VR is a dynamic image simulation technology with very high information density. Among them, spatial depth, temporality, and realism bring an unprecedented sense of immersion to the experience. However, due to its high information density, the information contained in it is very easy to be manipulated, creating an illusion of objectivity. Users need guidance to help them interpret the high density of dynamic image information. Just like setting up navigation interfaces and interactivity in games, interactivity in virtual reality is a way to interpret virtual content. At present, domestic research on VR content is mainly focused on technology exploration and visual aesthetic experience. However, there is still a lack of research on interactive storytelling design, which is an important part of VR content creation. In order to explore a better interactive storytelling model in virtual reality content, this paper analyzes the interactive storytelling features of the VR animated version of <Wolves in the walls> through the methods of literature review and case study. We find that the following rules can be followed when creating VR content: 1. the VR environment should fully utilize the advantages of free movement for users, and users should not be viewed as mere observers. The user's sense of presence should be fully considered when designing interaction modules. Break down the "fourth wall" to encourage audience interaction in the virtual reality environment, and make the hot media of VR "cool". 2.Provide developer-driven narrative in the early stages of the work so that users are not confused about the ambiguous world situation when they first enter a virtual environment with a high degree of freedom. 1.Unlike some games that guide users through text, you can guide them through a more natural interactive approach that adds natural dialog between the user and story characters (NPC). Also, since gaze guidance is an important part of story progression, you should set up spatial scene user gaze guidance elements within it. For example, you can provide eye-following cues, motion cues, language cues, and more. By analyzing the interactive storytelling features and innovations of the VR animation <Wolves in the walls>, I hope to summarize the main elements of interactive storytelling from its content. Based on this, I hope to explore how to better showcase interactive storytelling in virtual reality content and provide thoughts on future VR content creation.
Journal of the Computational Structural Engineering Institute of Korea
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제37권1호
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pp.67-76
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2024
In this paper, we present a DIP-MLS testing method that combines digital image processing with a rigid body-based MLS differencing approach to measure mechanical variables and analyze the impact of target location and image resolution. This method assesses the displacement of the target attached to the sample through digital image processing and allocates this displacement to the node displacement of the MLS differencing method, which solely employs nodes to calculate mechanical variables such as stress and strain of the studied object. We propose an effective method to measure the displacement of the target's center of gravity using digital image processing. The calculation of mechanical variables through the MLS differencing method, incorporating image-based target displacement, facilitates easy computation of mechanical variables at arbitrary positions without constraints from meshes or grids. This is achieved by acquiring the accurate displacement history of the test specimen and utilizing the displacement of tracking points with low rigidity. The developed testing method was validated by comparing the measurement results of the sensor with those of the DIP-MLS testing method in a three-point bending test of a rubber beam. Additionally, numerical analysis results simulated only by the MLS differencing method were compared, confirming that the developed method accurately reproduces the actual test and shows good agreement with numerical analysis results before significant deformation. Furthermore, we analyzed the effects of boundary points by applying 46 tracking points, including corner points, to the DIP-MLS testing method. This was compared with using only the internal points of the target, determining the optimal image resolution for this testing method. Through this, we demonstrated that the developed method efficiently addresses the limitations of direct experiments or existing mesh-based simulations. It also suggests that digitalization of the experimental-simulation process is achievable to a considerable extent.
Recently, a closed-type plant factory has been receiving attention as a advanced agricultural method. It has diverse advantages such as climate-independence, high productivity and stable year-round production. However, high energy cost caused by environmental control system is considered as a challenges of a closed-type plant factory. In order to reduce the energy cost, investigation about energy load which is directly connected to energy consumption needs to be conducted. In this study, energy load changes of a plant factory have been analytically analyzed according to the environmental changes. The target plant factory was a lettuce growing container farm. Firstly, the impact of photoperiod, set temperature and relative humidity change were examined. Under the climate condition of Daejeon in South Korea, increase of photoperiod and set temperature rose a yearly energy demand of a container farm. However, increase of set relative humidity decreased a yearly energy demand. Secondly, the climate environment effect was compared by investigating the energy demand under 9 different climate conditions. As a result, the difference between maximum and minimum value of the yearly energy demand showed 21.7%. Lastly, sensitivity analysis of each parameter (photoperiod, set temperature and relative humidity) has been suggested under 3 different climate conditions. The ratio of heating and cooling demand was varied depending on the climate, so the effect of each parameter became different.
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.
The government has been carrying out a project for supporting the rain shelter for hot pepper as part of measures stabilizing the demand and supply of hot pepper since 2012. However, the eaves height of single-span plastic greenhouses extensively used in farms is low, which are inappropriate for the rainproof cultivation of hot pepper. This study attempted to develop single-span plastic greenhouses which are structurally safe and have the dimensions suitable for the rainproof cultivation of hot pepper as well. The structure status of plastic greenhouses and restructuring wishes of 56 rainproof cultivation farms nationwide were investigated to set up the width and height of the plastic greenhouses. 53% of the plastic greenhouses currently in operation had a width of under 7 m and 64% of their eaves had a height of 1.5 m or less, which accounted for the highest rate. Mostly the width of 7.0 m was desired for the greenhouses and the height of 2.0 m for their eaves, so these values were chosen as the dimensions for the singlespan plastic greenhouses. After an analysis of their structural safety while changing the specifications of the rafter pipe in various ways, 5 kinds of models were suggested considering the frame ratio and installation costs. The 12-Pepper-1 model is a developed single-span plastic greenhouse for hot pepper in which a ${\emptyset}42.2{\times}2.1t$ rafter pipe is installed at an interval of 90cm and the models of 12-Pepper-2 through 5 are the other developed ones in which a ${\emptyset}31.8{\times}1.5t$ rafter pipe is installed at intervals of 60 cm, 70 cm, 80 cm and 90 cm, respectively. As a result of an analysis of economic feasibility of 12-Pepper-2 compared to 10-Single-3 in the notification of the Ministry for Food, Agriculture, Forestry and Fisheries, it turned out that there would be an increase in profits by about 1.2 million won based on one building of a greenhouse sized 672 $m^2$.
Journal of the Korean Society for Marine Environment & Energy
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제10권2호
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pp.67-85
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2007
A three-dimensional hydrodynamic model with the fine grid is applied to simulate the barotropic tides, tidal currents, residual currents and salinity dispersions in the Yellow Sea and the East China Sea. Data inputs include seasonal hydrography, mean wind and river input, and oceanic tides. Computed tidal distributions of four major tides($M_2,\;S_2,\;K_1$ and $O_1$) are presented and results are in good agreement with the observations in the domain. The model reproduces well the tidal charts. The tidal residual current is relatively strong around west coast of Korea including the Cheju Island and southern coast of China. The current by $M_2$ has a maximum speed of 10 cm/s in the vicinity of Cheju Island with a anti-clockwise circulation in the Yellow Sea. General tendency of the current, however, is to flow eastward in the South Sea. Surface residual current simulated with $M_2$ and with $M_2+S_2+K_1+O_1$ tidal forcing shows slightly different patterns in the East China Sea. The model shows that the southerly wind reduces the southward current created by freshwater discharge. In summer during high runoff(mean discharge about $50,000\;m^3/s$ of Yangtze), low salinity plume-like structure(with S < 30.0 psu) extending some 160 km toward the northeast and Changjiang Diluted Water(CDW), below salinity 26 psu, was found within about 95 km. The offshore dispersion of the Changjiang outflow water is enhanced by the prevailing southerly wind. It is estimated that the inertia of the river discharge cannot exclusively reach the around sea of Cheju Island. It is noted that spatial and temporal distribution of salinity and the other materials are controlled by mixture of Changjiang discharge, prevailing wind, advection by flowing warm current and tidal current.
The cartoon industry in Korea has continued to decline due to the contraction of published comics market and decrease in the number of comic books rental stores until the 2000s when it rapidly started to experience qualitative changes and quantitative growth due to the emergence of webtoon. The market size of webtoon industry, valued at 420 billion won in 2015, is expected to grow to 880.5 billion won by 2018. Notably, most cartoonists who draw cartoon strips are using digital devices and producing scripts in data, thereby overcoming the geographical, spatial and physical limitation of contents. As a result, a favorable environment for the creation of local ecosystems is generated. While the infrastructures of human resources are steadily growing by region, cartoon industries that are supported by the government policy have shown good performance combined with factors of creative infrastructures in local areas such as webtoon experience centers, webtoon campuses and webtoon creation centers, etc. Nevertheless, it is true that cartoon infrastructures are substantially based on a capital area which leads to an imbalanced structure of cartoon industry. To see the statistics, companies of offline cartoon business in Seoul and Gyeonggi Province make up 87%, except for distribution industry. In addition, companies of online cartoon business which are situated outside of Seoul and Gyeonggi Province form merely 7.5%. Studies and research on local webtoon are inadequate. The existing studies on local webtoon usually focus on its industrial and economic values, mentioning the word "local" only sometimes. Therefore, this study looked into the current status of local webtoon of the present time for the current state of local cartoon ecosystem, middle and long-term support from the government, and an alternative in the future. Main challenges include the expansion of opportunities to enjoy cartoon cultures, the independence of cartoon infrastructure, and the settlement of regionally specialized cartoon cultures. It means that, in order to enable the cartoon ecosystem to settle down in local areas, it is vital to utilize and link basic infrastructures. Furthermore, it is necessary to consider independence and autonomy beyond the limited support by the government. Finally, webtoon should be designated as a culture, which can be a new direction of the development of local webtoon. Furthermore, desirable models should be continuously researched and studied, which are suitable for each region and connect them with regional tourism, culture and art industry. It will allow the webtoon industry to soft land in the industry. Local webtoon, which is a growth engine of regions and main contents of the fourth industrial revolution, is expected to be a momentum for the decentralization of power and reindustrialization of regions.
For the objective interpretation of cerebral metabolic patterns in epilepsy patients, we developed computer-aided classifier using artificial neural network. We studied interictal brain FDG PET scans of 257 epilepsy patients who were diagnosed as normal(n=64), L TLE (n=112), or R TLE (n=81) by visual interpretation. Automatically segmented volume of interest (VOI) was used to reliably extract the features representing patterns of cerebral metabolism. All images were spatially normalized to MNI standard PET template and smoothed with 16mm FWHM Gaussian kernel using SPM96. Mean count in cerebral region was normalized. The VOls for 34 cerebral regions were previously defined on the standard template and 17 different counts of mirrored regions to hemispheric midline were extracted from spatially normalized images. A three-layer feed-forward error back-propagation neural network classifier with 7 input nodes and 3 output nodes was used. The network was trained to interpret metabolic patterns and produce identical diagnoses with those of expert viewers. The performance of the neural network was optimized by testing with 5~40 nodes in hidden layer. Randomly selected 40 images from each group were used to train the network and the remainders were used to test the learned network. The optimized neural network gave a maximum agreement rate of 80.3% with expert viewers. It used 20 hidden nodes and was trained for 1508 epochs. Also, neural network gave agreement rates of 75~80% with 10 or 30 nodes in hidden layer. We conclude that artificial neural network performed as well as human experts and could be potentially useful as clinical decision support tool for the localization of epileptogenic zones.
Journal of the Korean Society of Hazard Mitigation
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제2권1호
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pp.135-141
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2002
Both non-linear damping values of the deep and shallow crustal materials and seismic source parameters are found from the observed near-field seismic ground motions at the South-eastern Korean Peninsula. The non-linear numerical algorithm applied in this study is Levenberg-Marquadet method. All the 25 sets of horizontal ground motions (east-west and north-south components at each seismic station) from 3 events (micro to macro scale) were used for the analysis of damping values and source parameters. The non-linear damping values of the deep and shallow crustal materials were found to be more similar to those of the region of the Western United States. The seismic source parameters found from this study also showed that the resultant stress drop values are relatively low compared to those of the Western United Sates. Consequently, comparisons of the various seismic parameters from this study and those of the United States Seismo-tectonic data suggest that the seismo-tectonic characteristics of the South eastern Korean Peninsula is more similar to those of the Western U.S.
This study investigates the distribution of suspended particulates during the Asian dust period in Busan, Korea in the spring of 2009. Weather map and automatic weather system (AWS) data were used to analyze the synoptic weather conditions during the period. Particulate matter 10, laser particle counter data, satellite images and a backward trajectories model were used to analyze the aerosol particles distribution and their origins. In Case 1 (20 February 2009), when the $PM_{10}$ concentration increased, the aerosol volume distribution of small ($0.3-1.0{\mu}m$) particles decreased, while the concentration of large ($1.0-10.0{\mu}m$) particles increased. When the $PM_{10}$ concentration decreased, the aerosol volume distribution was observed to decrease as well. The prevailing winds changed from weak northerly winds to strong southwesterly winds when the concentration of the large particles increased. The correlation coefficient between the $PM_{10}$ concentration and aerosol volume distribution of large particles showed a high positive value of over 0.9. The results from the trajectory model show that the Asian dust originated in the Gobi desert and the Nei Mongol plateau. In Case 2 (25 April 2009), when the $PM_{10}$ concentration increased, the aerosol volume concentration of small ($0.3-0.5{\mu}m$) particles decreased, but the concentration of large ($0.5-10.0{\mu}m$) particles increased. The opposite was observed when the $PM_{10}$ concentration decreased. The prevailing winds changed from northeasterly winds to southwesterly and northeasterly winds. The correlation coefficient between the $PM_{10}$ concentration and aerosol volume distribution of large particles ($1.0-10.0{\mu}m$) showed a high positive value of about 0.9. The results from the trajectory model show that the Asian dust originated in Manchuria and the eastern coast of China.
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