• Title/Summary/Keyword: 시각효과 제작

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A study on the Image Augmented Reality Card using Augmented Reality (증강현실을 이용한 이미지기반 AR카드 활용방안 연구)

  • Park, Ki-Deok;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.12 no.8
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    • pp.467-474
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    • 2014
  • Augmented reality in the smart environments is the interaction between the user and the media through the expansion of a variety of experiences is provided. How to use the location information, how to use markers, utilizing real-time marker-less interaction with the real world and the virtual world, such as the mapping method intermediary situated in real-time. Expansion of the elements of experience, and augmented reality as a tool of information being utilized. Educational Edutainment AR card to take advantage in terms of content was a real-time marker-less approach to create an image map image map was constructed urbanization. Stereoscopic 3D environment, taking advantage of the object produced by combining augmented reality and way of interaction, educational content. Help in terms of active and passive involvement pra realistic interest leads to a way of giving tangible.

Significance of Developing an Analog Contents Design as a Part of Digital Contents Design Education (디지털콘텐츠디자인 교육 과정에서 아날로그콘텐츠 제작의 유의성)

  • You, Si-Cheon;Han, Ji-Ae
    • The Journal of the Korea Contents Association
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    • v.10 no.5
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    • pp.124-134
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    • 2010
  • This study has began to develop a method for the student major in visual communication and media design to allow them approach to digital contents design developing process in easier and more effective way. The aim of this study is to investigate the potential significance of developing analogue contents design as one of the preliminary works in the digital contents design developing process. The results revealed that designing analogue contents as one of the preliminary works of the digital contents design is: Firstly, it reduces students' mental pressure in organizing the structure of overall information clusters at the phase of information architecture. Secondly, it helps students to find out the object and the preferable form of information design intuitively in the process of information design. Lastly, it is helpful for students to understand the characteristics of digital contents design through clarifying the differences between analogue contents design and digital contents design.

A Case Study of Infographics for National Defense - Focusing on the Datajournalism of Afghanistan War in Guardian (국방분야에서 인포그래픽 적용사례 연구 - 영(英) 가디언지 아프가니스탄전 데이터저널리즘을 중심으로)

  • Kim, Dong Hwan
    • Spatial Information Research
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    • v.22 no.5
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    • pp.43-52
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    • 2014
  • Recently, Big Data is a buzzword in the creative economy generation. The organizations related to spatial information society focus on building the spatial big data systems. As spatial big data is a combination of spatial information and big data, the data visualization is essential in order to utilize them efficiently. One of the great methodologies for data visualization is infographics. Nationally, Chousn.com initiated the infographics news in 2010. Korean Administration Branches also recognized the importance of infographic and they adopted infographics for their briefings from 2013. Internationally, Visual.ly is leading company in the infographics market and they produced noticeable interactive infographics for Egypt Parliamentary Elections results. In the defense part, Guardian's datajournalism of Afghanistan war log was a good example of utilizing infographics. Throughout the research, five requirements are extracted. First source data should have precision and accuracy in terms of time and space manner. Second, infographics images have a compressibility. Third, the infographics is properly processed for military commanders. Fourth, sharing, openness and communication are essential for high quality infographic. Lastly, infographics should be an analytic tool for predicting future event based on the past data. Infographics is not a direct representation of data but an analytic tool for helping user's choice and decision in critical moments.

Historical Evolution of Stage Costumes in Europe since the Second World War (제2차 세계대전 이후 나타난 유럽 무대의상의 사적 분석)

  • Na, In-Wha;Lee, Kyu-Hye
    • Journal of the Korean Society of Clothing and Textiles
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    • v.31 no.12
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    • pp.1761-1771
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    • 2007
  • The artificial exaggeration of stage costumes is thought to be one of the major techniques of enhancing dramatic expression on stage, whichever for visual impact or symbolic effect of dramatization. In the history of stage dressing, a variety of styles has been tried using different materials and production techniques. This may be reviewed as an effort to express dramatic effects more effectively. As this trend became obvious in Europe after the Second World War, this study analyzes the stage costume to deepen our understandings of the role of costumes in expressing dramatic effects. To accomplish this, we first summarized the history of stage costume materials and technical advance and chose five major cases representing the history of stage costume since the Second World War in Europe based on aesthetic and creative aspects: 1) Simplified stage of Jacques Copeau, 2) Stylized stage of Bertolt Brecht, 3) Essential stage of Grotowski, 4) Measured stage of Robert Wilson the Master, and 5) Post-dramatic stage of Philippe $Decoufl\'{e}$. In each of particular case, the historical, material and dramatic contexts were examined as well as different material-effects. The results are as followings: 1) Costume for Copeau's simplified stage: its simplicity plays a supporting role to the gesture of actors(intensifying effect). 2) Costume for Brecht's stylized stage: the artificial stylization integrates into the play with the importance approximately equal to the actors's acting. 3) Costumes for Grotowski's essential stage: costumes disappeared to emphasize only actor's presence on stage. 4) Costumes for Robert Wilson's measured stage: costumes made concrete impression to the extent of obtaining the same importance of actor's body among other stage art elements(lighting, sound, props, actor, text, etc). 5) Costumes for Decoufle's post-dramatic stage: costumes in the era of multi technology possess multi functional aspects that surrogate actors' body. This study suggests that stage costumes take an important part in dramaturgy to the extent that the intent of dramaturgy can be induced enough from stage costume. Thus, costume makers are expected to incorporate the appropriate dramatic factor more than before.

Development of Emotion Evaluation Techniques on Kindergarten Education Contents Using Head Movement Analysis (머리중심점 움직임 분석을 통한 유치원교육콘텐츠의 감성유발 평가기술 개발)

  • Kim, Jonghwa;Kim, Songyi;Cha, Yesool;Kang, Eunhye;Kim, Jinman;Choi, Yujeong;Park, Byoungha;Kim, Yongsung;Kim, Seong-Dong;Park, Youngchoong
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.317-318
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    • 2015
  • 다감각 자극을 사용한 유치원 교육콘텐츠 서비스를 제공하기 위해 머리중심적 움직임 분석을 사용한 감성인식 기술을 개발하였다. 유치원 교육콘텐츠는 청각/후각/시각 등의 다감각 자극을 통해 교육서비스의 효과를 극대화하기 위한 목적으로 제작되었다. 본 연구에서는 다감각 자극동안 유치원생들의 감성유발을 측정하여 교육서비스 효과를 검증하는 것을 목적으로 인식기술을 개발하였다. 개발한 인식기술은 카메라를 사용하여 상단영상을 측정하고, 머리중심점 움직임을 지속적으로 측정하여 분석함으로써 유발된 감성을 인식한다. 또한 감성인식 결과는 다감각 자극을 제어하는 시스템에 전달되어 다감각 자극을 제시하기 위한 정보로 활용된다. 본 연구의 결과로 교육콘텐츠의 감성유발 결과를 평가할 수 있으며, 효과를 극대화 하기 위한 도구로써 활용가능하였다. 더욱이, 교육콘텐츠 뿐만 아니라 다양한 콘텐츠 서비스 공간에 적용하여 효과 검증 및 서비스 효과 증가에 활용될 수 있는 기술로써 가치가 있을 것으로 예상된다.

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A Clinical Study of Functional Video Production and it's Efficacy (기능성 영상 제작과 그 효능에 대한 실증적 연구)

  • Ro Heon-Jun
    • Journal of Digital Contents Society
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    • v.4 no.1
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    • pp.67-79
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    • 2003
  • With the advent of digital age, we've come to have an affinity with multimedia, in our daily lives, which has the most visual images. Everyday, more than 90 percent of people watch television, and most of them spend their time watching television and use internet for their leisure time activity. Multimedia change and diversify rapidly and have powerful potential. However, it is true that there is a considerable limit in the use of and application for their function. In this study, I've aimed at supporting the potential of therapeutic function which visual images have as the most powerful brain-stimulating-media. In order to accomplish the purpose of this study, I've placed chroma therapy in the element of video production. Thus, I've produced functional videos which shall be the backbone of video therapy. For EEG and psychology test, 1 chose 25 employees as sample group, and testified the potential of it.

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Introduction of 3D Printing Technique applied for producing Physical Models of Underground Mine Openings (지하광산갱도의 물리모형 구현을 위한 3D프린팅 기술 적용사례)

  • Yoon, Dong-Ho;Fereshtenejad, Sayedalireza;Song, Jae-Joon
    • Tunnel and Underground Space
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    • v.27 no.2
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    • pp.69-76
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    • 2017
  • Physical models of underground mines are very useful to the design of mine openings and the management of work progress of mining companies as well as to consulting. Even though 3D image realization techniques for mine openings have already been developed by various companies the physical models are still widely used because they can provide better understanding without sophisticated equipments for the most of people. Conventional materials for the physical models are paper and acryl which demand a lot of time and labor to make the model even with low precision and high cost. In this research, 3D printing technique is adopted to develop the physical model with relatively short time, low cost, and proper degree of precision. Finally the computer software "UMine2STL" was developed and verified by comparing the printed product with its design.

Multifaceted Evaluation Methodology for AI Interview Candidates - Integration of Facial Recognition, Voice Analysis, and Natural Language Processing (AI면접 대상자에 대한 다면적 평가방법론 -얼굴인식, 음성분석, 자연어처리 영역의 융합)

  • Hyunwook Ji;Sangjin Lee;Seongmin Mun;Jaeyeol Lee;Dongeun Lee;kyusang Lim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.55-58
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    • 2024
  • 최근 각 기업의 AI 면접시스템 도입이 증가하고 있으며, AI 면접에 대한 실효성 논란 또한 많은 상황이다. 본 논문에서는 AI 면접 과정에서 지원자를 평가하는 방식을 시각, 음성, 자연어처리 3영역에서 구현함으로써, 면접 지원자를 다방면으로 분석 방법론의 적절성에 대해 평가하고자 한다. 첫째, 시각적 측면에서, 면접 지원자의 감정을 인식하기 위해, 합성곱 신경망(CNN) 기법을 활용해, 지원자 얼굴에서 6가지 감정을 인식했으며, 지원자가 카메라를 응시하고 있는지를 시계열로 도출하였다. 이를 통해 지원자가 면접에 임하는 태도와 특히 얼굴에서 드러나는 감정을 분석하는 데 주력했다. 둘째, 시각적 효과만으로 면접자의 태도를 파악하는 데 한계가 있기 때문에, 지원자 음성을 주파수로 환산해 특성을 추출하고, Bidirectional LSTM을 활용해 훈련해 지원자 음성에 따른 6가지 감정을 추출했다. 셋째, 지원자의 발언 내용과 관련해 맥락적 의미를 파악해 지원자의 상태를 파악하기 위해, 음성을 STT(Speech-to-Text) 기법을 이용하여 텍스트로 변환하고, 사용 단어의 빈도를 분석하여 지원자의 언어 습관을 파악했다. 이와 함께, 지원자의 발언 내용에 대한 감정 분석을 위해 KoBERT 모델을 적용했으며, 지원자의 성격, 태도, 직무에 대한 이해도를 파악하기 위해 객관적인 평가지표를 제작하여 적용했다. 논문의 분석 결과 AI 면접의 다면적 평가시스템의 적절성과 관련해, 시각화 부분에서는 상당 부분 정확도가 객관적으로 입증되었다고 판단된다. 음성에서 감정분석 분야는 면접자가 제한된 시간에 모든 유형의 감정을 드러내지 않고, 또 유사한 톤의 말이 진행되다 보니 특정 감정을 나타내는 주파수가 다소 집중되는 현상이 나타났다. 마지막으로 자연어처리 영역은 면접자의 발언에서 나오는 말투, 특정 단어의 빈도수를 넘어, 전체적인 맥락과 느낌을 이해할 수 있는 자연어처리 분석모델의 필요성이 더욱 커졌음을 판단했다.

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Development of a Compiler Teaching Model Using the Compiler Developing Environment Edu-IDEC (컴파일러 개발환경 Edu-IDEC를 이용한 컴파일러 수업모형 개발)

  • Kwon, Jung-Hoon;Park, Eun-Kyoung;Sung, Woo-Kyung;Kim, Hyun-Ju;Bae, Jong-Min
    • The Journal of Korean Association of Computer Education
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    • v.16 no.6
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    • pp.33-43
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    • 2013
  • Compiler and language implementation courses have long been recognized as an important subject in Computer Science curricula. It is because not only the knowledge for a compiler plays important roles in understanding programming languages and systems but compiler technologies can be used in many applications. However it requires much effort to teach effectively it due to limited resources and time restriction. We present a compiler teaching model using Edu-IDEC which is a development environment of educational compilers. Edu-IDEC is a tool on the robot platform. It uses the Eclipse plug-ins and has functions like compiler developing tools, a reference compiler, visualization tool of syntax tree, visualization tool of object language, NXT robot controllers, and its simulator. We also present the evaluation results for our model by applying it to an actual class.

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UX Evaluation of Financial Service Chatbot Interactions (금융 서비스 챗봇의 인터렉션 유형별 UX 평가)

  • Cho, Gukae;Yun, Jae Young
    • Journal of the HCI Society of Korea
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    • v.14 no.2
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    • pp.61-69
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    • 2019
  • Recently, as a new ICT trend, emerging chatbots are actively introduced in the field of finance. Chatbot conducts services through the interaction of communication with users. The purpose of this study is to investigate the effect of interaction dialogue type on the efficiency, usability, sensibility and perceived security of financial service chatbot. Based on theoretical considerations, I have divided into closed conversation, open conversation, and mixed conversation type based on the conversation style based on the implementation method of chatbot. Three types of Financial Chatbot prototypes were made and the experiments were conducted after account inquiry, account transfer, Q & A financial task execution. As a result of experimental research analysis, chatbot's interaction dialogue type was found to affect efficiency and usability. Users have shown that the interaction of closed conversations and mixed conversations is an intuitive interface that allows financial services to be easily manipulated without error. This study will be used as a resource to improve the user experience that requires deep understanding of financial chatbot users who should consider both the emotional element of artificial intelligence that provides services through natural conversation and the functional elements that perform financial business can be.