• Title/Summary/Keyword: User

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Deconstructive reading of Makoto Shinkai's : Stories of things that cannot meet without their names (해체로 읽는 신카이 마코토의 <너의 이름은. 군(君)の명(名)は.> : 이름 없이는 서로 만날 수 없는 사물들에 대해)

  • Ahn, Yoon-kyung;Kim, Hyun-suk
    • Cartoon and Animation Studies
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    • s.50
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    • pp.75-99
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    • 2018
  • Makoto Shinkai, an animated film maker in Japan, has been featured as a one-person production system and as a 'writer of light', but his 2016 release of "Your Name" was a departure from the elements that characterize his existing works. At the same time, by the combination of the traditional musubi(むすび) story, ending these, it was a big hit due to its rich narratives and attraction of open interpretation possibility. As it can be guessed from the title of this work, this work shows the encounter between the Japanese ancient language and the modern language in relation to the 'name', and presents the image that the role of the name(language) is repeatedly emphasized with various variations in events for the perfect 'encounter'. In this work, the interpretations of $Signifi\acute{e}$ for characters and objects are extended and reserved as a metaphorical role of the similarity, depending on the meaning of the subject which they touch. The relationship between words and objects analyzed through the structure of Signifiant and $Signifi\acute{e}$ is an epoch-making ideological discovery of modern times revealed through F. Saussure. Focusing on "the difference" between being this and that from the notion of Saussure, Derrida dismissed logocentrism, rationalism that fully obeyed the order of Logos. Likewise, dismissing the center, or dismissing the owner had emerged after the exclusive and closed principle of metaphysics in the west was dismissed. Derrida's definition of 'deconstruction' is a philosophical strategy that starts with the insight on the nature of language. 'Dissemination,' a metaphor that he used as a methodological concept to read texts acts as interpretation and practice (or play), but does not pursue an ultimate interpretation. His 'undecidability' does not start with infinity, but ends with infinity. The researcher testifies himself and identifies that we can't be an interpreter of the world because we, as a human are not the subject of language but a user. Derrida also interpreted the world of things composed of Signifiant and $Signifi\acute{e}$ as open texts. In this respect, this study aimed to read Makoto's works telling about the meeting of a thing and a thing with name as a guide, based on Derrida's frame of 'deconstruction' and 'dissemination.' This study intends to re-consider which relationship the Signifiant and $Signifi\acute{e}$ have with human beings who live in modern times, examine the relationship between words and objects presented in this work through Jacques Derrida's destruction and dissemination concepts, and recognize that we are merely a part of Signifiant and $Signifi\acute{e}$. Just as Taki and Mitsuha confirm the existence by asking each other, we are in the world of things, expecting musubi that a world of names calls me.

A study on a flow of the technological convergence in webtoon - Focused on the interactiontoon of webtoon (기술 융합형 웹툰의 몰입도 연구 -인터랙션 툰 <마주쳤다>를 중심으로)

  • Baek, Eun-Ji;Son, Ki-Hwan
    • Cartoon and Animation Studies
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    • s.50
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    • pp.101-130
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    • 2018
  • Since the advent of the Smart Devices, the smartphone has become a popular tool to view Webtoon. This phenomenon has caused the convergence of cutting-edge technologies and Webtoons in diverse forms, creating unique versions of Webtoons including, but not limited to Smart-toon, Effect-toon, Cut-toon, Dubbing-toon, Moving-toon, AR-toon, VR-toon, and Interaction-toon. By comparison to these rich diversities of Webtoons in the online industry, there is a lack of academic research on this topic. There are some papers which talk about the different types of multimedia technology conversion and its case presentation or the effectiveness and problems of visual effect, but the effects of these convergence technologies on comic readers' concentration and reading effectiveness have never been investigated so far. Therefore, this paper will discuss the unique method of immersive storytelling that is often used in comics and analyze each aspects of immersive method in technology-converged Webtoons along with its problems. Furthermore, this paper will analyze different aspects of "immersion" and interaction elements that can be found in the popular Interaction-toon, (Encountered). Through this, this paper discusses the positive influence of the interaction elements on comic readers' immersion level and its limitation. To classify the technology-converged Webtoons in terms of the immersion level, the Effect-toon sometimes interferes viewer's flow by using excessive use of multimedia effect, creating information overload. The Smart-toon which applied motions to each frame under horizontal mode of smartphones was a good try, but it hindered the readers' activeness and made it hard for the readers to be fully absorbed in the story. The VR-toon, which utilizes virtual reality gadgets to allow viewers to explore the world of Webtoon was also a nice try to overcome the limitation of vertical screens. However, it often caused dispersion of user's attention and reduced the users' immersion level. The Moving-toon which only emphasized the reading convenience also invaded readers' activeness and disturb users' concentration. On the other hand, the cartoonist Il-Kwon Ha applied high technologies such as face recognition technology, augmented reality techniques, 360-degree panorama technology, and haptic technology to his cartoon (Encountered). This allowed the readers to form a sense of closeness towards the cartoon characters which let the readers to identify themselves with the characters and interact with them. By this way, the readers can be fully immersed in the story. However, technology abuse, impractical production and hackneyed storylining often showed later in the story remains as its limitations.

Development of Menu Labeling System (MLS) Using Nutri-API (Nutrition Analysis Application Programming Interface) (영양분석 API를 이용한 메뉴 라벨링 시스템 (MLS) 개발)

  • Hong, Soon-Myung;Cho, Jee-Ye;Park, Yu-Jeong;Kim, Min-Chan;Park, Hye-Kyung;Lee, Eun-Ju;Kim, Jong-Wook;Kwon, Kwang-Il;Kim, Jee-Young
    • Journal of Nutrition and Health
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    • v.43 no.2
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    • pp.197-206
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    • 2010
  • Now a days, people eat outside of the home more and more frequently. Menu labeling can help people make more informed decisions about the foods they eat and help them maintain a healthy diet. This study was conducted to develop menu labeling system using Nutri-API (Nutrition Analysis Application Programming Interface). This system offers convenient user interface and menu labeling information with printout format. This system provide useful functions such as new food/menu nutrients information, retrieval food semantic service, menu plan with subgroup and nutrient analysis informations and print format. This system provide nutritive values with nutrient information and ratio of 3 major energy nutrients. MLS system can analyze nutrients for menu and each subgroup. And MLS system can display nutrient comparisons with DRIs and % Daily Nutrient Values. And also this system provide 6 different menu labeling formate with nutrient information. Therefore it can be used by not only usual people but also dietitians and restaurant managers who take charge of making a menu and experts in the field of food and nutrition. It is expected that Menu Labeling System (MLS) can be useful of menu planning and nutrition education, nutrition counseling and expert meal management.

A Scalable and Modular Approach to Understanding of Real-time Software: An Architecture-based Software Understanding(ARSU) and the Software Re/reverse-engineering Environment(SRE) (실시간 소프트웨어의 조절적${\cdot}$단위적 이해 방법 : ARSU(Architecture-based Software Understanding)와 SRE(Software Re/reverse-engineering Environment))

  • Lee, Moon-Kun
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.12
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    • pp.3159-3174
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    • 1997
  • This paper reports a research to develop a methodology and a tool for understanding of very large and complex real-time software. The methodology and the tool mostly developed by the author are called the Architecture-based Real-time Software Understanding (ARSU) and the Software Re/reverse-engineering Environment (SRE) respectively. Due to size and complexity, it is commonly very hard to understand the software during reengineering process. However the research facilitates scalable re/reverse-engineering of such real-time software based on the architecture of the software in three-dimensional perspectives: structural, functional, and behavioral views. Firstly, the structural view reveals the overall architecture, specification (outline), and the algorithm (detail) views of the software, based on hierarchically organized parent-chi1d relationship. The basic building block of the architecture is a software Unit (SWU), generated by user-defined criteria. The architecture facilitates navigation of the software in top-down or bottom-up way. It captures the specification and algorithm views at different levels of abstraction. It also shows the functional and the behavioral information at these levels. Secondly, the functional view includes graphs of data/control flow, input/output, definition/use, variable/reference, etc. Each feature of the view contains different kind of functionality of the software. Thirdly, the behavioral view includes state diagrams, interleaved event lists, etc. This view shows the dynamic properties or the software at runtime. Beside these views, there are a number of other documents: capabilities, interfaces, comments, code, etc. One of the most powerful characteristics of this approach is the capability of abstracting and exploding these dimensional information in the architecture through navigation. These capabilities establish the foundation for scalable and modular understanding of the software. This approach allows engineers to extract reusable components from the software during reengineering process.

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IPv6 Migration, OSPFv3 Routing based on IPv6, and IPv4/IPv6 Dual-Stack Networks and IPv6 Network: Modeling, and Simulation (IPv6 이관, IPv6 기반의 OSPFv3 라우팅, IPv4/IPv6 듀얼 스택 네트워크와 IPv6 네트워크: 모델링, 시뮬레이션)

  • Kim, Jeong-Su
    • The KIPS Transactions:PartC
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    • v.18C no.5
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    • pp.343-360
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    • 2011
  • The objective of this paper is to analyze and characterize to simulate routing observations on end-to-end routing circuits and a ping experiment of a virtual network after modeling, such as IPv6 migration, an OSPFv3 routing experiment based on an IPv6 environment, and a ping experiment for IPv4/IPv6 dual-stack networks and IPv6 network for OSPFv3 routing using IPv6 planning and operations in an OPNET Modeler. IPv6 deployment based largely on the integrated wired and wireless network was one of the research tasks at hand. The previous studies' researchers recommended that future research work be done on the explicit features of both OSPFv3 and EIGRP protocols in the IPv4/IPv6 environment, and more research should be done to explore how to improve the end-to-end IPv6 performance. Also, most related work was performed with an IPv4 environment but lacked studies related to the OSPFv3 virtual network based on an end-to-end IPv6 environment. Hence, this research continues work in previous studies in analyzing IPv6 migration, an OSPFv3 routing experiment based on IPv6, and a ping experiment for IPv4/IPv6 dual-stack networks and IPv6 network for OSPFv3 routing. In the not too distant future, before enabling the default IPv6, it would help to understand network design and deployment based on an IPv6 environment through IPv6 planning and operations for the end-user perspective such as success or failure of connection on IPv6 migration, exploration of an OSPFv3 routing circuit based on an end-to-end IPv6 environment, and a ping experiment for IPv4/IPv6 dual-stack networks and IPv6 network for OSPFv3 routing. We were able to observe an optimal route for modeling of an end-to-end virtual network through simulation results as well as find what appeared to be a fast ping response time VC server to ensure Internet quality of service better than an HTTP server.

A Web-based 'Patterns of Care Study' System for Clinical Radiation Oncology in Korea: Development, Launching, and Characteristics (우리나라 임상방사선종양을 위한 웹 기반 PCS 시스템의 개발과 특성)

  • Kim, Il Han;Chie, Eui Kyu;Oh, Do Hoon;Suh Chang-Ok;Kim, Jong Hoon;Ahn, Yong Chan;Hur, Won-Joo;Chung, Woong Ki;Choi, Doo Ho;Lee, Jae Won
    • Radiation Oncology Journal
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    • v.21 no.4
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    • pp.291-298
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    • 2003
  • Purpose: We report upon a web-based system for Patterns of Care Study (PCS) devised for Korean radiation oncology. This PCS was designed to establish standard tools for clinical quality assurance, to determine basic parameters for radiation oncology processes, to offer a solid system for cooperative clinical studies and a useful standard database for comparisons with other national databases. Materials and Methods: The system consisted of a main server with two back-ups in other locations. The program uses a Linux operating system and a MySQL database. Cancers with high frequencies in radiotherapy departments in Korea from 1998 to 1999 were chosen to have a developmental priority. Results: The web-based clinical PCS .system for radiotherapy in www.pcs.re.kr was developed in early 2003 for cancers of the breast, rectum, esophagus, larynx and lung, and for brain metastasis. The total number of PCS study items exceeded one thousand. Our PCS system features user-friendliness, double entry checking, data security, encryption, hard disc mirroring, double back-up, and statistical analysis. Alphanumeric data can be input as well as image data. In addition, programs were constructed for IRB submission, random sampling of data, and departmental structure. Conclusion: For the first time in the field of PCS, we have developed a web-based system and associated working programs. With this system, we can gather sample data in a short period and thus save, cost, effort and time. Data audits should be peformed to validate input data. We propose that this system should be considered as a standard method for PCS or similar types of data collection systems.

Establishment of Waste Collection and Transportation System for Composting I. Estimation of Unit Garbage Generation (퇴비화촉진을 위한 쓰레기 수거체계의 확립 I. 음식물찌꺼기 원단위 발생량의 산정)

  • Shin, H.S.;Hwang, E.J.;Kang, H.;Lee, S.J.;Jang, W.
    • Journal of the Korea Organic Resources Recycling Association
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    • v.3 no.2
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    • pp.25-36
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    • 1995
  • It is important to separate the compostables from waste for successful operation of composting plant, since various compositions are mixed in it. For the separation of compostables, it is necessary to estimate total amounts of compostables from several sources. Based on it, required capacity and number of composting plant as well as proper waste collection and transportation system can be determined. So, amounts of garbage, major target material for composting. were estimated in this study. In survey of unit garbage generation(UGG). different estimation results would be obtained depending on the basis of its measurement. However, previous researches did not consider it. In this paper, the correlations between area and the number of user of garbage source were analyzed to find the related equations which were apllyed to estimation of total generation. Obtained results are as the following. Relative variations of measured UGG based on area and custumer are 62.5 and 52.8, respectively. In linear regression, related equation between area and custumer was Y=0.244X+59.0 (X=area, Y=custumer). The correlation factor r is 0.904. Equation Y=616.5X/(X+1215.4) was also obtained from linear regression using Monod equation (r=0.720). From the first order equation and measured data of UGG based on custumer, amounts of garbage generation from restaurant in Seoul and the whole country were calculated to 2043.9 ton/d and 9014.0 ton/d, respectively. But, the values calculated from measured data of UGG based on area were as low as 821.3 ton/d Cin Seoul) and 3821.0 ton/d(in the whole country). Consequently, the measurement of unit garbage generation based on the number of custumer was more favorable to lessen the points of survey and to guarantee the representative values. Especially, it would fit well on restaurant having statistics of area.

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Finding Influential Users in the SNS Using Interaction Concept : Focusing on the Blogosphere with Continuous Referencing Relationships (상호작용성에 의한 SNS 영향유저 선정에 관한 연구 : 연속적인 참조관계가 있는 블로고스피어를 중심으로)

  • Park, Hyunjung;Rho, Sangkyu
    • The Journal of Society for e-Business Studies
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    • v.17 no.4
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    • pp.69-93
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    • 2012
  • Various influence-related relationships in Social Network Services (SNS) among users, posts, and user-and-post, can be expressed using links. The current research evaluates the influence of specific users or posts by analyzing the link structure of relevant social network graphs to identify influential users. We applied the concept of mutual interactions proposed for ranking semantic web resources, rather than the voting notion of Page Rank or HITS, to blogosphere, one of the early SNS. Through many experiments with network models, where the performance and validity of each alternative approach can be analyzed, we showed the applicability and strengths of our approach. The weight tuning processes for the links of these network models enabled us to control the experiment errors form the link weight differences and compare the implementation easiness of alternatives. An additional example of how to enter the content scores of commercial or spam posts into the graph-based method is suggested on a small network model as well. This research, as a starting point of the study on identifying influential users in SNS, is distinctive from the previous researches in the following points. First, various influence-related properties that are deemed important but are disregarded, such as scraping, commenting, subscribing to RSS feeds, and trusting friends, can be considered simultaneously. Second, the framework reflects the general phenomenon where objects interacting with more influential objects increase their influence. Third, regarding the extent to which a bloggers causes other bloggers to act after him or her as the most important factor of influence, we treated sequential referencing relationships with a viewpoint from that of PageRank or HITS (Hypertext Induced Topic Selection).

A Study on Understanding about the Korean movie of Internet user in China: Focused on the Reply of Movie Web-site in China and Korea (한.중 인터넷 이용자들의 한국영화 이해에 관한 비교 연구: <엽기적인 그녀> 영화 사이트의 관람후기 게시판을 중심으로)

  • Lee, Jei-Young;Choi, Jeong-Ki
    • Korean journal of communication and information
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    • v.34
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    • pp.196-243
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    • 2006
  • The popularity of Korea pop culture, which called as the name of "Korea wave", has started to spread out in China and other Asian states from late-1990's. The study about "Korea wave" until now, however, have prevailed within an economic point of view. So, I would like to clarify that this dissertation raises a question in exiting argument and explains the identity of "Korea wave" by investigating the details of pop culture contents of Korea, and understanding of chinese receiver. It shows that chinese receiver, watching the movie , has estimated in the affirmative viewpoint after I have analyzed a reply of movie web-site in China. The main features of this analysis prove that there are a lot of good estimation when chinese receiver have seen that movie because it has been well-matched with emotion and fun of story and attraction in the movie. In that order, Some Chinese netizen evaluated that there are some negative point of view as the main actress has a strange and crazy behavior. I have also found that Korea pop culture contents has not given to them good image and chinese receiver had a tendency to view objectively to classify with strength and weakness. Analysis to contrast understanding of Chinese netizen with Korea netizen showed that Korea netizen emphasized fun of story, however, Chinese netizen showed that they had a lot of opinion to be fresh and realistic relatively. In conclusion, I would like herewith to identify that there are some differences between Chinese netizen and Korean netizen after contacting the movie. The reason has showed that understanding about the same object can be a great deal of various consideration in two more diverse cultures which have many different social-cultural and historical situation.

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The Actual Conditions and Improvement of the Eco-Forests Mater Plan, South Korea (우리나라 생태숲조성 기본계획 실태 및 개선방향)

  • Heo, Jae-Yong;Kim, Do-Gyun;Jeong, Jeong-Chae;Lee, Jeong
    • Korean Journal of Environment and Ecology
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    • v.24 no.3
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    • pp.235-248
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    • 2010
  • This study was carried out to the actual conditions and improvement of the eco-forests master plan in South Korea, and suggested its problems and improvement direction. Results from survey and analysis of limiting factors or constraints in the construction plans of eco-forests in Korea revealed that there were highly frequent problems involving site feasibility, topographic aspect, and existing vegetation. The results of survey on the status of land use indicated that the average ratio of the use of private estate was 29.7%, so then it was estimated that a great amount of investment in purchase of eco-forest site would be required. Results from survey on major introduced facilities showed that there was high frequency of introduction of infrastructure, building facility, recreational facility, convenience facility, and information facility, and that there was low frequency of introduction of plant culture system, ecological facility, structural symbol and sculpture, and the likes. There was just one eco-forest park where more than 500 species of plants grew, and the result of investigation indicated that the diversity of plant species in 11 eco-forest parks was lower than the standards for construction of eco-forest. Results from analysis of the projects costs revealed that investment cost in facilities was higher than planting costs, and that a large amount of investment was made in the initial stage of the project. There was no planned budget for the purpose of cultivating and maintaining the plants and vegetation after construction of eco-forest. The basic concepts in construction of eco-forests were established according to the guidelines presented by the Korea Forest Service; however, the detailed work of the project was planned with its user-oriented approach. Then the construction of eco-forest was being planned following the directions, which would lead to development of a plant garden similar to arboretum or botanical garden. Therefore, it is required that the architect who designs eco-forest as well as the public officer concerned firmly establish the concepts of eco-forest, and that, through close analysis of development conditions, a candidate site to fit the purpose of constructing eco-forest be selected, and also a substantive management plan be established upon completion of construction of eco-forest.