• Title/Summary/Keyword: 모션 플랫폼

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A Study on 3D Animation Production Using the iClone (아이클론을 활용한 3D 애니메이션 제작에 관한 연구)

  • Ryu, Chang-su;Hur, Chang-wu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.520-522
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    • 2014
  • The 3D animation these days is confronted with a situation that should develop new contents fit for those circumstances of media in which new platforms such as smart phones, tablet PCs, and smart TVs, etc. are in a rapid change and establish media strategies. Attempts are made of developing methods to diversify content type coping with new smart media characteristics including smart phones, tablet PCs, and smart TVs, etc., with materials of the same story and character, and developing animation video contents based on new media technology. This study made avatas utilizing iClone, avata 3D production technology and investigated 3D animation production methods through costume editing and motion editing.

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Development and Test of a Docking Type Automatic Landing System for Shipboard Landing (드론 함상 착륙을 위한 도킹 방식의 자동 착륙 시스템 개발 및 시험)

  • Minsu Park;Sungyug Kim;Hyeok Ryu
    • Journal of Aerospace System Engineering
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    • v.18 no.2
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    • pp.47-55
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    • 2024
  • The paper presents a docking-type automatic landing system that works in tandem with Unmanned Aerial Vehicles (UAVs) and Unmanned Surface Vehicles (USVs). The system utilizes a pyramid-shaped landing gear and pad for effective landing. In marine environments, a docking device guides the drone to land securely. To test the system, a ship's behavior was simulated using a 3-DoF motion platform, and the successful operation and utility of the docking-type automatic landing system were demonstrated.

Development of the Small Scale Testbed for Running Dynamic Characteristics Analysis of the Capsule Train (캡슐트레인 주행 동특성 분석을 위한 축소 시험장치의 개발)

  • Lee, Jin-Ho;You, Won-Hee;Lee, Kwansup
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.9
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    • pp.643-651
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    • 2020
  • A capsule train runs inside a sub-vacuum tube and can reach very high speed due to the low air resistance. A capsule train uses a superconducting electrodynamic suspension (SC-EDS) method for levitation, which allows for a large levitation gap and does not require gap control. However, SC-EDS has inherent characteristics such as the large gap variation and a small damping effect in the levitation force, which can degrade the running stability and ride comfort. To overcome this, a stability improvement device should be designed and applied based on dynamic analysis. In this study, a 1/10 small-scale testbed was developed to replicate the dynamic characteristics of a capsule train and investigate the performance of stability improvement devices. The testbed is composed of a 6-degree-of-freedom Stewart platform for the realization of bogie motion, a secondary suspension with a running stabilization device, and a carbody. Based on the dynamic similarity law proposed by Jaschinski, the small-scale testbed was manufactured, and a bogie motion algorithm was applied with the consideration of guideway irregularity and levitation stiffness. The experimental results from the testbed were compared with simulation results to investigate the performance of the testbed.

How Does Smart Device User Experience Change by Generation (스마트 디바이스의 세대별 사용자 경험 변화 연구)

  • Lee, Hyun-Ju;Hong, Mi-Hee
    • The Journal of the Korea Contents Association
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    • v.19 no.3
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    • pp.252-260
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    • 2019
  • Smart devices have penetrated deeply into our daily lives. They have not only increased user convenience, but also changed the overall lifestyle of society. The objective of this study was to examine the change process of user experience through device classification and technology by generation. In order to achieve the objective, this study analyzed the purpose and pattern of using a device, which is a digital platform, and the input and output, which are the most important digital components for personal exclusiveness and interaction. The analysis results of this study showed that, in the past, the purpose of using a device was clear, a device was used in common, and a separate device was used for input and output. However, as devices evolved, users began to emphasize the fun aspect than the purpose of a device. As a result, personal exclusiveness has increased. Moreover, unlike devices in the past depending on separate input or output methods, devices are evolving to employ a method performing input and output using the five senses of people such as the touchscreen using a body part of a user, voice, and motion. This study evaluated how the overall experience of users, which was obtained through technology, has changed for each generation. Furthermore, this study proposed the future direction of device development by considering the user experience. It is believed that the results of this study will be useful for future studies on the overall experience of users who will use a range of smart devices, which will be released in the future.

Analyzing K-POP idol popularity factors using music charts and new media data using machine learning (머신러닝을 활용한 음원 차트와 뉴미디어 데이터를 활용한 K-POP 아이돌 인기 요인 분석)

  • Jiwon Choi;Dayeon Jung;Kangkyu Choi;Taein Lim;Daehoon Kim;Jongkyn Jung;Seunmin Rho
    • Journal of Platform Technology
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    • v.12 no.1
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    • pp.55-66
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    • 2024
  • The K-POP market has become influential not only in culture but also in society as a whole, including diplomacy and environmental movements. As a result, various papers have been conducted based on machine learning to identify the success factors of idols by utilizing traditional data such as music and recordings. However, there is a limitation that previous studies have not reflected the influence of new media platforms such as Instagram releases, YouTube shorts, TikTok, Twitter, etc. on the popularity of idols. Therefore, it is difficult to clarify the causal relationship of recent idol success factors because the existing studies do not consider the daily changing media trends. To solve these problems, this paper proposes a data collection system and analysis methodology for idol-related data. By developing a container-based real-time data collection automation system that reflects the specificity of idol data, we secure the stability and scalability of idol data collection and compare and analyze the clusters of successful idols through a K-Means clustering-based outlier detection model. As a result, we were able to identify commonalities among successful idols such as gender, time of success after album release, and association with new media. Through this, it is expected that we can finally plan optimal comeback promotions for each idol, album type, and comeback period to improve the chances of idol success.

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A Study for the Conceptual Design of a Small Leisure Boat Handling Simulator (레저보트 조종시뮬레이터 개념설계에 관한 연구)

  • Kang, Nam Seon;Yoon, Hyeon Kyu
    • Journal of the Korea Society for Simulation
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    • v.22 no.4
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    • pp.99-107
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    • 2013
  • In this study, a conceptual study was performed for the leisure boat simulator used for navigation training. The aim of this work was to secure the basic operational capability of a leisure boat as a simulated driving device for a general novice operator. A leisure boat simulator was designed to support a user more efficiently regarding navigation proficiency and safety training, as well as to minimize the limitation of place and time and it conveniently and cheaply. A cockpit for navigation status display and operational input, 3D visualization graphic device, and parallel display device were designed to give the trainee a maximum sense of reality by applying a motion platform with six degree of freedom, in which disturbance movement such waves, winds, and tide were simulated for the operator. Leisure boat simulator training scenario was developed by analysis of water-related leisure activities act and sea traffic safety act.

Characteristics and Categorization of Fashion Films (패션필름의 유형화에 따른 특성)

  • Kwon, Jeanne;Yim, Eun-Hyuk
    • Journal of the Korean Society of Costume
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    • v.66 no.4
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    • pp.128-145
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    • 2016
  • Unlike the past, when fashion brands adopted unilateral communication with their consumers, the brands today have recognized the importance of bi-lateral communication. This has led to the companies producing fashion films as a means to elicit a consensus in opinion between the brands and the consumers. Such fashion films should be understood as films using fashion that transcends time, and also as a type of fashion media. This study, which is based upon the understanding that fashion films are a part of strategic marketing for enhancing the value of brands, used domestic and international literature in order to define fashion films, and establish a theoretical basis for these films. Corroborative study was also conducted for the purpose of practical categorization. This study aims to investigate the characteristics of fashion films, and to suggest a new approach to the study of fashion films. The study adopted the research methodology used in Dudley Andrew's film theory in order to create a theoretical frame that can be used to categorize fashion films. The theory is of significance because it is the basis for the category of motion picture fashion film and media technology fashion film. The study on the categorization and the characteristics of fashion films based upon 6 sub-categories shows a consistent trend of fashion films. From the results, it can be inferred that the films contribute, in part, to the enhancement of brand value. Fashion films have shown rapid growth with the mixture of other media, and with the introduction of cutting-edge technology. Fashion films can be used as new marketing methods for the fashion brands in this digital age.

Hologram based Internet of Signage Design Using Raspberry Pi

  • Timur, Khudaybergenov;Han, Jungdo;Cha, Jae-Sang
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.12
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    • pp.35-41
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    • 2019
  • This paper propose design of remotely controllable hologram based interactive signage. General idea is organization of work of hologram signage through using Raspberry Pi hardware platform and Intel realsense r200 for interaction opportunity. Remote content management is based on Screenly software solution. Open CV based solutions are used for content controlling on the spectators side. Represented work describe of using of the 3D content rendering algorithm based on 3D gaming technology Unity 5. An experimental model was carried out with the purpose of IoS designing, to 3D data visualization and to introduce a new method for visualizing and displaying 3D data on a hologram pyramid signage. Description of working model of hologram signage is given in this paper.

Development of a Horse Robot for Indoor Leisure Sports (실내 레저 스포츠를 위한 승마 로봇의 개발)

  • Lee, Wonsik;Lee, Youngdae;Moon, Chanwoo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.5
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    • pp.161-166
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    • 2014
  • Recently, indoor sports simulator equipped with virtual reality devices, like screen golf system, are riding high. There have been many attempts to develop the indoor simulator systems which can make people enjoy exercises in various sports area. A real horseback riding could not have been popularized, because of the cost involved, difficulty to learn and its dangerousness. In this research, a robotic horseback riding platform based on parallel mechanism and virtual reality device is proposed. The proposed platform provides realistic riding feels and various levels of riding difficulty. The equipped motion capture system with a vision sensor enables riders to correct their riding posture based on expert's one. The developed horseback riding platform make it possible to enjoy a horseback riding in all weather, and also can be used for systematic horseback riding training.

Analysis of Two-Way Communication Virtual Being Technology and Characteristics in the Content Industry (콘텐츠 산업에서 나타난 양방향 소통 가상존재 기술 및 특성 분석)

  • Kim, Jungho;Park, Jin Wan;Yoo, Taekyung
    • Journal of Broadcast Engineering
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    • v.25 no.4
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    • pp.507-517
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    • 2020
  • Along with the development of computer graphics, real-time rendering, motion capture, and artificial intelligence technology, virtual being that enables two-way communication has emerged in the content industry. Although the commercialization of technologies and platforms is creating a two-way communication virtual being, there is a lack of analysis of what characteristics this virtual being has and how it can be used in each field. Therefore, through technical background survey and case study for the production of virtual being, the two-way communication virtual being is analyzed on the characteristics necessary for emotional exchange. The characteristics needed for emotional exchange were divided into interaction, individuality, and autonomy, and this characteristic is classified as the focus and how two-way communication virtual being will be used in the content field. This study is expected to provide significant implications for the research of content production and utilization using virtual being as a basic study of virtual being, which analyzes the technical background and characteristics for two-way communication required for virtual being production.