• Title/Summary/Keyword: 기술성과

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Analyzing animation techniques used in webtoons and their potential issues (웹툰 연출의 애니메이션 기법활용과 문제점 분석)

  • Kim, Yu-mi
    • Cartoon and Animation Studies
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    • s.46
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    • pp.85-106
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    • 2017
  • With the media's shift into the digital era in the 2000s, comic book publishers attempted a transition into the new medium by establishing a distribution structure using internet networks. But that effort shied from escaping the parallel-page reading structure of traditional comics. On the other hand, webtoons are showing divers changes by redesigning the structure of traditional sequential art media; they tend to separate and allot spaces according to the vertical scroll reading method of the internet browser and include animations, sound effects and background music. This trend is also in accordance with the preferences of modern readers. Modern society has complicated social structures with the development of various media; the public is therefore exposed to different stimuli and shows characteristics of differentiated perceptions. In other words, webtoons display more relevant and entertaining characteristics by inserting sounds and using moving texts and characters in specific frames, while traditional comics require an appreciation of withdrawal and immersion like other published media. Motions in webtoons are partially applied for dramatic tension or to create an effective expression of action. For example, hand-drawn animation is adopted to express motions by dividing motion images into many layers. Sounds are also utilized, such as background music with episode-related lyrics, melodies, ambient sounds and motion-related sound effects. In addition, webtoons provide readers with new amusement by giving tactile stimuli via the vibration of a smart phone. As stated above, the vertical direction, time-based nature of animation motions and tactile stimuli used in webtoons are differentiated from published comics. However, webtoons' utilization of innovative techniques hasn't yet reached its full potential. In addition to the fact that the software used for webtoon effects is operationally complex, this is a transitional phenomenon since there is still a lack of technical understanding of animation and sound application amongst the general public. For example, a sound might be programmed to play when a specific frame scrolls into view on the monitor, but the frame may be scrolled faster or slower than the author intended; in this case, sound can end before or after a reader sees the whole image. The motion of each frame is also programmed to start in a similar fashion. Therefore, a reader's scroll speed is related to the motion's speed. For this reason, motions might miss the intended timing and be unnatural because they are played out of context. Also, finished sound effects can disturb the concentration of readers. These problems come from a shortage of continuity; to solve these, naturally activated consecutive sounds or animations, like the simple rotation of joints when a character moves, is required.

Effects of Polyols on Antimicrobial and Preservative Efficacy in Cosmetics (화학방부제 배합량 감소를 위한 폴리올류의 항균, 방부영향력 연구)

  • Shin, Kye-Ho;Kwack, Il-Young;Lee, Sung-Won;Suh, Kyung-Hee;Moon, Sung-Joon;Chang, Ih-Seop
    • Journal of the Society of Cosmetic Scientists of Korea
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    • v.33 no.2
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    • pp.111-115
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    • 2007
  • It is inevitable to use germicidal agents like parabens, imidazolidinyl urea, phenoxyethanol and chlorphenesin to preserve the cosmetics. Although effective in reducing microblological contamination, chemical preservatives are irritative, allergenic and even toxic to human skin. So it is needed to decrease or eliminate usage of preservatives in cosmetic products Glycerin, butylene glycol (BG), prorylene glycol (PG), and dipropylene glycol (DPG) are widely used in cosmetics as skin conditioning agent or solvents. At high concentrations, they have antimicrobial activities, but deteriorate product quality like sensory feeling or safety. The purpose of study is to evaluate the effects of polyols on antimicrobial and preservative efficacy and confirm whether using adjusted polyols can decrease the contents of preservatives without deterioration of the quality of cosmetics. Effects of common polyols on antimicrobial activities of general preservatives were measured. BG and PG significantly (p < 0.05) increased activities of preservatives, but glycerin influenced little. It was inferred from the regression analysis of the results with S. aureus that adding 1% of PG increased activities of preservatives up to $2.1{\sim}8.4 %$ and BG improved activities of preservatives up to $1.8{\sim}8.4 %$. The challenge test results for oil in water lotions and creams showed that BG and PG improved the efficacy of preservative systems up to 40 % at a range of $5.5{\sim}9.9 %$, but glycerin had little effect on it. The measured rates of improvement were analogous to the inferences from regression analysis. It can be concluded that is possible to reduce total chemical preservatives up to 40 %, consequently improve the safety and sensory quality of cosmetics with the precision control of polyols. Added to that, using this paradigm, low preservative contents, praraben-free system, and even preservative-free systems can be expected in the near future.

A Comparative Study of Korean Home Economic Curriculum and American Practical Problem Focused Family & Consumer Sciences Curricula (우리나라 가정과 교육과정과 미국의 실천적 문제 중심 교육과정과의 비교고찰)

  • Kim, Hyun-Sook;Yoo, Tae-Myung
    • Journal of Korean Home Economics Education Association
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    • v.19 no.4
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    • pp.91-117
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    • 2007
  • This study was to compare the contents and practical problems addressed, the process of teaching-learning method, and evaluation method of Korean Home Economics curriculum and of the Oregon and Ohio's Practical Problem Focused Family & Consumer Sciences Curricula. The results are as follows. First, contents of Korean curriculum are organized by major sub-concepts of Home Economics academic discipline whereas curricular of both Oregon and Ohio states are organized by practical problems. Oregon uses the practical problems which integrate multi-subjects and Ohio uses ones which are good for the contents of the module by integrating concerns or interests which are lower or detailed level (related interests). Since it differentiates interest and module and used them based on the basic concept of Family and Consumer Science, Ohio's approach could be easier for Korean teachers and students to adopt. Second, the teaching-learning process in Korean home economics classroom is mostly teacher-centered which hinders students to develop higher order thinking skills. It is recommended to use student-centered learning activities. State of Oregon and Ohio's teaching-learning process brings up the ability of problem-solving by letting students clearly analyze practical problems proposed, solve problems by themselves through group discussions and various activities, and apply what they learn to other problems. Third, Korean evaluation system is heavily rely on summative evaluation such as written tests. It is highly recommended to facilitate various performance assessment tools. Since state of Oregon and Ohio both use practical problems, they evaluate students mainly based on their activity rather than written tests. The tools for evaluation include project documents, reports of learning activity, self-evaluation, evaluation of discussion activity, peer evaluation in a group for each students for their performance, assessment about module, and written tests as well.

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Effect of Cognitive Affordance of Interactive Media Art Content on the Interaction and Interest of Audience (인터랙티브 미디어아트 콘텐츠의 인지적 어포던스가 관람자의 인터랙션과 흥미에 미치는 영향)

  • Lee, Gangso;Choi, Yoo-Joo
    • KIPS Transactions on Software and Data Engineering
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    • v.5 no.9
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    • pp.441-450
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    • 2016
  • In this study, we investigate the effect of the level of cognitive affordance which explains an explicit interaction method on the interest of viewers. Viewer's recognition of the interaction method is associated with cognitive affordance as a matter of visual-perceptual exposure of the input device and viewer's cognition of it. The final goal of the research on affordance is to enhance the audience participation rather than the smooth interation. Many interactive media artworks have been designed with hiding the explicit explanation to the artwork due to worry that the explicit explanation may also hinder the induction of impressions leading the viewer to an aesthetic experience and the retainment of interest. In this context, we set up two hypotheses for study on cognitive affordance. First, the more explicit the explanation of interaction method is, the higher the viewer' understanding of interaction method is. Second, the more explicit the explanation of interaction method is, the lower the interest of the viewer is. An interactive media art work was manufactured with three versions which vary in the degree of visual-perceptual information suggestion and we analyzed the participation and interest level of audience in each version. As a result of the experiments, the version with high explicitness of interaction was found to have long time spent on watching and high participation and interest of viewers. On the contrary, the version with an unexplicit interaction method was found to have low interest and satisfaction of viewers. Therefore, regarding usability, the hypothesis that a more explicit explanation of interaction would lower the curiosity and interest in exploration of the viewer was dismissed. It was confirmed that improvement of cognitive affordance raised the interaction of the work of art and interest of the viewer in the proposed interactive content. This study implies that interactive media art work should be designed in view of that the interaction and interest of audience can be lowered when cognitive affordance is low.

Extraction of Landmarks Using Building Attribute Data for Pedestrian Navigation Service (보행자 내비게이션 서비스를 위한 건물 속성정보를 이용한 랜드마크 추출)

  • Kim, Jinhyeong;Kim, Jiyoung
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.37 no.1
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    • pp.203-215
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    • 2017
  • Recently, interest in Pedestrian Navigation Service (PNS) is being increased due to the diffusion of smart phone and the improvement of location determination technology and it is efficient to use landmarks in route guidance for pedestrians due to the characteristics of pedestrians' movement and success rate of path finding. Accordingly, researches on extracting landmarks have been progressed. However, preceding researches have a limit that they only considered the difference between buildings and did not consider visual attention of maps in display of PNS. This study improves this problem by defining building attributes as local variable and global variable. Local variables reflect the saliency of buildings by representing the difference between buildings and global variables reflects the visual attention by representing the inherent characteristics of buildings. Also, this study considers the connectivity of network and solves the overlapping problem of landmark candidate groups by network voronoi diagram. To extract landmarks, we defined building attribute data based on preceding researches. Next, we selected a choice point for pedestrians in pedestrian network data, and determined landmark candidate groups at each choice point. Building attribute data were calculated in the extracted landmark candidate groups and finally landmarks were extracted by principal component analysis. We applied the proposed method to a part of Gwanak-gu, Seoul and this study evaluated the extracted landmarks by making a comparison with labels and landmarks used by portal sites such as the NAVER and the DAUM. In conclusion, 132 landmarks (60.3%) among 219 landmarks of the NAVER and the DAUM were extracted by the proposed method and we confirmed that 228 landmarks which there are not labels or landmarks in the NAVER and the DAUM were helpful to determine a change of direction in path finding of local level.

An Empirical Comparison and Verification Study on the Seaport Clustering Measurement Using Meta-Frontier DEA and Integer Programming Models (메타프론티어 DEA모형과 정수계획모형을 이용한 항만클러스터링 측정에 대한 실증적 비교 및 검증연구)

  • Park, Ro-Kyung
    • Journal of Korea Port Economic Association
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    • v.33 no.2
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    • pp.53-82
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    • 2017
  • The purpose of this study is to show the clustering trend and compare empirical results, as well as to choose the clustering ports for 3 Korean ports (Busan, Incheon, and Gwangyang) by using meta-frontier DEA (Data Envelopment Analysis) and integer models on 38 Asian container ports over the period 2005-2014. The models consider 4 input variables (birth length, depth, total area, and number of cranes) and 1 output variable (container TEU). The main empirical results of the study are as follows. First, the meta-frontier DEA for Chinese seaports identifies as most efficient ports (in decreasing order) Shanghai, Hongkong, Ningbo, Qingdao, and Guangzhou, while efficient Korean seaports are Busan, Incheon, and Gwangyang. Second, the clustering results of the integer model show that the Busan port should cluster with Dubai, Hongkong, Shanghai, Guangzhou, Ningbo, Qingdao, Singapore, and Kaosiung, while Incheon and Gwangyang should cluster with Shahid Rajaee, Haifa, Khor Fakkan, Tanjung Perak, Osaka, Keelong, and Bangkok ports. Third, clustering through the integer model sharply increases the group efficiency of Incheon (401.84%) and Gwangyang (354.25%), but not that of the Busan port. Fourth, the efficiency ranking comparison between the two models before and after the clustering using the Wilcoxon signed-rank test is matched with the average level of group efficiency (57.88 %) and the technology gap ratio (80.93%). The policy implication of this study is that Korean port policy planners should employ meta-frontier DEA, as well as integer models when clustering is needed among Asian container ports for enhancing the efficiency. In addition Korean seaport managers and port authorities should introduce port development and management plans accounting for the reference and clustered seaports after careful analysis.

High-resolution shallow marine seismic survey using an air gun and 6 channel streamer (에어건과 6채널 스트리머를 이용한 고해상 천부 해저 탄성파탐사)

  • Lee Ho-Young;Park Keun-Pil;Koo Nam-Hyung;Park Young-Soo;Kim Young-Gun;Seo Gab-Seok;Kang Dong-Hyo;Hwang Kyu-Duk;Kim Jong-Chon
    • 한국지구물리탐사학회:학술대회논문집
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    • 2002.09a
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    • pp.24-45
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    • 2002
  • For the last several decades, high-resolution shallow marine seismic technique has been used for various resources, engineering and geological surveys. Even though the multichannel method is powerful to image subsurface structures, single channel analog survey has been more frequently employed in shallow water exploration, because it is more expedient and economical. To improve the quality of the high-resolution seismic data economically, we acquired digital seismic data using a small air gun, 6 channel streamer and PC-based system, performed data processing and produced high-resolution seismic sections. For many years, such test acquisitions were performed with other studies which have different purposes in the area of off Pohang, Yellow Sea and Gyeonggi-bay. Basic data processing was applied to the acquired data and the processing sequence included gain recovery, deconvolution, filtering, normal moveout, static corrections, CMP gathering and stacking. Examples of digitally processed sections were shown and compared with analog sections. Digital seismic sections have a much higher resolution after data processing. The results of acquisition and processing show that the high-resolution shallow marine seismic surveys using a small air gun, 6 channel streamer and PC-based system may be an effective way to image shallow subsurface structures precisely.

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A Study on the High School Students' Cognition of the Aging Society and the Silver Industry (고등학생의 고령화사회와 고령친화산업에 대한 인식)

  • Park, Young-Hee;Lee, Seon-Jeong;Shin, Hyo-Shick
    • Journal of Korean Home Economics Education Association
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    • v.20 no.4
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    • pp.107-123
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    • 2008
  • This research focused on the aging society and the silver industry in adolescents. This subjects were the 642 high school students living in Gwangju. Data were analyzed with Frequency, Percentage, Mean, Std, $x^2$, and t-test using SPSS/PC WIN 14.0 program. The major findings were as follows: 1. The attitude to the old was found quite positive in the questioning items concerning the psychological aspects and family relationship. In the questioning items concerning the physical aspect, on the other hand, was the attitude shown a little negative. Most respondents didn't have a clear understanding of the aging society. Also the perception toward the old showed significant difference according to meeting frequency with grand-parents. The knowledge of the aging society showed significant difference according to sex. 2. Although they recognized the need of the silver industry, they didn't wish to have a job related to the silver industry. Also they represented the idea that the medical care service is the most essential for the silver industry showed significant difference according to sex. The selection of job related to the silver industry showed significant difference according to meeting frequency with grand-parents. 3. Most of the respondents were aware of the need to education for understanding of the old. In the course of home economics, the education of the silver industry should be given vocation and comprehension about the old. The need to education for understanding of the old showed significant difference according to sex, experience of living and meeting frequency with grand-parents. The education of the silver industry showed significant difference according to sex, experience of living with grand-parents.

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A Study on the Effect of Students' Problem Solving Ability and Satisfactions in Woodworking Product Making Program Using Design Thinking (목공 제품 제작 활동에서 디자인 씽킹의 활용이 학생들의 만족도와 문제해결력에 미치는 영향)

  • Kim, SeongIl
    • 대한공업교육학회지
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    • v.44 no.2
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    • pp.142-163
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    • 2019
  • The purpose of this study is to analyze the effect of problem solving ability and satisfaction of university students who are pre-technology teachers in woodworking products(birdhouse) making program using design thinking. Survey responses are analyzed by statistical programs(SPSS ver.20) such as satisfaction, confidence in problem solving, difficulties and causes of difficulties according to gender and grade of 33 students who conducted experience programs in extra-curricular programs to improve creativity and problem solving ability. The main conclusions of this study are as follows: First, the average of total satisfaction about experience programs is 4.39, which is somewhat high. The highest average response is 'feelings of accomplishment' and 'advice in the surroundings'(M = 4.46). There is no significant difference between male and female, and grade. The students interest in group-based different birdhouse woodworking together with the help of the surrounding people by the process of design thinking rather than practice to follow. Therefore, I'd like to recommend to other students due to this program shows a high self-confidence, sense of accomplishment, and satisfaction. Second, the total average response of students 'self-confidence for problem solving at the group based making experience program using design thinking is 3.80. In result of group activities, the students have self-confidence of 'problem-solving ability and deal with difficult situations'. Later, in making programs, complementing difficulties of making can enhance the satisfaction of the students. Third, in the survey questionnaire related with problem solving ability confidence, between 'I have the ability to solve many problems' and 'I always have the ability to cope with new and difficult business situations' show the highest correlation. Therefore, in order to improve self-confidence of problem solving ability, it is necessary to prepare teaching learning programs that can strengthen problem solving ability. Fourth, in the new design and making process not a given product design, the most difficult step is 'the process of rework and modifying idea product'. The main reason that students have difficulty in the production process is 'lack of knowledge and ability to produce'. To make various woodworking products using design thinking process, it can be helpful to make works if you have enough training on woodworking and design thinking before product making. The students' satisfaction about team-based learning using design thinking that helps improving creativity and problem solving ability is high. Therefore, the result of the research in other making activity program that design thinking is applied and analyzed can improve students' problem solving ability.

The Evaluation of Crime Prevention Environment for Cultural Heritage using the 3D Visual Exposure Index (3D 시각노출도를 이용한 문화재 범죄예방환경의 평가)

  • Kim, Choong-Sik
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.35 no.1
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    • pp.68-82
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    • 2017
  • Strengthening surveillance, one of the most important factors in the crime prevention environment of cultural heritages, has difficulty in evaluating and diagnosing the site. For this reasons, surveillance enhancement has been assessed by modelling the shape of cultural heritage, topography, and trees digitally. The purpose of this study is to develop the evaluation method of crime prevention environment for cultural heritage by using the 3D visual exposure index (3DVE) which can quantitatively evaluate the surveillance enhancement in three dimensions. For the study, the evaluation factors were divided into natural, organizational, mechanical, and integrated surveillance. To conduct the analysis, the buildings, terrain, walls, and trees of the study site were modeled in three dimensions and the analysis program was developed by using the Unity 3D. Considering the working area of the person, it is possible to analyze the surveillance point by dividing it into the head and the waist position. In order to verify the feasibility of the 3DVE as the analysis program, we assessed the crime prevention environment by digitally modeling the Donam Seowon(Historic Site No. 383) located in Nonsan. As a result of the study, it was possible to figure out the problems of patrol circulation, the blind spot, and the weak point in natural, mechanical, and organizational surveillance of Donam Seowon. The results of the 3DVE were displayed in 3D drawings, so that the position and object could be identified clearly. Surveillance during the daytime is higher in the order of natural, mechanical, and organizational surveillance, while surveillance during the night is higher in the order of organizational, mechanical, and natural surveillance. The more the position of the work area becomes low, the more it is easy to be shielded, so it is necessary to evaluate the waist position. It is possible to find out and display the blind spot by calculating the surveillance range according to the specification, installation location and height of CCTV. Organizational surveillance, which has been found to be complementary to mechanical surveillance, needs to be analyzed at the vulnerable time when crime might happen. Furthermore, it is note that the analysis of integrated surveillance can be effective in examining security light, CCTV, patrol circulation, and other factors. This study was able to diagnose the crime prevention environment by simulating the actual situation. Based on this study, consecutive researches should be conducted to evaluate and compare alternatives to design the crime prevention environment.