• Title/Summary/Keyword: scene-centered

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A Practical Application of "Writing" Hypertext Literature in the English Education of the Elementary School

  • Oh, Sei-Chan
    • English Language & Literature Teaching
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    • v.11 no.2
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    • pp.19-34
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    • 2005
  • Hypertext raises question to general assumptions about our conventional conceptions of education. In this essay, three kinds of learning-models are presented by the application of "writing" hypertext literature to the English education of the elementary school. These models, which I call the "scene-centered" system, give knowledge to learners in non-linear, non-sequential structure. The term "scene" is a single concept or idea composed of a single sub-text, which is to be made by the group of students. This system is focused on the collaborative composition of students. Students, by generating sub-texts and connecting texts, perform the educational activities to expand the source text. The "scene-centered" system is, to put it into a Barte's term, a "writerly text." But in order to "write," "reading" should be accompanied. So, this system is a learning model in which writing and reading are carried on simultaneously. In all the process, students play a role of multi-user, with three access rights: read, write, and annotate. So, students making use of hypertext systems will act as reader-authors. And teachers will take the new role in collaborative writing environment. No longer the central authoritarian evaluator, they will become consultants, co-writers, coaches of their students.

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A Study on The Reinforcement Measures of First Investigation Capability (초동수사역량 강화방안에 관한 연구)

  • Park, Hyung Sik;Park, Ho Jeong
    • Convergence Security Journal
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    • v.14 no.6_2
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    • pp.83-88
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    • 2014
  • First investigation is urgent investigation activities to arrest and to obtain evidence at the beginning of the incident. If the first investigation is wrong, the crime will not be solved or a lot of evidence will be disappeared. Therefore, if the first investigation is wrong, Wasting a lot of manpower and budget, or the other victims are to occur. First investigation is the crime scene centered investigation, victim centered investigation and damaged goods centered investigation. The crime scene centered investigation is the investigation on the discovery of dropped objects, to confirm thd date of offense, on the discovery of witnesses. Victim centered investigation is the investigation of victim's personal information, the living conditions of the family, fellowship and home interior matter. Damaged goods centered investigation is the investigation on the place of crime damaged goods and the movement route of crime damaged goods. In order to reinforce the investigative capacity of police first investigation, It is needed to reinforce the education on the first investigation, to conduct continuously for FTX (field training), to product the manual for first investigation, to build a case analysis system, to develop of forensic techniques and the coordination of national. The police should be giving people faith from the first investigation.

A Study on User-Centered Design for Cut-scene in Action-Adventure Games (액션어드벤쳐게임 컷신을 위한 UCD 디자인 연구)

  • Ruan, Xiaoyin;Cho, Dong-Min
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.137-146
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    • 2014
  • Recently, the games on the market are getting rich and excellent in the category of design and productions. The style and production quality of cut-scenes also have achieved a continuous development, so how to stand out from multiple designs and gain popularity always acts as a challenge to designers. However, such design strategy up to developers will be failed to judge whether or not design achievements are loved by players and thus cannot meet rapidly changing market demands on both in a quantity and quality. Therefore, this study holds that cut-scene design for video games must set out from user-centered design(UCD). According to literatures with respect to product market, we know that Market Pull imposes far more impacts on success in bringing new products to the market than the technology Push, hence players actually determines the success of a game in competitive game market. This study will help to enhance the immersion of playing game, including the interest and standing out the designer's message without distorting the original impression in the game publishing environment.

Relation between Game Motivation and Preference to Cutscenes

  • Ruan, Xiao-Yin;Cho, Dong-Min
    • Cartoon and Animation Studies
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    • s.36
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    • pp.573-592
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    • 2014
  • Following rapid development of software and hardware technologies and increasing enhancement in arithmetic capability, there are more and more content that can be accommodated and processed in video games, which is also increasingly complex and fine. Cutscene as a main narrative method have been developed, which have become necessary to express some key plots and important scenarios in games. Good cutscene can strengthen engagement of players with virtual world in games and make players share affection and sorrow with roles in games; while badly-designed cut-scene or overused cut-scene will impair immersion of players and affect players' gaming experience; for this reason, developers should not continue cut-scene design just from opinions of designers nor make players passive receivers, instead, they should reduce as much as possible interruption by cut-scene to players' immersion and grant players with better immersion. After all, only designs depending on demands and preferences of players by having some knowledge of impacts of cut-scene on players' immersion can be accepted by players.

Dynamic Scene Segmentation Algorithm Using a Cross Mask and Edge Information (Cross Mask와 에지 정보를 사용한 동영상 분할)

  • 강정숙;박래홍;이상욱
    • Journal of the Korean Institute of Telematics and Electronics
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    • v.26 no.8
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    • pp.1247-1256
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    • 1989
  • In this paper, we propose the dynamic scene segmentation algorithm using a cross mask and edge information. This method, a combination of the conventioanl feature-based and pixel-based approaches, uses edges as features and determines moving pixels, with a cross mask centered on each edge pixel, by computing similarity measure between two consecutive image frames. With simple calcualtion the proposed method works well for image consisting of complex background or several moving objects. Also this method works satisfactorily in case of rotaitional motion.

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Research on the Influence of Interaction Factors of mobile Phone Dance Live Broadcast on User's Intention of Use -Centered on Perceived Usefulness and Perceived Accessibility

  • Wu, Nuowa
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.8
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    • pp.51-58
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    • 2019
  • In this paper, we propose to characteristics of mobile phone dance live broadcast platform and the second-generation technology acceptance model TAM2, this paper established the user acceptance model of mobile phone dance live broadcast platform, aiming to study the influencing factors of users' acceptance on mobile phone dance live broadcast platform. Based on the empirical analysis of user survey, the model is validated, and the relationship between variables in the model is clarified. It is also confirmed that human-computer interaction, scene interaction, relationship interaction and other factors will affect the user's acceptance on mobile phone dance live broadcast platform. At the same time, based on the relationship among variables obtained in the research, this paper tries to analyze how the variables affect each other based on the actual practice of mobile phone dance live broadcast platform. In addition, the video design strategy and marketing strategy for further development of mobile phone dance live broadcast platform are given to help the platform and dance creators to carry out better promotion on the mobile side. In the end, this paper summarizes the shortcomings of this study and points out further research directions in the future, providing a reference for researchers in the field of mobile phone dance live broadcast platform acceptance.

The User-centered Service Encounters for Service Design of Coffee Shop (커피 전문점 서비스디자인을 위한 사용자 중심의 서비스 접점)

  • Min, Sungki
    • The Journal of the Korea Contents Association
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    • v.18 no.10
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    • pp.478-489
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    • 2018
  • In this study, a normative script was designed for service design of coffee shop based on user's current and expected script. 1) Activities contained in current and expected script were identified. 2) High frequency activities were selected from current and expected script. Then they were combined and sorted by scene. 3) Importance of the integrated scenes and activities was assessed. 4) According to certain rules, unnecessary activities were deleted, or excluded as optional activities. Then, the remaining activities were classified by scene and listed in order to complete one normative script. Each activity belonging to each scene became a service encounter. Scenes consisted of 'Entering', 'Settling', 'Ordering', 'Waiting for drinks', 'Receiving drinks', 'Spending time drinking beverages', 'Go to the toilet', and 'Get out'. There were 2 activities in 'Entering', 6 activities in 'Settling', 11 activities in 'Ordering', 2 activities in 'Waiting for drinks', 4 activities in 'Receiving drinks', 6 activities in 'Spending time drinking beverages', 3 activities in 'Go to the toilet', and 4 activities in 'Get out'. Specific points were discussed along with these results, and the significance and limitations of the study were added at the end.

The Study on A Peculiarity of Mise-en-scene Found in Animation :Focused on Russian Animation (애니메이션 미장센 특성 연구 - 러시아 애니메이션을 중심으로)

  • Kim, MiRNaRae;Min, JunIl
    • Cartoon and Animation Studies
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    • s.44
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    • pp.1-31
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    • 2016
  • In this thesis, the movie with mise-en-scene established was compared with the peculiarity of the play that is the etymological source of the term to identify the peculiarity of mise-en-scene which was substituted into animation to find the peculiarity of mise-en-scene in animation. To emphasize the direct connection between the frame's visual peculiarity and the director's opinions, the mise-en-scene of director centered animation created under a restricted environment was reviewed. Mise-en-scene which started from movie critics theory does not simply mean the arrangement of images in a frame. Mise-en-scene emphasizes the exposure of the work's motive by the visual components. The animation's assuming the middle point of environmental share possessed by play and movie when schematizing the genre peculiarity of animation, play and movie was a noteworthy result. It can be said that the cause is that the animation's peculiarity yield different results depending on the making methods; we verified that this is a key factor in the analysis of animation's mise-en-scene. I emphasized that the peculiarity of animation mise-en-scene is in its making method and material and suggested identifying the work's making methods and analyzing the work's aesthetic results derived in this way. The russian animation which was perceived as peripheral arts was relatively free from the burden of censorship while receiving support from the Soviet as a media for propaganda. The russian animation's mise-en-scene which found the material for its works in the country's folklore was metaphorical, focused on new expression forms and achieved experimental elements. Russian animation pursues a unique aesthetic world through space expression based on the forms of opera or ballet and heavy motions formed static inbetweens.

A Study on the Method of Mathematical Situation Posing (수학적 상황 설정 방법에 관한 연구)

  • 홍성민;김상룡
    • Education of Primary School Mathematics
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    • v.6 no.1
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    • pp.41-54
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    • 2002
  • The purpose of this study is to find out what mathematical situation means, how to pose a meaningful situation and how situation-centered teaching could be done. The obtained informations will help learners to improve their math abilities. A survey was done to investigate teachers' perception on teaching-learning in mathematics by elementary teachers. The result showed that students had to find solutions of the textbook problems accurately in the math classes, calculated many problems for the class time and disliked mathematics. We define mathematical situation. It is artificially scene that emphasize the process of learners doing mathematizing from physical world to identical world. When teacher poses and expresses mathematical situation, learners know mathematical concepts through the process of mathematizing in the mathematical situation. Mathematical situation contains many concepts and happens in real life. Learners act with real things or models in the mathematical situation. Mathematical situation can be posed by 5 steps(learners' environment investigation step, mathematical knowledge investigation step, mathematical situation development step, adaption step and reflection step). Situation-centered teaching enhances mathematical connections, arises learners' interest and develops the ability of doing mathematics. Therefore teachers have to reform textbook based on connections of mathematics, other subject and real life, math curriculum, learners' level, learners' experience, learners' interest and so on.

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Application of Deep Learning: A Review for Firefighting

  • Shaikh, Muhammad Khalid
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.73-78
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    • 2022
  • The aim of this paper is to investigate the prevalence of Deep Learning in the literature on Fire & Rescue Service. It is found that deep learning techniques are only beginning to benefit the firefighters. The popular areas where deep learning techniques are making an impact are situational awareness, decision making, mental stress, injuries, well-being of the firefighter such as his sudden fall, inability to move and breathlessness, path planning by the firefighters while getting to an fire scene, wayfinding, tracking firefighters, firefighter physical fitness, employment, prediction of firefighter intervention, firefighter operations such as object recognition in smoky areas, firefighter efficacy, smart firefighting using edge computing, firefighting in teams, and firefighter clothing and safety. The techniques that were found applied in firefighting were Deep learning, Traditional K-Means clustering with engineered time and frequency domain features, Convolutional autoencoders, Long Short-Term Memory (LSTM), Deep Neural Networks, Simulation, VR, ANN, Deep Q Learning, Deep learning based on conditional generative adversarial networks, Decision Trees, Kalman Filters, Computational models, Partial Least Squares, Logistic Regression, Random Forest, Edge computing, C5 Decision Tree, Restricted Boltzmann Machine, Reinforcement Learning, and Recurrent LSTM. The literature review is centered on Firefighters/firemen not involved in wildland fires. The focus was also not on the fire itself. It must also be noted that several deep learning techniques such as CNN were mostly used in fire behavior, fire imaging and identification as well. Those papers that deal with fire behavior were also not part of this literature review.