• Title/Summary/Keyword: story problems

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Story Composition support by IGA and CBR

  • Kuriyama, Ken;Terano, Takao;Numao, Masayuki
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 1998.06a
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    • pp.485-488
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    • 1998
  • Elementary school pupils frequently have difficult acquiring creative writing skills, i.e. how to develop the idea to be expressed, how to compose the materials of the outcome or contents. In this paper, we focus on the problems of how to support creative writing work to arrange materials in order to formulate ideas as the stories develop. the stories develop. The basic ideas behind the method are that(1) a basic story is automatically generated by GA-based operations and shown to a user as sequences of pictures, (2) IGA(Interactive Genetic Algorithm) is used to evaluate and select a preferred story, (3) the results are combined with previously stored stories using case-based techniques. Based on these ideas, we have developed a computer supported environment for this purpose and conducted related experiments.

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A changing direction of Story Contents in Animation (애니메이션 스토리 컨텐츠의 전환)

  • Kim, Dong-Ok
    • Cartoon and Animation Studies
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    • s.6
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    • pp.23-33
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    • 2002
  • This study is for making new story contents in animation fields through recent theater's animation trends. It is the Anti-Disney which is totally different from the attribute of Disney animation. It has three results as following. The first, Anti-Disneymation reveals the realistic America's problems such as violence, adolescent's loneliness, the slums of black people, etc. Next, animation's main target changed from just for child to for adults using various story themes. Also, the main characters are no longer beautiful and charming one like Disney animation's one and it makes we look at the matter woman another angle and makes totally different story telling. By the results above, we might to making an effort in creating Korean style animation with lyrical expression and cultural assets.

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The Scenario Approach Method for Family Nursing Intervention Based on the Movie 'Mabin's Room' (영화 '마빈스룸' 가족간호중재 -시나리오 접근법-)

  • Park, Kyung-Min;Kim, Chung-Nam
    • Research in Community and Public Health Nursing
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    • v.12 no.3
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    • pp.627-638
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    • 2001
  • Caring is an essential element of nursing. In a family with a patient. a critical situation may happen not only for the patient but also for the members of the family. Therefore, a caring service from the healthcare providers can also be requested for the family members. The movie 'Mabin's Room' deals with family problems. In this study, the assessment, problem, diagnosis and planning for the family nursing situation for family problems were made focusing on the role of characters in the movie 'Mabin's Room'. Regarding family nursing intervention, the framework of the story 'Mabin's Room' was reorganized to solve the problems based on the role of community health nurse. In this scenario approach method, the situation in the movie is used without change but the scenario related to the roles (or communication) of community health nurse for solving the family problems is added. It is a problem solving oriented method by reorganizing the scenario in a movie story situation. The reorganized scenario in this study is just an example of scenario approach method. Community Health Nurses can cultivate their creativity by solving various problems in the community by adopting or modifying this simple scenario in practice.

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A Case Study on the Adjustment of Story Copyright Problems in Internet Game Broadcasting Media (인터넷 게임 방송 매체의 스토리형 게임 저작권 문제 조정 사례 연구)

  • Choi, Young-Gui
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.1
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    • pp.61-67
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    • 2020
  • The game has several genres. Actions, RPGs, FPS, and simulations are diverse, and the game that flows around the story is a game genre that feels like watching a movie on the other. Internet game broadcasters can be thought of as playing a movie in a movie theater when they broadcast a story-type game. The difference with the movie theater is that you can get involved in the story by showing your play directly to viewers. As a broadcasting material, story-type games are a good means, but the fact that the story is published on the Internet in terms of game publishers can have a negative impact on sales revenue as viewers can enjoy the story without purchasing the game. The purpose of this study is to analyze the coordination status between producers and internet broadcasters for story-type games that could be copyrighted and suggest ways to move forward.

A Study on the Application of Context Problems and Preference for Context Problems Types (유형별 맥락문제의 적용과 그에 따른 유형별 선호도 조사)

  • Kim, Sung-Joon;Moon, Jeong-Hwa
    • Journal of the Korean School Mathematics Society
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    • v.9 no.2
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    • pp.141-161
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    • 2006
  • In this study, we classified word problems related to real life presented in elementary mathematics textbooks into five types of context problems(location, story, project, scrap, theme) suggested by Freudenthal(1991), and applied context problems to mathematics class to analyze the influence on students' mathematical belief and attitude. Also, we examined the types of context problems preferred according to academic performance and the reasons of preference within a group experiencing context problems. The results of the study are as follows. First, almost lessons in the mathematics textbook presents word problems related to real life, but the presenting method is inclined to a story type. Also, the problems with a story type are presented fragmentarily. Therefore, although these word problems are familiar to the students, they don't include contextual meanings and cannot induce enough mathematical motives and interests. Second, a lesson using context problems give a positive influence on their mathematics belief and attitude. It is also expected to give a positive influence on students' mathematics learning in the long run. Third, the preferred types of context problems and the reasons of preference are different according to the level of academic performance within the experimental group.

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Interactive Popup Book System Based on User Preference (사용자 선호도 기반 인터랙티브 팝업북 시스템)

  • Lee, Jung-Suk;Byun, Hae-Won
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.469-474
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    • 2008
  • Recently popular media, book, has problems to satisfy a child who wants to be a character in a story, because it just transmits fixed story. Therefore, many people are interested in interactive contents that are changed variously by user's acting in multimedia division. This paper introduces an interactive pop-up book system that can control a story of book by interesting interactivity. This system suggests a special story graph that transforms a linear architecture story to a interactive story by traversing diverse node We focus to make a special pop-up book interface and wind blowing interface for physical environments to have interesting and familiar user interaction, and to conclude by user studies. We also investigated user preference for various interactive story paths, so we can excluded unnecessary stories and surveyed to compare before the excluding and after. Finally, story paths that user prefers are introduced in the Interactive Popup Book System.

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A Study on Construction Model of Planning and Establishment of Countermeasure in QCC Improve Activities (분임조활동의 대책수립 및 실시 방법에 관한 연구)

  • Kang, Won;Kang, Sung-Soo
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.33 no.1
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    • pp.51-58
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    • 2010
  • In QCC improve activities QC story is useful for solving problems. Among those the planning and establishment of countermeasure step is most important in finding new alternatives and methods for problem solving. But that step is dealt with indifferent to problem solving occasionally, so it makes difficult to find those. In this paper we suggest an effective construction model of planning and establishment of countermeasure in QCC improve activities.

A Study of the Narrative Structure and the Writer's Intent in the Hasaenggiwoojun(何生奇遇傳) (<하생기우전>의 서사구조와 작가적 의미 - 갈등양상을 중심으로 -)

  • Moon, Beom-doo
    • Journal of Korean Classical Literature and Education
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    • no.37
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    • pp.111-149
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    • 2018
  • This story is written by Shin Kwang-han who is a famous scholar and writer in Josun Dynasty. The most notable feature of this story is the love between a man and a dead woman. The protagonist has failed the test to be a national official for several years, because of the corruption and unfairness of the leaders of his society. He is very upset, but then changes his mind in order to become an officer. One day he meets a dead woman. He saves her life from death, and falls in love with her. Finally he marries her and attains a high position. Till now, all the aspects of this story have been extensively researched from a number of different perspectives. However the narrative structure of this story has not been discussed much. This story belongs to Jungi-novel, a kind of old story style which includes fantasy. The studies on this story have mostly been carried out to find the different features in comparison with other works of the same style. Further, we could not understand its own specific meaning structure. This study aims to find the narrative structure of this story. It was recognized by researchers that Shin's stories talk about his life and his perspective of the world. Further, I will try to show how he expresses his thoughts, emotion and life through this story. First, to obtain a satisfactory result through this study, I will find a way to resolve several problems that have become the center of the controversy. Afterward, the conflict and resolution the hero's relation to the world will be identified in every paragraph. Through these efforts, we will have a new point of the view about the narrative structure of this story and the intent expressed by the writer through its structure.