• Title/Summary/Keyword: StoryBoard

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The Development of VR based Application for Realistic Disaster Prevention Training (현실감 있는 재난재해 예방 교육을 위한 VR 기반 앱 개발)

  • Kim, Taehoon;Youn, Junhee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.12
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    • pp.287-293
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    • 2018
  • The Korean peninsula has been known as an area that is free of volcanic disasters. However, recent observations and research results of volcanoes in Far East Asia, including Baedu Mountain and Japanese volcanoes, show that the Korean peninsula is no longer a safe area from volcanic disasters. Since 2012, the Korean government has been developing an IT-based construction technology, VDRS (Volcanic Disaster Response System), for effective volcanic disaster response system. The main users of VDRS are public officers in central or local governments. However, most of them have little experience and knowledge about volcanic disasters. Therefore, it is essential to develop education contents and implement training on volcanic disaster response for effective response in a real disaster situation. In this paper, we deal with the development of a mobile application based on virtual reality (VR) for realistic volcanic disaster response training. The objectives of training are the delivery of knowledge and experience for volcanic disasters. First, VR contents were generated based on spatial information. A 3D model was constructed based on a Digital Elevation Model (DEM), and visualization models for meterological effects and various volcanic disaster diffusion effects were implemented for the VR contents. Second, the mobile application for the volcanic disaster response training was implemented. A 12-step story board is proposed for volcanic disaster experience. The application was developed with the Unity3D engine based on the proposed story board to deliver knowledge of various volcanic disasters (volcanic ash, pyroclastic flows, volcanic mudflow etc.). The results of this paper will be used for volcanic disaster response and prevention training and for more realistic training linked with augmented reality technology in the future.

An Explanatory Study on Factors Affecting the Purchase of Smart Device Game Applications in the framework of Contents Characteristic Factors (콘텐츠 특성요인에 따른 스마트기기 게임 앱 구매결정에 관한 탐색적 연구)

  • Lee, Jungmann;Park, Boyoung
    • Journal of Digital Convergence
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    • v.11 no.3
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    • pp.353-361
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    • 2013
  • In this study, to analyze the factors affecting the purchase of smart device applications, research model based on AHP(Analytic Hierarchy Process) model was employed and derived consumers' priorities of smart device game applications in the framework of contents characteristic factors. Survey was conducted with 10 experts who are involved in the smart game industry. The empirical result showed that the most important purchasing factor was story(0.217). And fame(0.171), graphics(0.134), operability(0.111), information(0.093), difficulty(0.085), speed(0.068), characters(0.053), price(0.042), genre(0.028) are presented in order in terms of the importance. The order of consumers' preferences to smart device game application was RPG, Tycoon, action, simulation, sports/leisure, quiz/puzzle/board, etc. gamble. It suggested that under the environment of smart devices consumers could enjoy not only simple puzzle and board game but also complicated and difficult games such as RPG and tycoon game due to the development of smart devices.

A Study on the Types and Detail Structures of the Stylobate(補階) used in Royal Court Ceremonies of the Late Joseon Dynasty (조선후기 궁중의례에 사용된 보계(補階)의 유형과 세부 구조에 관한 연구)

  • Seok, Jin-Young;Han, Dong-Soo
    • Journal of architectural history
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    • v.27 no.2
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    • pp.89-100
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    • 2018
  • The stylobate for expanding the external stage area was the most frequently installed installment out of the installments installed for royal court ceremonies. The stylobate was installed for various ceremonies such as funeral rites, ancestral rites, customary formalities, state examination, feasts for celebrating a honored guest of the court, queen's silkworm cultivating ceremony, heir appointment, the presentation of honorary titles for the king or queen in honor of their merits, and entertainment of foreign dignitaries. The exact period stylobates came to be used for the play stage. The stylobate consists of the 紅座板, 屯太木, 竹欄間, 足木, and the 層橋. Depending on the 足木, the substructure of the stylobate, the stylobate could be divided into the 長足木, 中足木, 短足木, 平足木 type. The detail structure of the stylobate changed in form from the jokmok and duntaemok that appeared until the time of King Seonjo, into the 長屯太木, 短屯太木, and the 短短屯太木 during the time of King Heonjong. With the introduction of the 中足木, materials began to become more segmented and the structure stronger. According to existing records, while the height of the stylobate was not significantly high prior to King Seonjo's reign, the 十四層雲橋 and the 十三層層橋 introduced during the time of Emperor Gojong was designed to reflect his rank in external ceremonies while the eight story step bridge was exhibited in internal ceremonies to reflect the rank of Queen Mother Sinjeong. From here, we can deduce that the fourteen and thirteen story cloud bridges representing the king was of a higher grade than the eight story step bridge which represented the queen mother. Finishing by adding boards to the lower part of the stylobates began to appear in the time of King Seonjo. During King Heonjong's reign, the lower finish became gentrified with a thin board called 修粧板, and yeomupan 廉隅板 for decorating the edges of the stylobates were installed. Such style of finishing the lower part of the stylobate with boards mostly appeared in elaborate feasts 進饌 and celebrations 進宴 within the royal court 內宴. The stylobates appeared to have served not only practical purposes such as expanding the stage area, but also as installments which realize the authority and prestige of the royal crown. They were installed according to the purpose of the ceremony and the rank of the participant. In short, stylobates became established during King Seonjo's reign, became segmented and gentrified during King Heonjong's reign, and began to take height variations during Emperor Gojong's reign to reflect the rank and authority of the king and queen mother. As such, it can be considered another characteristic of Joseon Dynasty architecture.

Development of a storyboard simulation system for an animator (효율적인 애니메이션 제작을 위한 스토리보드 시뮬레이터 설계 및 구현)

  • Yoo, Kil-Sang;Cho, Ok-Hue;Lee, Won-Hyung
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.711-714
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    • 2009
  • Currently digital contents such as games, animation and video art are produced and distributed actively. And moreover by the development of related industries, a variety genre of media is in the process of planning and production. However general-purpose tools such as MAYA and Soft Image do not provide the artists in terms of a variety of unique functions. Thus in this study, we analyzed and developed interface technologies that can help effectively in terms of animation scenario writing, storyboard simulation, rendering and pre-production of story board, interface technology for preview. By our designed simulate planning, people who not professional in the field of animation, can produce and preview animation easily.

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The Information Content of Option Prices: Evidence from S&P 500 Index Options

  • Ren, Chenghan;Choi, Byungwook
    • Management Science and Financial Engineering
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    • v.21 no.2
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    • pp.13-23
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    • 2015
  • This study addresses the question as to whether the option prices have useful predictive information on the direction of stock markets by investigating a forecasting power of volatility curvatures and skewness premiums implicit in S&P 500 index option prices traded in Chicago Board Options Exchange. We begin by estimating implied volatility functions and risk neutral price densities every minute based on non-parametric method and then calculate volatility curvature and skewness premium using them. The rationale is that high volatility curvature or high skewness premium often leads to strong bullish sentiment among market participants. We found that the rate of return on the signal following trading strategy was significantly higher than that on the intraday buy-and-hold strategy, which indicates that the S&P500 index option prices have a strong forecasting power on the direction of stock index market. Another major finding is that the information contents of S&P 500 index option prices disappear within one minute, and so one minute-delayed signal following trading strategy would not lead to any excess return compared to a simple buy-and-hold strategy.

Educational UCC Development and Knowledge Creation Strategy in Web 2.0 (Web2.0환경의 교육적 UCC 개발과 지식창출방안에 관한 연구)

  • JUNG, Ju-Young;Ahn, Young-Sik
    • Journal of Fisheries and Marine Sciences Education
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    • v.21 no.4
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    • pp.543-555
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    • 2009
  • The characteristic of Web 2.0 is openness, participation, share, cooperation and creation. The purpose of this article was to identify learner based knowledge creation strategy through UCC in Web 2.0, to develop UCC by university students and to make systematic UCC process. This article suggested knowledge creation strategy with UCC learning Community of Practice(CoP). UCC was developed by 25 students who registered e-learning in "P" university and conducted interview with students and experts to analyze the contents which related with research questions. Systematic process for developing educational UCC was consisted of sectors such as idea creation, design, development, implementation and evaluation. Main developing process steps were as follows: making subject$\rightarrow$seeking information$\rightarrow$selecting data$\rightarrow$designing contents$\rightarrow$making story board$\rightarrow$planning of filming$\rightarrow$filming$\rightarrow$digitalizing$\rightarrow$editing$\rightarrow$reviewing final product$\rightarrow$implementing$\rightarrow$evaluating. For learner based knowledge creation through UCC, educational institutions have to provide platform for learners' need, and learners create diverse ideas with UCC CoP. This article suggested knowledge creation strategy with sharing collective intelligence through process of UCC design, development, implement and evaluation.

A Design of Serious Game for English Words Study (영어단어 학습을 위한 기능성 게임의 설계)

  • Cho, Byung-Ho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.4
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    • pp.165-169
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    • 2013
  • A serious game is to design for not amusement but special aim. It can be defined of the game which have various useful aspects. It is a different game which exists important the proper function through interactive action compared to general games. English education games have a goal which is the English Study in addition to amusement. It's important one which is to have an immersiveness to be accomplished studying through games for users. In this paper, an effective analysis and design method of serious game using UML, that is Objected Oriented Analysis and Design Method, and Storyboard to develop a serious game "Guessing correctly english words over playing joyfully" is presented.

The Leadership of CEO and the Building up of Strategic Information Systems: THEFACESHOP Korea Case (CEO의 리더십과 전략적 정보화 시스템의 구축: 더페이스샵 코리아 사례를 중심으로)

  • Lee, Mi-Young;Park, Yang-Kyu;Kim, Woo-Bong;Ahn, Ji-Hyun
    • Information Systems Review
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    • v.11 no.2
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    • pp.183-207
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    • 2009
  • In general, the introduction of information technology to domestic small and middle size firms is depending on the governmental supporting policy. However, even under this situation there is also a case that the building up of information technology is initiated by the management of small and middle size firms. An accumulated know-how for information technology and powerful leadership in such firms are considered as success factors. This study attempts to analyze a case for 'THEFACESHOP', in which MIS is successfully built. To achieve corporate goals, the CEO of THEFACESHOP based on the extensive knowledge of information technology drove to build up information system. Also, the board of directors supported him, and employees committed to their organization. Through the strong leadership of the CEO, the information system of THEFACESHOP became sufficient and efficient. And it led the organization and the information system to be competitive. In particular, the systematic approach of THEF ACESHOP reinforcing its competitiveness can be summarized as follows: First, it tried to construct basic information systems as like ERP etc. to increase work-efficiency. Second, it completed CRM related systems for analysis to maximize its customer orientation and marketing effect. Third, the last step can be stated as the building up of operation related CRM systems to improve the responsiveness of target marketing activities and the profitability of its agencies. Such endeavors of THEFACESHOP contributed to increase productivity and performance of the organization. As a result, THEFACESHOP has had its own 'Natural Story' and price competitiveness. For that reason THEFACESHOP became the best of brand-shop cosmetic firms. This success based on the strong leadership and the systematic investment on the information system.

Proposal for Technical Review of Adult Arcade Game (성인용 아케이드게임 기술심의 제안)

  • Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.553-555
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    • 2013
  • Game Rating Board(GRB) of Korea set up in 29 October, 2006 has been 7th years and it will disappear in 23 November, 2013. For the first time the 'GRB' of Korea has the goal which held the nonofficial transfer of rating classification for game. But it had the justification which become more distant from the nonofficial transfer due to the affairs of 'See Story' in August, 2006. As a result, because of rapid normalization of game rating rather than the systematic transfer from 'Video Rating Board' of Korea cause no preparation of scientific professional rating review. It showed the entry-level appearance though stressing profession from the beginning of setup. Specially more transaction expense were increased because of no consistency and predictability for game review. However, it could be overcome by preparation for definite global standard and scientific rating system. Consequently technological possibility of BMM Korea based on 'Gaming Laboratory Institute(GLI)' standard expected to be alternative in the technical review of the adult arcade game.

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A Study of Service Design for the General Hospital through analyzing the User Journey Map and the User Context

  • Kim, Jong-Hyun;Yi, Won-Je
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.1
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    • pp.109-116
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    • 2012
  • Objective: The aim of this study is to present a solution to problems in the services provided by the general hospitals by creating a user-centric environment through analyzing the User Journey Map and the User Context. Background: The rapid growth in aging population and the monopolization of superior medical staffs by the general hospitals increased demand for the general hospitals in Korea. But, often services provided by the general hospitals are provider-centric and low quality. Method: This study examines problems in the services provided by the general hospitals by analyzing the User Journey Map through stakeholder interviews(contextual interviews) and on-site observation. Based on the contextual analysis of the user(i.e. the patient), this study proposes new and improved user-centric services to be provided by the general hospitals. Results: Ten new user-centric services proposed by this study are: (1) "Booklet on Success Story", (2) "FAQs by Doctor", (3) "Designated Nurse", (4) "Patient Interview Record Card", (5) "Close relationship between doctor & patient", (6) "Thank You Notice Board", (7) "Step by Step", (8) "Green Cap", (9) "Patient Kit", (10) "RFID Direction Display System". Conclusion: The service design for the general hospitals proposed by this study is an important case-study on improving the environment of the general hospitals from provider(medical staffs)-centric to user(patents and its family)-centric. Application: This study is expected to be used in various areas to improve existing system(products and/or services) to be more user-centric.