• 제목/요약/키워드: storylines

검색결과 19건 처리시간 0.023초

Digital Maps and Automatic Narratives for the Interactive Global Histories

  • CHEONG, Siew Ann;NANETTI, Andrea;FHILIPPOV, Mikhail
    • Asian review of World Histories
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    • 제4권1호
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    • pp.83-123
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    • 2016
  • We describe a vision of historical analysis at the world scale, through the digital assembly of historical sources into a cloud-based database, where machine-learning techniques can be used to summarize the database into a time-integrated actor-to-actor complex network. Using this time-integrated network as a template, we then apply the method of automatic narratives to discover key actors ('who'), key events ('what'), key periods ('when'), key locations ('where'), key motives ('why'), and key actions ('how') that can be presented as hypotheses to world historians. We show two test cases on how this method works. To accelerate the pace of knowledge discovery and verification, we describe how historians would interact with these automatic narratives through an online, map-based knowledge aggregator that learns how scholars filter information, and eventually takes over this function to free historians from the more important tasks of verification, and stitching together coherent storylines. Ultimately, multiple coherent storylines that are not necessary compatible with each other can be discovered through human-computer interactions by the map-based knowledge aggregator.

다중 감정 에이전트를 이용한 자동 이야기 생성 시스템의 설계 (Multi Emotional Agent based Story Generation)

  • 김원일;김동현;홍유식;김승식;이창민
    • 전자공학회논문지CI
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    • 제45권5호
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    • pp.134-139
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    • 2008
  • 이 논문에서 우리는 다중 감정 에이전트를 이용한 자동 이야기 생성 시스템을 제안한다. 다중 감정 에이전트는 서로 다른 감정 모델을 가진 에이전트를 말하며 이러한 에이전트가 서로 작용하여 새로운 상황을 생성해 나가는 것이다. 이러한 다중 에이전트는 기본적으로 아바타나 컴퓨터 게임에서 NPC 로 사용될 수 있다. 제안된 시스템에서 감정 에이전트는 성격이나 선호도가 서로 다른 등장인물로 사용되며, 이러한 시스템에 의해 생성된 이야기는 여러 성격을 가진 다중 에이전트의 사용으로 매우 현실적인 이야기 생성을 가능하게 한다.

스토리라인 기반의 자유로운 게임 플레이를 위한 게임 엔진 설계 (The Game Engine Architecture for free game experience based on a storyline)

  • 김석현
    • 디지털콘텐츠학회 논문지
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    • 제8권4호
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    • pp.615-622
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    • 2007
  • 유저에게 다양한 게임 플레이 경험을 제공하기 위해 게임 엔진은 다양한 게임 내 개체 간 상호 작용을 다룰 수 있는 엔진 구조를 가져야 한다. 이를 위해 메시지 기반 게임 엔진 구조가 사용 된다. 그러나 메시지 기반 게임 엔진 구조만으로는 게임 세계를 특정한 스토리라인 기반으로 변화시켜 나가기 어렵다. 이는 메시지 기반 시스템과 같은 event-driven system 자체가 하나하나의 메시지 처리에는 적합하지만 이보다 상위의 보다 큰 논리적인 작업 단위를 처리하기에 적합한 구조는 아니기 때문이다. 이를 위해 storyline 개체를 만들 지속적으로 storyline의 스토리 진행 함수를 호출함으로써 메시지 기반 시스템의 자유로움은 유지하면서 게임 세계에 특정 storyline의 진행을 추가할 수 있는 게임 엔진 구조를 제안한다.

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사회경제 경로 시나리오에 따른 토지이용 변화 시뮬레이션 (Simulation of Land Use Change by Storylines of Shared Socio-Economic Reference Pathways)

  • 김호용
    • 한국지리정보학회지
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    • 제19권2호
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    • pp.1-13
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    • 2016
  • 본 연구는 저탄소 기후변화 적응 대책 수립에 활용되는 기후변화 취약성 평가에 적용하기 위하여 사회경제 발전 경로(SSP)에 대한 스토리라인을 개발하고 시나리오별 토지이용변화를 시뮬레이션 하였다. 연구는 크게 3단계로 진행하였다. 첫째, 과거 데이터를 이용하여 셀룰라 오토마타(CA) 모델링을 수행한 후 기준년과 시뮬레이션 결과를 비교하여 지역별 특성에 맞는 전이규칙을 도출하였다. 둘째, SSP에 대한 토지이용 변화 가정을 수립하여 세 가지의 시나리오를 설정하였다. SSP1은 지속가능성에 대한 시나리오로 압축도시로의 발전을, SSP2는 현재 상황을 유지하는 중도의 발전을, SSP3는 분열된 사회로 난개발을 가정하였다. 마지막으로, CA 모델링에 SSP 시나리오를 결합하여 권역별 토지이용 변화를 예측하였다. 분석결과를 SSP 시나리오별로 살펴보면 SSP1은 2020년, SSP2는 2030년까지 도시 면적 비율이 소폭 증가하다가 더 이상의 변화가 나타나지 않았으나, 낮은 수준의 도시계획을 가정한 SSP3에서는 도시 면적 비율이 2050년까지 지속적으로 증가하는 것으로 나타났다. 토지이용 변화에 대한 결과는 합리적 기후정책의 의사결정에 기여할 수 있을 것이며, 공간적 상세화로 도출된 시뮬레이션 결과는 취약성 평가에 일괄 적용함으로써 기후변화 적응 정책 우선순위 선정에 활용할 수 있을 것으로 사료된다.

미국 초등교사의 과학교수에 대한 스토리라인 탐색 (An Inquiry into the U. S. Elementary School Teachers' Science Teaching Storylines)

  • 김동렬
    • 한국초등과학교육학회지:초등과학교육
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    • 제37권4호
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    • pp.402-415
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    • 2018
  • This study aims to inquire into the U. S. elementary school teachers' storylines for science teaching methods, scientific knowledge and interactions with students. As research subjects, two American elementary school teachers, named Christina and Melissa, were selected. As test tools, this study adopted Storyline Test and semi-structured interviews. Firstly, in regard to the science teaching method, Christina evaluated that she gradually improved her science teaching skills up to positive 6 points, starting from 2 points in the first year of teaching career, while Melissa sustained a stable state with 5 points in the 9th year of teaching career, starting from 1 point in the first year of teaching career. It was found that both the teachers had more confidence in their science teaching methods by participating in various training programs. Secondly, Christina evaluated her scientific knowledge in the first year of teaching career as 4 points, but evaluated her present scientific knowledge as stable as 6 points since she started studying teaching materials actively, discussing with other teachers and having more ability of application through science class integrated with other school subjects, in the 7th year of her teaching career. On the other hand, Melissa evaluated her scientific knowledge in the first year of teaching career as 1 point since she did not exactly know what to teach elementary school students, but in the 6th year of teaching career, she sustained a stable state with points through joint-activities with other teachers. It was found that chances to research with other teachers had important effect on both the teachers' confidence in scientific knowledge. Thirdly, in regard to interactions with students in science class, Christina said that she did not have any interaction with students when instructing inquiry activities in the first year of teaching career, but since the 10th year of her teaching career, she had sustained a stable state with 6 points through active interaction with students, by leading learning projects and science competitive exhibitions, etc. On the other hand, Melissa evaluated her interaction with students in the first year of teaching career as 1 point because her class was reading-oriented, but since the 9th year of teaching career, she had sustained a stable state with 6 points so far, by developing inquiry activity strategies to improve interaction with students. Overall, it was found that inquiry activities played a central role in improving both the teachers' interaction with students.

인터랙티브 영화에서의 서술적인 이야기 전개의 구조에 관한 방법론에 관하여 (Finding a method of narrative storytelling in interactive cinema)

  • 조재준
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2009년도 학술대회
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    • pp.1279-1286
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    • 2009
  • "Interactivity refers to the possibility of an audience actively participating in the control of an artwork or representation." Andy Cameron, Dissimulations Interaction can be described as a way or function that improves the participation of audiences/viewers to being immersed into the medium itself. Until now, however, in terms of interactive cinema, interaction has not shown a sufficient participation for audiences. Specifically, audiences/viewers described that the structure of storytelling has failed to satisfy their requirements, in order to participate in the structure of storytelling. The aim of the research itself, therefore, began to ask and wonder why audiences/viewers criticised the participation which audiences/viewers are able to control storytelling, in interactive cinema, could not satisfied them in order to control and follow a storyline of interaction. In general idea, in interactive cinema, the function which allows audiences/viewers to be immersed into the storylines, must allow the immediacies of interaction. Audiences/viewers must therefore be able to satisfy the general idea of interactive cinema through controlling the directions of every choice offered. They must also be able to be immersed in the interactive storylines. Which of the prime causes can be improved or re-considered, to satisfy the participation requirements of audiences/viewers? The intention of this research also began to investigate a suitable method of storytelling within a narrative structure of interactive medium (interactive cinema). Through questioning the matter (it will be described in a later chapter), this research will be focused on the relationship between narrative structured interaction and audiences/viewers, which is of prime importance in relation to interaction. To further the research, Pilot study (experiment with the basic interactive narrative structure) was offered in order to understand and maintain a suitable method of storytelling within a narrative structure of interactive cinema and it also was explored to understand how the aim of the research would be maintained for further qualitative research.

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디지털방송에서 복수의 스토리라인을 가진 인터랙티브 프로그램의 구현 (Implementation of an Interactive program with Multi-storylines in Digital broadcasting)

  • 배홍섭;정문열
    • 한국정보과학회:학술대회논문집
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    • 한국정보과학회 2003년도 가을 학술발표논문집 Vol.30 No.2 (2)
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    • pp.412-414
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    • 2003
  • 본 논문은 디지털방송 환경에서 시청자가 적극적으로 스토리 전개에 개입하여 스토리라인을 바꿀 수 있는 복수의 스토리라인(multi-storyline)을 가지는 인터랙티브 프로그램의 구현을 목적으로 한다. 시청자는 방송을 시청하는 도중 리모콘으로 방송의 스토리전개를 선택할 수 있으며 이는 기존 아날로그방송에서는 불가능한 새로운 유형의 연동형 데이터방송 프로그램(enhanced service)이다. 이는 국내 디지털 위성방송 표준인 DVB-MHP방식으로 세계 최초로 구현한 것으로 이를 응용해 A/V방송제작자와 데이터방송 애플리케이션(application)제작자는 보다 다양한 연동형 데이터방송 프로그램을 기획, 제작할 수 있고 시청자는 기존의 방송에서 보지 못했던 새로운 시각적, 적극적인 시청 경험을 하게 된다.

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디지털방송에서 복수의 스토리라인을 가진 인터랙티브 프로그램의 구현 (Implementation of an Interactive program with Multi-storylines in Digital broadcasting)

  • 배홍섭;정문열
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 2003년도 정기총회 및 학술대회
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    • pp.161-163
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    • 2003
  • 본 논문은 디지털방송 환경에서 시청자가 적극적으로 스토리 전개에 개입하여 스토리라인을 바꿀 수 있는 복수의 스토리라인(multi-storyline)을 가지는 인터랙티브 프로그램의 구현을 목적으로 한다. 시청자는 방송을 시청하는 도중 리모콘으로 방송의 스토리전개를 선택할 수 있으며 이는 기존 아날로그방송에서는 불가능한 새로운 유형의 연동형 데이터방송 프로그램(enhanced service)이다. 이는 국내 디지털 위성방송 표준인 DVB-MHP방식으로 세계 최초로 구현한 것으로 이를 응용해 A/V방송제작자와 데이터방송 애플리케이션(application)제작자는 보다 다양한 연동형 데이터방송 프로그램을 기획, 제작할 수 있고 시청자는 기존의 방송에서 보지 못했던 새로운 시각적, 적극적인 시청 경험을 하게 된다.

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Study Chinese operas named after the names of traditional Chinese apparel and accessories

  • Zhang, Huiqin
    • 복식문화연구
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    • 제24권2호
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    • pp.273-286
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    • 2016
  • Traditional Chinese operas are time-honored art form, they are vivid in expression, rich in content, embody social, thought-provoking, historical and artistic value. And as a splendid art form and part of China's brilliant traditional cultural heritage, traditional Chinese operas have been developed with Chinese history from generation to generation. Nowadays, with the comprehensive national strength increasingly growing, Chinese government is giving more and more importance to enhance people's awareness of protecting traditional Chinese opera. In actual fact, both Chinese scholars and the other scholars who have done some research in traditional Chinese operas and built up solid foundation for further study. Even though, traditional Chinese operas have not been fully understood by people outside the 5000-year-old civilization, especially what is the close relationship between the apparel and accessories and the names of dramas. Based on this condition, the paper selects and summarizes names of apparel and accessories in traditional Chinese dramas as its thesis, intending to explore the relationship between the apparel and accessories and the names of dramas, analyzing how such names in dramas highlight themes and promote the development of unique storylines. The paper will help Western readers further understand the meaning of traditional operas names' behind these costumes and promote Chinese traditional dramas spreading to abroad.

Mobile Internet News Consumption: An Analysis of News Preferences and News Values

  • 배정근;설진아
    • 인터넷정보학회논문지
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    • 제19권2호
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    • pp.49-56
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    • 2018
  • Internet news consumption is rapidly growing in Korea, and majority of that is being done through Naver, Korea's primary search engine. Naver is also the go-to search engine for smartphone use. This study analyzed 824 most popular news accessed via mobile gears; the news items were selected from Naver's 'Daily Top 10 Stories,' dating from March 2016 to December 2016. The results indicate that entertainment news were the most viewed, while political and social issue news were the most liked and commented by mobile users. With regard to news value, 'prominence' and 'impact' were the two most important factors that influenced a user's news selection process in a mobile environment. The degree of a news' 'prominence' was the most important factor that determined the number of views, while 'impact' was critical to determining "the most commented-upon" and "the most liked" news. The results also indicate that mobile news consumers prefer more dramatic storylines and events that incite public anger or grief, threaten the safety of citizens, or evoke emotional sympathy rather than 'hard news' about such subjects as politics and economics.