• Title/Summary/Keyword: story model

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Coexistence Direction of AI and Webtoon Artist

  • Bo-Ra Han
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.2
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    • pp.87-99
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    • 2024
  • This study aims to identify the competencies required for webtoon artists to survive in the future era of AI commercialization. It explores the current and future use of AI in webtoons, and predicts the role of artists in the future webtoon industry. The study finds that AI will replace human workers in some areas, but human empathy-related fields can be sustained. Artist roles like story projectors, Visual directors, and AI editors were identified as potential models for the changing role of artists. To address terminology ambiguity, a three-step AI categorization mechanical type AI, humanoid type AI, and transcendent type AI was proposed for a more realistic separation of AI capabilities. The researcher suggested these findings as guidelines for developing skills in emerging artists or re-skilling existing ones, emphasizing collaboration with AI for mutual growth rather than a negative acceptance of new technology.

Crack Damages in Exterior Wall Structures of Korean High-Rise Apartment Buildings Based on Nonlinear Finite Element Analysis (비선형 유한요소해석 기반 국내 고층아파트 외벽구조의 균열손상 특성 분석)

  • Kim, Sung Hyun;Mo, Sang Yeong;Kim, Si Hyun;Choi, Kyoung Kyu;Kang, Su Min
    • Journal of the Earthquake Engineering Society of Korea
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    • v.28 no.1
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    • pp.47-57
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    • 2024
  • Recently, in newly constructed apartment buildings, the exterior wall structures have been characterized by thinness, having various openings, and a significantly low reinforcement ratio. In this study, a nonlinear finite element analysis was performed to investigate the crack damage characteristics of the exterior wall structure. The limited analysis models for a 10-story exterior wall were constructed based on the prototype apartment building, and nonlinear static analysis (push-over analysis) was performed. Based on the finite element (FE) analysis model, the parametric study was conducted to investigate the effects of various design parameters on the strength and crack width of the exterior walls. As the parameters, the vertical reinforcement ratio and horizontal reinforcement ratio of the wall, as well as the uniformly distributed longitudinal reinforcement ratio and shear reinforcement ratio of the connection beam, were addressed. The analysis results showed that the strength and deformation capacity of the prototype exterior walls were limited by the failure of the connection beam prior to the flexural yielding of the walls. Thus, the increase of wall reinforcement limitedly affected the failure modes, peak strengths, and crack damages. On the other hand, when the reinforcement ratio of the connection beams was increased, the peak strength was increased due to the increase in the load-carrying capacity of the connection beams. Further, the crack damage index decreased as the reinforcement ratio of the connection beam increased. In particular, it was more effective to increase the uniformly distributed longitudinal reinforcement ratio in the connection beams to decrease the crack damage of the coupling beams, regardless of the type of the prototype exterior walls.

Fun of Animation-on the Correlation among the Perceptive fun, the Cognitive fun and the Psychological fun (애니메이션의 재미 - 감각적 재미, 인지적 재미, 심리적 재미의 상관관계)

  • Sung, Re-A
    • Cartoon and Animation Studies
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    • s.33
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    • pp.99-126
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    • 2013
  • This study is meant to be seeing how fun of animation works by reviewing it theoretically and coordinating it to suggest the structure which integrates fun of animation and validates the proposed fun model. After reviewing fun theoretically, the fun of animation could be able to coordinate that fun of animation is consist of perceptive fun, cognitive fun, and psychological fun. Perceptive fun is induced by visual, auditory and other sensory information and it is directly affected the image, sound, and movement. Cognitive fun can be obtained by reasoning and interpretation to mobilize their knowledge with sensuously perceived stimulation and it is directly affected the story. Psychological fun occurs when the audience see the animation. The psychological fun is the psychological emotional state when the audience watches animation by relieving psychological congestion. It consists of fun of unfamiliarity or identification. By suggesting research model and validating it how the perceptive fun, cognitive fun, and psychological fun affects each other, perceptive fun enhances cognitive fun and psychological fun. Although cognitive fun enhances psychological fun, cognitive fun enhances psychological fun twice than perceptive fun. Also when perceptive fun affects psychological fun, cognitive fun shows the indirect effect as a parameter. In conclusion, perceptive fun affects psychological fun directly and be enhanced through cognitive fun. Fun of animation can be experienced when perceptive fun caused by accepting sensory information of animation instantly, cognitive fun caused by interpretation and understanding sensory information of animation, and psychological fun caused by relieving psychological identity through recognition fuses and acts as one. An animation emphasized a certain element is difficult to be loved by the audience. In this reason, an harmonical combination among the elements of story, image, sound and movement are important to combinate harmoniously for a successful animation to make the audiences fun by arising funny emotions.

PRELIMINARY STUDY OF MENTAL REPRESENTATIONS OF PRESCHOOL CHILDREN EXPERIENCING SINGLE, SEVERE TRAUMA (심한 정신적 외상 경험을 한 학령 전기 아동의 정신적 표상에 대한 예비연구)

  • Eon, So-Yong;Song, Won-Woung;Oh, Kyung-Ja;Choi, Eui-Gyum;Shim, Eun-Ji;Shin, Yee-Jin
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.15 no.1
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    • pp.61-74
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    • 2004
  • Objectives:This study was performed to introduce a psychoeducational family therapy model for the families of schizophrenic patient and to investigate the effect of this model on the changes in coping style and depressive symptoms of the family members, and in perception of emotional support by families and depressive symptoms of patients. Methods:Nine preschool children, 3-5 years old, experiencing physical injuries caused by attack from a psychotic patient at kindergarten, were evaluated for psychological assessments;Intelligence test, MSSB(MacArthur Story-Stem Battery), H-T-P test(House-Tree-Person test). And their parents completed rating scale, KPI-C(Korean Personality Inventory for Children about children’s psychological conditions). Results:With respects to the contents and emotional reactions of MSSB, 9 preschool children showed generally high levels of anxiety, depression, avoidance, aggression, probably related to the traumatic experiences. Even though children couldn't verbally report directly about their traumatic experiences, in both MSSB, structured play narrative assessment tool, and HPT, free drawing and association test, they demonstrated psychiatric problems through reenactment plays, regardless of clinical diagnoses. Conclusion:Present study allowed us the chance to see beyond the outer pathological behaviors of PTSD in preschool children, through deeper evaluations of their mental representation. These preliminary data suggest deep understanding of internal representation would be of help for thorough evaluations and treatment plan for preschool children, experiencing severe trauma.

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The Aspects of Modernity in ImcheonByeolgok(林川別曲) by Okgukjae(玉局齋), Lee Un-young: Based on Using Greimas's Actant Model (옥국재(玉局齋) 이운영(李運永)의 <임천별곡(林川別曲)>에 나타난 근대성(近代性) 양상(樣相) - 그레마스의 행위소 모형을 중심으로)

  • Park, sujin
    • 기호학연구
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    • no.57
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    • pp.91-120
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    • 2018
  • This study was contemplated about an aspects of modernity that was discovered of ImcheonByeolgok(林川別曲) written by Okgukjae Lee, Un-young in 18th Century. It was composed time that unprecedented state in the 18th century. So, I considered that Modernity was the most appeared at 18th Century. During this period, Changes has happened in ideology and system in terms of politics, economy, society and culture. This change is the beginning of a new modern consciousness. There is also a tendency to think of Imcheonbyeolgok as the autobiographical story of Lee, Yun-young. It seems that Lee, Yun-young has a progressive scholarly thought, but he did not reveal his own situation by insulting him. Therefore, I am not realistically valid for being able to see it as an autobiographical story that he actually experienced. Also, although ImcheonByeolgok is known as a love song, it is hard to see it as a love song because its satirical features are strong. and It is characterized by the peculiar form of narrative being described as a dialogue. I picked two aspects of modernity in ImcheonByeolgok. One is resistance to love and desire, and the other is disintegration of the order of identity. The two aspects of this paper were presented as Greimas's Actant Model. ImcheonByeolgok is the result of efforts to show the changing modern Joseon Dynasty's elements in the form of resistance and resistance to Joseon's feudal society, such as Confucian ideology and identity systems. Thus, I suggested the corrupt ruling class of Joseon's feudal society and the exploited working class life as an old living and a grandmother instead of 'resistance' and 'disposal' in the 18th century. The criticism of traditional feudal societies that emerged in the 18th century turned out to be a hegemony that distinguishes the Middle Ages from the Modern Age, which resulted in differences between the ages before and after the 18th century. Although these hegemony were not clearly distinguished in household literature in the 18th century, it was established and developed in the 19th century. I suggested that Lim's Star Song was an important work that played an important role in bringing about this change.

Prediction of a hit drama with a pattern analysis on early viewing ratings (초기 시청시간 패턴 분석을 통한 대흥행 드라마 예측)

  • Nam, Kihwan;Seong, Nohyoon
    • Journal of Intelligence and Information Systems
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    • v.24 no.4
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    • pp.33-49
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    • 2018
  • The impact of TV Drama success on TV Rating and the channel promotion effectiveness is very high. The cultural and business impact has been also demonstrated through the Korean Wave. Therefore, the early prediction of the blockbuster success of TV Drama is very important from the strategic perspective of the media industry. Previous studies have tried to predict the audience ratings and success of drama based on various methods. However, most of the studies have made simple predictions using intuitive methods such as the main actor and time zone. These studies have limitations in predicting. In this study, we propose a model for predicting the popularity of drama by analyzing the customer's viewing pattern based on various theories. This is not only a theoretical contribution but also has a contribution from the practical point of view that can be used in actual broadcasting companies. In this study, we collected data of 280 TV mini-series dramas, broadcasted over the terrestrial channels for 10 years from 2003 to 2012. From the data, we selected the most highly ranked and the least highly ranked 45 TV drama and analyzed the viewing patterns of them by 11-step. The various assumptions and conditions for modeling are based on existing studies, or by the opinions of actual broadcasters and by data mining techniques. Then, we developed a prediction model by measuring the viewing-time distance (difference) using Euclidean and Correlation method, which is termed in our study similarity (the sum of distance). Through the similarity measure, we predicted the success of dramas from the viewer's initial viewing-time pattern distribution using 1~5 episodes. In order to confirm that the model is shaken according to the measurement method, various distance measurement methods were applied and the model was checked for its dryness. And when the model was established, we could make a more predictive model using a grid search. Furthermore, we classified the viewers who had watched TV drama more than 70% of the total airtime as the "passionate viewer" when a new drama is broadcasted. Then we compared the drama's passionate viewer percentage the most highly ranked and the least highly ranked dramas. So that we can determine the possibility of blockbuster TV mini-series. We find that the initial viewing-time pattern is the key factor for the prediction of blockbuster dramas. From our model, block-buster dramas were correctly classified with the 75.47% accuracy with the initial viewing-time pattern analysis. This paper shows high prediction rate while suggesting audience rating method different from existing ones. Currently, broadcasters rely heavily on some famous actors called so-called star systems, so they are in more severe competition than ever due to rising production costs of broadcasting programs, long-term recession, aggressive investment in comprehensive programming channels and large corporations. Everyone is in a financially difficult situation. The basic revenue model of these broadcasters is advertising, and the execution of advertising is based on audience rating as a basic index. In the drama, there is uncertainty in the drama market that it is difficult to forecast the demand due to the nature of the commodity, while the drama market has a high financial contribution in the success of various contents of the broadcasting company. Therefore, to minimize the risk of failure. Thus, by analyzing the distribution of the first-time viewing time, it can be a practical help to establish a response strategy (organization/ marketing/story change, etc.) of the related company. Also, in this paper, we found that the behavior of the audience is crucial to the success of the program. In this paper, we define TV viewing as a measure of how enthusiastically watching TV is watched. We can predict the success of the program successfully by calculating the loyalty of the customer with the hot blood. This way of calculating loyalty can also be used to calculate loyalty to various platforms. It can also be used for marketing programs such as highlights, script previews, making movies, characters, games, and other marketing projects.

Seismic Performance of Gravity-Load Designed Post-Tensioned Flat Plate Frames (중력하중으로 설계된 포스트텐션 플랫플레이트 골조의 내진성능)

  • Han, Sang-Whan;Park, Young-Mi;Rew, Youn-Ho
    • Journal of the Earthquake Engineering Society of Korea
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    • v.14 no.3
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    • pp.31-38
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    • 2010
  • The purpose of this study is to evaluate the seismic performance of gravity-designed post tensioned (PT) flat plate frames with and without slab bottom reinforcement passing through the column. In low and moderate seismic regions, buildings are often designed considering only gravity loads. This study focuses on the seismic performance of gravity load designed PT flat plate frames. For this purpose, 3-, 6- and 9-story PT flat plate frames are designed considering only gravity loads. For reinforced concrete flat plate frames, continuous slab bottom reinforcement (integrity reinforcement) passing through the column should be placed to prevent progressive collapse; however, for the PT flat plate frames, the slab bottom reinforcement is often omitted since the requirement for the slab bottom reinforcement for PT flat plates is not clearly specified in ACI 318-08. This study evaluates the seismic performance of the model frames, which was evaluated by conducting nonlinear time history analyses. For conducting nonlinear time history analyses, six sets of ground motions are used as input ground motions, which represent two different hazard levels (return periods of 475 and 2475 years) and three different locations (Boston, Seattle, and L.A.). This study shows that gravity designed PT flat plate frames have some seismic resistance. In addition, the seismic performance of PT flat plate frames is significantly improved by the placement of slab bottom reinforcement passing through the column.

Factors Influencing Users' Intension to Play Mobile Games: A Combination of Game-Contents Traits and Mobile Handset's Capabilities into the Technology Acceptance Model (게임 콘텐츠 특성과 단말기 요인을 고려한 모바일게임 사용의도의 영향요인에 관한 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Information Systems Review
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    • v.7 no.2
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    • pp.41-59
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology adding new revenue streams, taking advantage of the potential of wireless consumer applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. In this paper, we attempt to investigate the factors influencing the usage and acceptance of the mobile games in Korea, based on the extended version of the Technology Acceptance Model(TAM). Based on data collected from survey, we show that perceived usefulness is the major determinant for users to play mobile games. Two factors, including perceived enjoyment and self-expressiveness, are empirically shown to determine perceived usefulness. In addition, perceived ease of use, rewards, operational quality of device, and design/story have been showed to significantly and directly affect perceived enjoyment. It was also confirmed that self-efficacy and operational quality of device are the antecedents of perceived ease of use. Based upon the statistical results, some useful guidelines for game development and market penetration strategies are also provided.

Seismic Performance Evaluation of Post-Northridge WUF-B Connections Frame (Post-Northridge WUF-B 접합부 골조의 내진 성능 평가)

  • Han, Sang Whan;Moon, Ki Hoon;Jung, Ji Eun;Lee, Ki Hak
    • Journal of Korean Society of Steel Construction
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    • v.19 no.6
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    • pp.751-760
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    • 2007
  • The purpose of this study is to evaluate the seismic performance of the frame which is assumed to be used with Welded Unreinforced Flange-Bolted web (WUF-B) connections and detailed in compliance with FEMA 350 recommended seismic design criteria. In FEMA 350, these types of connections are only valid for Ordinary Moment-Resisting Steel Frames (OMRSFs). For this purpose, based on test results, we proposed an analytical model for the Post-Northridge WUF-B connections with different panel zone strength ratios. Using the connection model, SAC Phase II three and nine-story frames were modeled and analyzed. From a nonlinear static pushover analysis, ductility, maximum strength, and the maximum interstory drift ratio were investigated for buildings with Post-Northridge details. Moreover, the maximum interstory drift ratio of each performance level (IO and CP) was also investigated through Incremental Dynamic Analysis (IDA). Analytical results were compared with those of buildings with either Pre-Northridge connection or ductile connections with no fracture. The analytical results showed that buildings with Post-Northridge WUF-B connections provide superior strength and interstory drift ratio capacity than buildings with Pre-Northridge WUF-B connections.

A Study on K-Wave's Business Expansion: Based on Creativity Type Model (한류의 비즈니스 확장에 관한 연구: 창의성 유형 모델 기반으로)

  • Song, Minzheong
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.5
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    • pp.39-54
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    • 2018
  • This study aims to expand K-Wave business. For this, it firstly investigated previous studies and pointed out limitations of the current scope of the K-Wave business. Therefore, as a theoretical background, it attempts to construct an analysis framework based on four types of creativity type model and to redefine the concept of K-Wave business, which refers to a series of business activities that create, utilize the asset, and reuse the originality of intellectual property assets. This study analyzes the business activities of K-Wave's asset creation, utilization, and talent linkage during 2013~2017. The scope of the asset creation covers the highest ranked movies, dramas, and K-pops, while the utilization of those is analyzed in cosmetics, food, and fashion industries. The personal talent is the source of new K-Wave value creation and Webtoon IP is analyzed. As a result, in the case of movies and dramas, the representative market is China, which is the result of the efforts to avoid the continuation of China's regulation and the development of local OTTs. It is confirmed that the product development for Chinese consumers is active as activities of K-Wave utilization in cosmetics, food and fashion. Interesting is that new K-Wave content is circulated in the beauty sector. Finally, it is confirmed that Webtoon IP, which has been structured with a solid story in individual talent, is the origin of new K-Wave asset creation such as movies and dramas.