• Title/Summary/Keyword: 가상현실

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A Program for Korean Animation Sound Libraries (국내용 애니메이션 사운드 라이브러리 구축 방안)

  • Rhim, Young-Kyu
    • Cartoon and Animation Studies
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    • s.15
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    • pp.221-235
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    • 2009
  • Most of the sounds used in animated films are artificially made. A large number of the sounds used are either actual sound recordings or diversely processed artificial sounds made with professional sound equipments such as synthesizers. One animation episode contains numerous amounts of sounds, resulting in significant sound production costs. These sounds have full potential to be reused in different films or animations, but in reality we fail to do so. This thesis discusses ways these sound sources can be acknowledged as added new values to the present market situation as a usable 'digital content'. The iTunes Music Store is an American Apple company product that is acknowledged as the most successful digital content distribution model at the time being. Its system's sound library has potential for application in the Korean sound industry. In result, this system allows the sound creator to connect directly to the online store and become the initiative content supplier. At the same time, the user can receive a needed content easily at a low price. The most important part in the construction of this system is the search engine, which allows users to search for data in short periods of time. The search engine will have to be made in a new manner that takes into consideration the characteristics of the Korean language. This thesis presents a device incorporating the Wiki System to allow users to search and build their own data bases to share with other users. Using this system as a base, the Korean animation sound library will provide development and growth in the sound source industry as a new digital sound content.

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Sensitivity Analysis on Ecological Factors Affecting Forest Fire Spreading: Simulation Study (산불확산에 영향을 미치는 생태학적 요소들간의 민감도 분석: 시뮬레이션 연구)

  • Song, Hark-Soo;Lee, Sang-Hee
    • Korean Journal of Agricultural and Forest Meteorology
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    • v.15 no.3
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    • pp.178-185
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    • 2013
  • Forest fires are expected to increase in severity and frequency under global climate change and thus better understanding of fire dynamics is critical for mitigation and adaptation. Researchers with different background, such as ecologists, physicists, and mathematical biologists, have developed various simulation models to reproduce forest fire spread dynamics. However, these models have limitations in the fire spreading because of the complicated factors such as fuel types, wind, and moisture. In this study, we suggested a simple model considering the wind effect and two different fuel types. The two fuels correspond to susceptible tree and resistant tree with different probabilities of transferring fire. The trees were randomly distributed in simulation space with a density ranging from 0.0 (low) to 1.0 (high). The susceptible tree had higher value of the probability than the resistant tree. Based on the number of burnt trees, we then carried out the sensitivity analysis to quantify how the forest fire patterns are affected by wind and tree density. The statistical analysis showed that the total tree density had greatest effect on the forest fire spreading and wind had the next greatest effect. The density of the susceptible tree was relatively lower factor affecting the forest fire. We believe that our model can be a useful tool to explore forest fire spreading patterns.

A Study on the Improvement Scheme of University's Software Education

  • Lee, Won Joo
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.3
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    • pp.243-250
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    • 2020
  • In this paper, we propose an effective software education scheme for universities. The key idea of this software education scheme is to analyze software curriculum of QS world university rankings Top 10, SW-oriented university, and regional main national university. And based on the results, we propose five improvements for the effective SW education method of universities. The first is to enhance the adaptability of the industry by developing courses based on the SW developer's job analysis in the curriculum development process. Second, it is necessary to strengthen the curriculum of the 4th industrial revolution core technologies(cloud computing, big data, virtual/augmented reality, Internet of things, etc.) and integrate them with various fields such as medical, bio, sensor, human, and cognitive science. Third, programming language education should be included in software convergence course after basic syntax education to implement projects in various fields. In addition, the curriculum for developing system programming developers and back-end developers should be strengthened rather than application program developers. Fourth, it offers opportunities to participate in industrial projects by reinforcing courses such as capstone design and comprehensive design, which enables product-based self-directed learning. Fifth, it is necessary to develop university-specific curriculum based on local industry by reinforcing internship or industry-academic program that can acquire skills in local industry field.

A proposal for the relevant use of computer graphics in film (영화에서 적절한 컴퓨터 그래픽 기법의 활용을 위한 제안)

  • 김인철
    • Archives of design research
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    • v.11 no.2
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    • pp.5-14
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    • 1998
  • The hopes for making vivid images of mankind made 'film' that reflects easy communications. Film have made satisfactions to imagination of man by varied experimental expressions from the beginning. Many of directors and producers were eager to make film to be with relevant views. At last film has making to do with the digital tool, so called 'Computer Graphics' . Making images through computers have changed more better with the developing skills of softwares. NASA has developed Aero-Simulations first, it have called computer graphics for the first time in history. The computer graphics can make images with very varieties that had not exprerienced before and we won't expect the upcomming skills of it. Special Effects(SFX) through the films began the genre of Science Fiction in the era of ideology and space competetions and producer George Lucas made the firm named ILMOndustrial Light & Magic) to making picture of SFX. At last 'Abyss', 'Terminator II', 'Toy Story' and 'Forrest Gump' have made to us with many splendid arangements by the computers. Especially, we can concluded that the relevant expressions as in 'Forrest Gump' is the unexpected charming and human images with wonder. In Korean films are less varied, relevant and reasonable than that of American films, in this study I hope to develope more natural Korean computer graphic in near future.

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The Online Game World as a Product and the Behavioral Characteristics of Online Game Consumers as Role Player (상품으로서의 온라인 게임 세계와 역할 놀이자로서의 온라인 게임 소비자의 행동특성)

  • 황상민;김지연;임정화
    • Science of Emotion and Sensibility
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    • v.7 no.3
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    • pp.37-50
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    • 2004
  • This study attempted to explore how online game is endowed new meaning and function and changed into totally different product in result by recognition and consuming behavior(game activity) of game users. The subjects of this study are famous Internet based online games called 'Lineage' and 'EverQuest'. These two online games are physically similar games. Both are MMORPG and community-based games. While Lineage became a cyber world as a part of the real world, EverQuest was a game product. This study explored the recognition of garners about game world and different consuming behavior pattern(game activity pattern) in game world made by different recognition of online game. The result from exploring the differences in the recognition of game world showed Lineage garners regarded Lineage world as another living space or a part of real world they can explore and express psychological need and self-identity or self-image and live through diverse activities. But EverQuest garners regarded EverQuest as a product for experience of fantasy world. The result from comparing the game consuming behaviors showed that different recognition of game world made the differences in the game consuming behavior. The results of the present study supported that the recognition of consumers about digital images or content poducts like online game can be different by the value and experience of consumer, and the different recognition make the different consuming behavior of similar or same products. The results supported that the meaning and value of digital images or digital content are endowed by consumers.

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ACE-BIS: A Cost-Effective Bus Information System (ACE-BIS: 최적의 버스 노선을 선택하기 위한 비용 효율적인 알고리즘의 개발)

  • Lee, Jong-Chan;Park, Sang-Hyun;Seo, Min-Koo;Kim, Sang-Wook
    • Journal of KIISE:Databases
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    • v.33 no.7
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    • pp.655-667
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    • 2006
  • Due to the rapid development in mobile communication technologies, the usage of mobile devices such as cellular phones and PDAs becomes increasingly popular. One of the best ways to maximize the usability of mobile devices is to make them aware of their current locations and the locations of other fixed and mobile objects. In this paper, we propose a cost-effective Bus Information System, ACE-BIS, which utilizes a mobile device to retrieve the bus routes to reach a destination from the current location. To accomplish this task, ACE-BIS maintains a small amount of information on bus stops and bus routes in a mobile device and runs a heuristic routing algorithm based on such information. When a user asks more accurate route information or calls for a 'leave later query', ACE-BIS entrusts the task to a server into which real-time traffic and bus location information is being collected. By separating the roles into a mobile device and a server, ACE-BIS is able to provide bus routes at the lowest cost for wireless communications, without imposing much burden to a server. The results of extensive experiments revealed that ACE-BIS is effective and scalable in most experimental settings.

The Effect of the Determinants of Distance-Learning on the Effectiveness of Education (E-learning의 결정요인이 학습효과에 미치는 영향)

  • Son, Dal-Ho;Kim, Hyun-Ju
    • Information Systems Review
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    • v.10 no.2
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    • pp.49-70
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    • 2008
  • The increase in demand for e-learning has created a need to explore the implications of the emerging paradigm shift on the learning environment. To utilize information technology to improve learning processes, the pedagogical assumptions underlying the design of information technology for educational purposes must be understood. However, little theoretical development or empirical research has examined the learning effectiveness in web-based distance learning. In this regard, the primary purpose of this study is to investigate which factors of E-learning influence the effectiveness of education and expectation. Based on the prior studies of the education and business training field, research model and research hypotheses were developed. Factors studied in this paper were student characteristics, system environment and teacher characteristics. The result showed that the student characteristics has the significant effect on the effectiveness of education and expectation. However, the system characteristics and the teacher characteristics have the partial significant effects. This result is partially due to the subject characteristics of this study, because the subjects of this study are the students and they have already the experiences in IT and e-learning.

Estimating the Switching Cost in the Korean Residential Electricity Market Using Discrete Choice Model (이산선택모형을 이용한 주거용수용가의 전력서비스 전환비용 추정)

  • Lee, Jongsu;Lee, Dongheon;Lee, Jeong-Dong;Park, Yuri
    • Environmental and Resource Economics Review
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    • v.13 no.2
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    • pp.219-243
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    • 2004
  • Generally, electricity market has monopoly market structure because of need of enormous investment for infrastructure. However, the introduction of competition in network industry as electricity is a tendency of the world with decreasing the effects of economy of scale due to the advancement of technology. Now, electricity industry restructuring is in progress but the competition in electricity retail market is not in force yet in Korea. Whether a effective competition exist or not is very important to policy decision maker who drive restructuring, but there are small numbers of quantitative researches on that. In this study, we estimated the effectiveness of competition in the electricity retail market through switching costs. If switching costs are high, consumers actually can be locked in incumbent firm in spite of introduction of competition. Therefore switching is a critical factor to determine effectiveness of competition and to estimate the size of switching costs quantitatively can proffer the information about whether the competition in the electricity retail market is effective or not in the future. We estimated switching costs using consumer' stated-preference data by conjoint analysis. In according to estimation results, the cost of switching process is not so high, but the relative brand loyalty of an incumbent company is significantly high. And the price is considered as the most important factor choosing an electric service commodity. Based on the empirical results, it is possible to analyze the relationship between suppliers' competitiveness resulted from management efficiency and customers' switching possibilities. The paper therefore provides guidance for suppliers in deciding to enter into retail competition and for policy makers in introducing retail competition. And it has a significance of estimating the switching costs directly.

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Real-Time Shadow Generation using Image Warping (이미지 와핑을 이용한 실시간 그림자 생성 기법)

  • Kang, Byung-Kwon;Ihm, In-Sung
    • Journal of KIISE:Computer Systems and Theory
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    • v.29 no.5
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    • pp.245-256
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    • 2002
  • Shadows are important elements in producing a realistic image. Generation of exact shapes and positions of shadows is essential in rendering since it provides users with visual cues on the scene. It is also very important to be able to create soft shadows resulted from area light sources since they increase the visual realism drastically. In spite of their importance. the existing shadow generation algorithms still have some problems in producing realistic shadows in real-time. While image-based rendering techniques can often be effective1y applied to real-time shadow generation, such techniques usually demand so large memory space for storing preprocessed shadow maps. An effective compression method can help in reducing memory requirement, only at the additional decoding costs. In this paper, we propose a new image-barred shadow generation method based on image warping. With this method, it is possible to generate realistic shadows using only small sizes of pre-generated shadow maps, and is easy to extend to soft shadow generation. Our method will be efficiently used for generating realistic scenes in many real-time applications such as 3D games and virtual reality systems.

Homo Ludens, Analysis on PLAY Contents of University Campus Festival (호모루덴스, 대학 축제 놀이콘텐츠 분석)

  • Ahn, Kyungju
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.554-565
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    • 2018
  • This study is to think a new arena of collective play culture at the university campus festival for digital generation used to be individually consuming play in cyberspace. While cyberia is virtual cultural space by providing gigantic platforms in which producers and consumers meet, this space has characterized as individuality and disembodiment, that is why recalling the collective play culture at the off-line. This article is to examine the characteristics and meaning of the recent campus festivals during the history of Korean college festivals, and to analyze proposals of play-contents applied by various theories. The 2016-7' proposals include several kind of board game and experimental theatre sublimed philosophical reflection, which shows a kind of attempt to escape from the cultural industrial logic, however they are characterized by Ilinx(drinking culture) and Alea(board game) emphasized more than Agon, and Mimicry combined with paidia rule strongly. Under the neoliberalism, college students' gloomy reality is represented emasculating of the structure of competitions in the context of an unreal world and Mimicry of experience stay in front of the limen before entering the embodiment.