• Title/Summary/Keyword: 애니메이션

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Study on the Aging Transformation Scheme of Baima Tibetan Community Environment Based on ERG theory (ERG 이론을 바탕으로 한 바이마장족(白馬藏族)지역사회 환경의 고령친화적 개선 방안 연구)

  • Liu Jing Yun;Wang Lu Ming
    • Smart Media Journal
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    • v.12 no.11
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    • pp.175-184
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    • 2023
  • The elderly in rural areas are faced with the dilemma of poor community environment, weak social communication ability and insufficient pension knowledge reserve. In addition, due to the serious shortage of social security facilities in rural areas and medical resources, the elderly are struggling, and the suicide rate is far higher than that in urban areas. In order to make the elderly have a comfortable pension environment and face the increasingly serious aging problem with a positive attitude, this paper takes the community environment of the Baima Tibetan elderly in Tielou Township, Gansu Province as the research object of aging transformation. First of all, literature data were used to carry out research on the aging transformation in rural areas. On the basis of sorting out previous research topics, ERG theory was determined as the guide. Secondly, the research methods of on-site investigation, interview and other research methods are adopted to investigate the number of left-behind elderly people in this area, and classify them according to the national standards. At the same time, the image of the current situation of the community environment of the elderly. Finally, combined with the ERG theory, the transformation design of the elderly living environment is implemented, mainly from the three aspects of survival, mutual relationship and growth.

Wishbowl: Production Case Study of Music Video and Immersive Interactive Concert of Virtual Band Idol Verse'day (Wishbowl: 버추얼 밴드 아이돌 Verse'day 뮤직비디오 및 몰입형 인터랙티브 공연 제작 사례 연구)

  • Sebin Lee;Gyeongjin Kim;Daye Kim;Jungjin Lee
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.23-41
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    • 2024
  • Recently, various virtual avatar music content that showcases singing and dancing have been produced, and as virtual artists gain popularity, offline virtual avatar concerts have also emerged. However, there are few examples of virtual avatar band content where avatars play instruments. In addition, offline virtual avatar concerts using large screens at the front are limited in their ability to utilize the fantastical effects and high degree of freedom unique to virtual reality. In this paper, inspired by these limitations of virtual avatar music content, we introduce the production case of virtual avatar band content and immersive interactive concert of virtual band idol Verse'day. Firstly, we present a case study on creating band performance animations and music videos using motion capture systems and real-time engines. Then, we introduce a production case of an immersive interactive concert using projection mapping technology and a light stick that allows real-time interaction in an offline concert. Finally, based on these production cases, we discussed the future research directions of developing virtual avatar music content creation. We expect that our production cases will inspire the creation of diverse virtual avatar music content and the development of immersive interactive offline virtual avatar concerts in the future.

Affective Effect of Video Playback Style and its Assessment Tool Development (영상의 재생 스타일에 따른 감성적 효과와 감성 평가 도구의 개발)

  • Jeong, Kyeong Ah;Suk, Hyeon-Jeong
    • Science of Emotion and Sensibility
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    • v.19 no.3
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    • pp.103-120
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    • 2016
  • This study investigated how video playback styles affect viewers' emotional responses to a video and then suggested emotion assessment tool for playback-edited videos. The study involved two in-lab experiments. In the first experiment, observers were asked to express their feelings while watching videos in both original playback and articulated playback simultaneously. By controlling the speed, direction, and continuity, total of twelve playback styles were created. Each of the twelve playback styles were applied to five kinds of original videos that contains happy, anger, sad, relaxed, and neutral emotion. Thirty college students participated and more than 3,800 words were collected. The collected words were comprised of 899 kinds of emotion terms, and these emotion terms were classified into 52 emotion categories. The second experiment was conducted to develop proper emotion assessment tool for playback-edited video. Total of 38 emotion terms, which were extracted from 899 emotion terms, were employed from the first experiment and used as a scales (given in Korean and scored on a 5-point Likert scale) to assess the affective quality of pre-made video materials. The total of eleven pre-made commercial videos which applied different playback styles were collected. The videos were transformed to initial (un-edited) condition, and participants were evaluated pre-made videos by comparing initial condition videos simultaneously. Thirty college students evaluated playback-edited video in the second study. Based on the judgements, four factors were extracted through the factor analysis, and they were labelled "Happy", "Sad", "Reflective" and "Weird (funny and at the same time weird)." Differently from conventional emotion framework, the positivity and negativity of the valence dimension were independently treated, while the arousal aspect was marginally recognized. With four factors from the second experiment, finally emotion assessment tool for playback-edited video was proposed. The practical value and application of emotion assessment tool were also discussed.

Development of Web-Based Infection Prevention Education Program For Children, Parents and Teachers (어린이, 부모, 교사를 위한 웹기반 감염예방 교육프로그램 개발)

  • Kim, Dong-Hee;Park, Jung-Ha
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.3
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    • pp.430-438
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    • 2018
  • This study was conducted to develop and evaluate a web-based infection prevention education program for children, parents and teachers. Research for development of the web-based education program was completed in four phases (analysis, design, development, and evaluation) from 1 February 2015 to 5 October 2015, and the completed website was named CHILD4HEALTH (http://uwcms.pusan.ac.kr). Educational contents pertaining to infection prevention were composed of three sections, children, parents and teachers. Subjects were divided into nine categories, animation, children's dictionary, with mom, music, games, quizzes, educational contents for parents, educational contents for teachers, school newsletters, and handouts. Six characters were developed to increase interest and educational effect. Program evaluation items comprised the website, reliability, and satisfaction. Website evaluation by parents revealed that ease of use was $3.77{\pm}0.70$, entertainment value was $4.07{\pm}0.27$, childproof was $3.82{\pm}0.67$, education value was $4.02{\pm}0.75$, and design features were rated $3.65{\pm}0.53$. According to teachers, ease of use was $3.98{\pm}0.37$, entertainment value was $4.00{\pm}0.17$, childproof was $4.34{\pm}0.60$, education value was $4.00{\pm}0.20$, and design features were $3.81{\pm}0.56$. Parents scored reliability and satisfaction as $8.33{\pm}0.62$ and $7.80{\pm}0.77$, respectively, while they were scored as $8.50{\pm}0.73$ and $8.10{\pm}0.74$ by teachers. Based on the results of this study, the developed web-based education program will help prevent infectious disease and facilitate development of future education programs regarding such diseases.

Direct Reconstruction of Displaced Subdivision Mesh from Unorganized 3D Points (연결정보가 없는 3차원 점으로부터 차이분할메쉬 직접 복원)

  • Jung, Won-Ki;Kim, Chang-Heon
    • Journal of KIISE:Computer Systems and Theory
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    • v.29 no.6
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    • pp.307-317
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    • 2002
  • In this paper we propose a new mesh reconstruction scheme that produces a displaced subdivision surface directly from unorganized points. The displaced subdivision surface is a new mesh representation that defines a detailed mesh with a displacement map over a smooth domain surface, but original displaced subdivision surface algorithm needs an explicit polygonal mesh since it is not a mesh reconstruction algorithm but a mesh conversion (remeshing) algorithm. The main idea of our approach is that we sample surface detail from unorganized points without any topological information. For this, we predict a virtual triangular face from unorganized points for each sampling ray from a parameteric domain surface. Direct displaced subdivision surface reconstruction from unorganized points has much importance since the output of this algorithm has several important properties: It has compact mesh representation since most vertices can be represented by only a scalar value. Underlying structure of it is piecewise regular so it ran be easily transformed into a multiresolution mesh. Smoothness after mesh deformation is automatically preserved. We avoid time-consuming global energy optimization by employing the input data dependant mesh smoothing, so we can get a good quality displaced subdivision surface quickly.

The relation between Movement working as a Grouping clue in Moving Picture and Semantic structure forming (동영상에서 그룹핑(grouping) 단서로 작용하는 움직임(Movement)과 의미구조 형성의 관계)

  • Lee, Soo-Jin
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.119-128
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    • 2006
  • The scale of visual expression has expanded from freeze frame to motion picture as media have developed. Moving pictures such as animation, movies, TV CM and GUI become formative elements whose movement is necessary compared to freeze frame as apparent movement phenomenon and unit structure such as short and scene appear. Therefore, of formative elements such as a shape, color, space, size and movement, movement is importantly distinguished in the moving image. The expression and form of image as a relationship between the signified and signifier explained by Saussure are accepted as a sign by mutual complement even though they limit the content. This makes it possible to infer that the formal feature of movement participates in the message content. To verify this, the result of moving picture visual perception experiment based on the gestalt grouping principle result shows that 70-80 percent of subjects think that 'movement' is the important grouping clue in perception. Movement affects the maintenance of the context of message content in the communication process when the meaning structure of moving picture is analyzed based on the structural feature. The identity can be maintained with if there is a movement with similar directive point even if the color and shape of people, things and background are changed. Second, the clarity of the content is elevated by a distinguished object as a figure by movement. Third, it acts as a knowledge representation which can predict similar movement process of next information processing. Forth, movement gives the content consistency even though more than two scenes have fast switch and complicated editing structure like cross-cutting. Movement becomes a clue which can make grouping information input by visual perception reaction. Also, it gives the order to the visual expression which can be used improperly by formation of structural frame of image message and has the effectiveness which elevates the clarity of signification. Moving picture has discourse with several mixed unit structures because it fundamentally contains time and the common and distinguished expression is needed by media-mix circumstances. Therefore, by the application of gestalt grouping principle to moving picture field, movement becomes the more distinguished than other formative elements and affects the formation of meaning structure. This study propose a viewpoint that develops structural formative beauty and new image expression in the media image field.

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A Control Method for designing Object Interactions in 3D Game (3차원 게임에서 객체들의 상호 작용을 디자인하기 위한 제어 기법)

  • 김기현;김상욱
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.3
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    • pp.322-331
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    • 2003
  • As the complexity of a 3D game is increased by various factors of the game scenario, it has a problem for controlling the interrelation of the game objects. Therefore, a game system has a necessity of the coordination of the responses of the game objects. Also, it is necessary to control the behaviors of animations of the game objects in terms of the game scenario. To produce realistic game simulations, a system has to include a structure for designing the interactions among the game objects. This paper presents a method that designs the dynamic control mechanism for the interaction of the game objects in the game scenario. For the method, we suggest a game agent system as a framework that is based on intelligent agents who can make decisions using specific rules. Game agent systems are used in order to manage environment data, to simulate the game objects, to control interactions among game objects, and to support visual authoring interface that ran define a various interrelations of the game objects. These techniques can process the autonomy level of the game objects and the associated collision avoidance method, etc. Also, it is possible to make the coherent decision-making ability of the game objects about a change of the scene. In this paper, the rule-based behavior control was designed to guide the simulation of the game objects. The rules are pre-defined by the user using visual interface for designing their interaction. The Agent State Decision Network, which is composed of the visual elements, is able to pass the information and infers the current state of the game objects. All of such methods can monitor and check a variation of motion state between game objects in real time. Finally, we present a validation of the control method together with a simple case-study example. In this paper, we design and implement the supervised classification systems for high resolution satellite images. The systems support various interfaces and statistical data of training samples so that we can select the most effective training data. In addition, the efficient extension of new classification algorithms and satellite image formats are applied easily through the modularized systems. The classifiers are considered the characteristics of spectral bands from the selected training data. They provide various supervised classification algorithms which include Parallelepiped, Minimum distance, Mahalanobis distance, Maximum likelihood and Fuzzy theory. We used IKONOS images for the input and verified the systems for the classification of high resolution satellite images.

Designing an Intelligent Advertising Business Model in Seoul's Metro Network (서울지하철의 지능형 광고 비즈니스모델 설계)

  • Musyoka, Kavoya Job;Lim, Gyoo Gun
    • Journal of Intelligence and Information Systems
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    • v.23 no.4
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    • pp.1-31
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    • 2017
  • Modern businesses are adopting new technologies to serve their markets better as well as to improve efficiency and productivity. The advertising industry has continuously experienced disruptions from the traditional channels (radio, television and print media) to new complex ones including internet, social media and mobile-based advertising. This case study focuses on proposing intelligent advertising business model in Seoul's metro network. Seoul has one of the world's busiest metro network and transports a huge number of travelers on a daily basis. The high number of travelers coupled with a well-planned metro network creates a platform where marketers can initiate engagement and interact with both customers and potential customers. In the current advertising model, advertising is on illuminated and framed posters in the stations and in-car, non-illuminated posters, and digital screens that show scheduled arrivals and departures of metros. Some stations have digital screens that show adverts but they do not have location capability. Most of the current advertising media have one key limitation: space. For posters whether illuminated or not, one space can host only one advert at a time. Empirical literatures show that there is room for improving this advertising model and eliminate the space limitation by replacing the poster adverts with digital advertising platform. This new model will not only be digital, but will also provide intelligent advertising platform that is driven by data. The digital platform will incorporate location sensing, e-commerce, and mobile platform to create new value to all stakeholders. Travel cards used in the metro will be registered and the card scanners will have a capability to capture traveler's data when travelers tap their cards. This data once analyzed will make it possible to identify different customer groups. Advertisers and marketers will then be able to target specific customer groups, customize adverts based on the targeted consumer group, and offer a wide variety of advertising formats. Format includes video, cinemagraphs, moving pictures, and animation. Different advert formats create different emotions in the customer's mind and the goal should be to use format or combination of formats that arouse the expected emotion and lead to an engagement. Combination of different formats will be more effective and this can only work in a digital platform. Adverts will be location based, ensuring that adverts will show more frequently when the metro is near the premises of an advertiser. The advertising platform will automatically detect the next station and screens inside the metro will prioritize adverts in the station where the metro will be stopping. In the mobile platform, customers who opt to receive notifications will receive them when they approach the business premises of advertiser. The mobile platform will have indoor navigation for the underground shopping malls that will allow customers to search for facilities within the mall, products they may want to buy as well as deals going on in the underground mall. To create an end-to-end solution, the mobile solution will have a capability to allow customers purchase products through their phones, get coupons for deals, and review products and shops where they have bought a product. The indoor navigation will host intelligent mobile-based advertisement and a recommendation system. The indoor navigation will have adverts such that when a customer is searching for information, the recommendation system shows adverts that are near the place traveler is searching or in the direction that the traveler is moving. These adverts will be linked to the e-commerce platform such that if a customer clicks on an advert, it leads them to the product description page. The whole system will have multi-language as well as text-to-speech capability such that both locals and tourists have no language barrier. The implications of implementing this model are varied including support for small and medium businesses operating in the underground malls, improved customer experience, new job opportunities, additional revenue to business model operator, and flexibility in advertising. The new value created will benefit all the stakeholders.

Development of a Mobile Application for Promoting Risk Communication on Food Additives Based on the Information Needs of Parents (학부모의 정보요구도에 기초한 식품첨가물 위해정보전달 스마트폰 애플리케이션의 개발)

  • Kim, Suna;Kim, Ye jee;Kim, Ji-Sun;Kim, Jeong-Weon
    • Journal of Food Hygiene and Safety
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    • v.30 no.2
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    • pp.132-142
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    • 2015
  • The purpose of this study was to investigate the perception and information needs about food additives from the parents of elementary school children, and to develop a smartphone application (App) providing information about food additives, and finally to assess its educational effects. A survey was conducted in April 2013 by using a self-administered questionnaire, and total 358 responses were collected from the parents living in Seoul and Gyeonggi province. While purchasing processed foods, parents considered safety (40.5%) as the most important factor, and first checking item except production and expiration dates was origin labelling (35.4%), and chose foods with less food additives (63.1%). Parents recognized food additives as the most dangerous (42.7%), and 75.1% responded the level of danger as 'very dangerous'. However, 82.4% of parents didn't have experiences to get educations about food additives. Based on their information needs including the safety, legal standards and the foods containing food additives. a smartphone App designated as 'Catch up Food Additives' consisting of the definition, safety, food labelling guideline, management, animation about food additives was developed. When the App was exposed to the parents (n = 27), their negative perceptions on food additives were improved significantly. These results showed that providing information and education about food additives using smartphone App was very fast and effective for the promotion of risk communication on food additives with the parents.

On Method for LBS Multi-media Services using GML 3.0 (GML 3.0을 이용한 LBS 멀티미디어 서비스에 관한 연구)

  • Jung, Kee-Joong;Lee, Jun-Woo;Kim, Nam-Gyun;Hong, Seong-Hak;Choi, Beyung-Nam
    • 한국공간정보시스템학회:학술대회논문집
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    • 2004.12a
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    • pp.169-181
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    • 2004
  • SK Telecom has already constructed GIMS system as the base common framework of LBS/GIS service system based on OGC(OpenGIS Consortium)'s international standard for the first mobile vector map service in 2002, But as service content appears more complex, renovation has been needed to satisfy multi-purpose, multi-function and maximum efficiency as requirements have been increased. This research is for preparation ion of GML3-based platform to upgrade service from GML2 based GIMS system. And with this, it will be possible for variety of application services to provide location and geographic data easily and freely. In GML 3.0, it has been selected animation, event handling, resource for style mapping, topology specification for 3D and telematics services for mobile LBS multimedia service. And the schema and transfer protocol has been developed and organized to optimize data transfer to MS(Mobile Stat ion) Upgrade to GML 3.0-based GIMS system has provided innovative framework in the view of not only construction but also service which has been implemented and applied to previous research and system. Also GIMS channel interface has been implemented to simplify access to GIMS system, and service component of GIMS internals, WFS and WMS, has gotten enhanded and expanded function.

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