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.
Journal of The Korean Association For Science Education
/
v.36
no.5
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pp.757-768
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2016
This study developed an SSI (Socio-Scientific Issue) discussion program that applies a creative technique called six thinking hats, and then investigated the differences in argumentation patterns and effects on the decision-making abilities of each character feature of students between SNS debate and existing face to face debate. There were three SSI themes - Designer Babies, embryonic stem cell study, and legitimacy of abortion. Students were divided into two groups, the debate group using SNS and face to face debate group. The character patterns of students were divided to 'extraversion,' 'agreeableness,' and 'conscientiousness' through test sheets for character features for each student. Both groups were educated for creative discussion methods using six thinking hats and then, the class progressed. As a result of analyzing argumentation patterns used in SNS debate and face to face debate, the most used argumentation pattern was the "cause pattern." But comparing to face to face debate, other patterns (mark, inference, authority, motive) were also used in SNS debate. The study analyzed three factors of decision-making ability for each character feature of students such as complexity, perspectives, and inquiry. As a result, for 'complexity' factor, there was a significant difference between SNS debate group and face to face debate group only in the student group of Agreeableness. For 'perspectives' factor, there were significant differences between SNS debate group and face to face debate group in all three characters. Finally, for inquiry, there were no significant differences between SNS debate group and face to face debate group in all three characters. Accordingly it would be necessary to apply SNS debate using the six thinking hats in SSI education to enhance perspectives.
We performed the seismic field data processing using an open-source software (Madagascar) to verify if it is applicable to processing of field data, which has low signal-to-noise ratio and high uncertainties in velocities. The Madagascar, based on Python, is usually supposed to be better in the development of processing technologies due to its capabilities of multidimensional data analysis and reproducibility. However, this open-source software has not been widely used so far for field data processing because of complicated interfaces and data structure system. To verify the effectiveness of the Madagascar software on field data, we applied it to a typical seismic data processing flow including data loading, geometry build-up, F-K filter, predictive deconvolution, velocity analysis, normal moveout correction, stack, and migration. The field data for the test were acquired in Gunsan Basin, Yellow Sea using a streamer consisting of 480 channels and 4 arrays of air-guns. The results at all processing step are compared with those processed with Landmark's ProMAX (SeisSpace R5000) which is a commercial processing software. Madagascar shows relatively high efficiencies in data IO and management as well as reproducibility. Additionally, it shows quick and exact calculations in some automated procedures such as stacking velocity analysis. There were no remarkable differences in the results after applying the signal enhancement flows of both software. For the deeper part of the substructure image, however, the commercial software shows better results than the open-source software. This is simply because the commercial software has various flows for de-multiple and provides interactive processing environments for delicate processing works compared to Madagascar. Considering that many researchers around the world are developing various data processing algorithms for Madagascar, we can expect that the open-source software such as Madagascar can be widely used for commercial-level processing with the strength of expandability, cost effectiveness and reproducibility.
Park, Kiwoong;Prasanajit, Naik Sambit;Gwon, Ohsang;Shin, Hyeon-Cho;Kim, Young-Seog
Journal of the Korean earth science society
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v.43
no.1
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pp.151-164
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2022
According to the records of historical and instrumental earthquakes, the southeastern part of the Korean Peninsula is considered the highest seismic activity area. Owing to recent reports of numerous Quaternary faults along the Yangsan and Ulsan fault zones, paleoseismological studies are being actively conducted in these areas. The study area is located in the central part of the Ulsan fault zone, where the largest number of active faults have been reported. Based on lineament and geomorphic analysis using LiDAR images and aerial photographs, fault-related landforms showing topographic relief were observed and a trench survey was conducted. The trench length 20 m, width 5 m, depth 5 m is located approximately 300 m away to the northeast from the previously reported Malbang fault. From the trench section, we interpreted the geometric and kinematic characteristics of the fault based on the deformed features of the Quaternary sedimentary layers. The attitude of the reverse fault, N26°W/33°NE, is similar to those of the reported faults distributed along the Ulsan fault zone. Although a single apparent displacement of approximately 40 cm has been observed, the true displacement could not be calculated due to the absence of the slickenline on the fault plane. Based on the geochronological results of the cryogenic structure proposed in a previous study, the most recent faulting event has been estimated as being earlier than the late Wurm glaciation. We interpreted the thrust fault system of the study area as an imbrication structure based on the previous studies and the fault geometry obtained in this additional trench. Although several previous investigations including many trench surveys have been conducted, they found limited success in obtaining the information on fault parameters, which could be due to complex characteristics of the reverse fault system. Additional paleoseismic studies will contribute to solving the mentioned problems and the comprehensive fault evolution.
Journal of the Institute of Electronics and Information Engineers
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v.53
no.11
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pp.41-47
/
2016
High efficiency video coding (HEVC) employs a coding tree unit (CTU) to improve the coding efficiency. A CTU consists of coding units (CU), prediction units (PU), and transform units (TU). All possible block partitions should be performed on each depth level to obtain the best combination of CUs, PUs, and TUs. To reduce the complexity of block partitioning process, this paper proposes the PU mode skip algorithm with region of interest (RoI) selection using motion vector. In addition, this paper presents the CU depth level skip algorithm using the co-located block information in the previously encoded frames. First, the RoI selection algorithm distinguishes between dynamic CTUs and static CTUs and then, asymmetric motion partitioning (AMP) blocks are skipped in the static CTUs. Second, the depth level skip algorithm predicts the most probable target depth level from average depth in one CTU. The experimental results show that the proposed fast CU decision algorithm can reduce the total encoding time up to 44.8% compared to the HEVC test model (HM) 14.0 reference software encoder. Moreover, the proposed algorithm shows only 2.5% Bjontegaard delta bit rate (BDBR) loss.
Park, Kang-Ryoung;Han, Song-Yi;Kang, Byung-Jun;Park, So-Young
Journal of the Institute of Electronics Engineers of Korea CI
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v.45
no.2
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pp.1-9
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2008
As the security requirements of mobile phones have been increasing, there have been extensive researches using one biometric feature (e.g., an iris, a fingerprint, or a face image) for authentication. Due to the limitation of uni-modal biometrics, we propose a method that combines face and iris images in order to improve accuracy in mobile environments. This paper presents four advantages and contributions over previous research. First, in order to capture both face and iris image at fast speed and simultaneously, we use a built-in conventional mega pixel camera in mobile phone, which is revised to capture the NIR (Near-InfraRed) face and iris image. Second, in order to increase the authentication accuracy of face and iris, we propose a score level fusion method based on SVM (Support Vector Machine). Third, to reduce the classification complexities of SVM and intra-variation of face and iris data, we normalize the input face and iris data, respectively. For face, a NIR illuminator and NIR passing filter on camera are used to reduce the illumination variance caused by environmental visible lighting and the consequent saturated region in face by the NIR illuminator is normalized by low processing logarithmic algorithm considering mobile phone. For iris, image transform into polar coordinate and iris code shifting are used for obtaining robust identification accuracy irrespective of image capturing condition. Fourth, to increase the processing speed on mobile phone, we use integer based face and iris authentication algorithms. Experimental results were tested with face and iris images by mega-pixel camera of mobile phone. It showed that the authentication accuracy using SVM was better than those of uni-modal (face or iris), SUM, MAX, NIN and weighted SUM rules.
Shape features in a content-based image retrieval (CBIR) system are divided into two classes: contour-based and region-based. Contour-based shape features are simple but they are not as efficient as region-based shape features. Most systems using the region-based shape feature have to extract the region firs t. The prior works on region-based systems still have shortcomings. They are complex to implement, particularly with respect to region extraction, and do not sufficiently use the spatial relationship between regions in the distance model In this paper, a region extraction method that is the combination of an edge-based method and a region growing method is proposed to accurately extract regions inside an object. Edges inside an object are accurately detected based on the Canny edge detector and the Hough transform. And the modified Integrated Region Matching (IRM) scheme which includes the adjacency relationship of regions is also proposed. It is used to compute the distance between images for the similarity search using shape features. The experimental results show the effectiveness of our region extraction method as well as the modified IRM. In comparison with other works, it is shown that the new region extraction method outperforms others.
Park, Kyung-Seok;Kim, Min-Jun;Jun, Jae-Hyun;Ryu, Sang-Ryul;Kim, Snng-Ho
Journal of the Korea Academia-Industrial cooperation Society
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v.13
no.4
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pp.1830-1838
/
2012
The intra prediction and the motion estimation of inter prediction occupy 70 ~ 80% of whole compression time in H.264/AVC. Compression efficiency has been higher, but complexity has increased and coding time has also increased much more. This paper proposes a block size decision method of the intra prediction and mode decision method which minimize the loss of video quality during the encoding and shorten the time spent. This paper, in addition, proposes an algorithm which determines the method of adaptive block mode for motion estimation of inter prediction. We investigated PSNR and the intra prediction and inter prediction of time-consuming calculations in order to measure video quality degradation and complexity through experiments. Consequently, when you use all three methods, these methods showed that average coding time is shortened as about 500 to 600ms in every frame in the case of all experimented videos, keeping video quality nearly similar, compared with existing methods of H.264.
The Journal of Korean Institute of Communications and Information Sciences
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v.39C
no.12
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pp.1250-1260
/
2014
In this paper, a novel resource scheduling, which is used for hub network based long distance airborne tactical communication, is proposed. Recently, some countries of the world has concentrated on developing data rate and networking performance of CDL, striving to keep pace with modern warfare, which is changed into NCW. And our government has also developed the next generation high capacity CDL. In hub network, a typical communication structure of CDL, hybrid FDMA/TDMA can be considered to exchange high rate data among multiple UAVs simultaneously, within limited bandwidth. However, due to different RTT and traffic size of UAV, idle time resource and unnecessary packet transmission delay can occur. And these losses can reduce entire efficiency of hub network in long distance communication. Therefore, in this paper, we propose RTT and data traffic size based UAV scheduling, which selects time/frequency resource of UAVs by using iterative sorting algorithm. The simulation results verified that the proposed scheme improves data rate and packet delay performance in low complexity.
In this paper we introduce a system that assists news reporters to easily edit source video anywhere, and transfer the result from a remote site to the station. Presently reporters are bothered to edit source materials, compress and transfer using several separate tools. Moreover such tools have lots of too complicated features to use only for news production. We have integrated file sending and video editing functions together for seamless workflow. News programs usually need promptness in production. For this reason our system is designed to make it possible the one-stop production of news items outside the TV station. Also the system reflects the demands of field workers, that is, easy usage for the beginner and features for speedy news production. One of the most focused is that the reliability of the system is guaranteed in the process of transfer. To achieve this end, we have implemented several error-resilient schemes for unexpected network errors. Our system consists of remote laptop editing terminals and a newsgathering server. DV-format based editing and analog-to-DV converting device are adopted to capture video from not only lightweight DV camcorders but also old-fashioned ENG cameras into laptop computers. We expect that news reporters and cameramen can take terminals anywhere the Internet is available and both editing and sending will be done on the spot. This will help increase the competitive power of our news production.
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