied model quickly filled with smoke from the top floor to under the floor compared to the curtain wall non-applied model. From this study, the fire risk of curtain wall structure was evaluated in detail using the fire simulations.

Effect of drone's moving image on audience's flow, arousal of interest, emotional state (드론의 무빙 영상이 수용자의 몰입도, 흥미유발, 감정상태에 미치는 영향)

  • Park, Dug-Chun
    • Journal of Digital Convergence
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    • v.16 no.4
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    • pp.313-319
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    • 2018
  • This experimental research explores the effect of drone's moving image on media audience's flow, arousal of interest and emotional state. Most previous researchers of media image effect insisted that camera movement should be abstained in order to give audience the feeling that movement of figures is in the contents story itself. and camera movement also can disturb natural viewing of audience. For the purpose of finding the effect of drone's moving image on media audience's flow, arousal of interest and emotional state, 2 groups of subjects composed of 56 university students were exposed to 2 different video clips, one with moving drone's image, the other with hovering drone's image. After this experiment, Questions which were designed to measure audience's flow, arousal of interest and emotional state were asked and analysed. This research found that subjects exposed to moving drone's image felt more interested and more positive emotional state than subjects exposed to hovering drone's image. However meaningful effect of drone's moving image on audience's flow was not found.