• Title/Summary/Keyword: 영상 디자인

Search Result 527, Processing Time 0.026 seconds

Design Implementation of Robots Assemble Content for Education in Cyberspace (가상공간에서 로봇조립교육을 위한 콘텐츠 디자인 구현)

  • Jung, Hoe-Jun;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2011.05a
    • /
    • pp.463-466
    • /
    • 2011
  • 유무선 초고속 인터넷 연결과 모바일기기의 발달로 사이버공간을 이용하는 멀티미디어 교육용 콘텐츠에 대한 연구가 필요하다. 본 논문에서는 인터넷 가상공간에서 로봇조립에 대한 이해를 돕기 위해서 교육용 콘텐츠를 디자인하고 구현한다. 콘텐츠는 로봇 부품을 사용자가 조립해 나가는 과정으로 플래시 애니메이션 기법과 액션 스크립트을 활용해서 동영상과 상호작용을 조립과정 콘텐츠에 나타내었다. 인터넷 가상공간에서 사용자 중심의 상호 작용을 통하여 로봇 조립과정을 구현함으로써 가상공간에서 사용자 직접 조작으로 조립함으로서 교육효과를 증진시킬 수 있다. 현재의 구현과정은 이미지위주의 제한적 조립과정이지만 향후에는 3차원 모델링기반의 AR(증강현실) 구현으로 발전할 수 있다.

  • PDF

Implementation of Story-App Using CMS (CMS를 활용한 스토리앱 구현)

  • Kim, DaeYong;Kim, Young-Chul
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2015.07a
    • /
    • pp.289-292
    • /
    • 2015
  • 본 작품은 학생들이 만든 캡스톤디자인 작품이다. 본 작품의 기획의도는 특정한 형식에 구애받지 않고 자신만의 생각을 텍스트뿐만 아니라 여기에 사진과 동영상 등의 다양한 멀티미디어를 함께 첨부할 수 있는 스토리앱 형식의 전자책을 개발하고자 한다. 이 전자책은 디자인 템플릿을 통해 예쁘게 꾸밀 수 있으며, 본인이 담고 싶은 글을 책으로 만들고, 이렇게 만들어진 개성 있는 전자책은 상대방에게 공유를 통해 선물할 수 있는 어플리케이션으로 개발한다. 따라서 본 연구는 개성 있는 포토북을 자유롭고 쉽게 만들 수 있는 환경 구현 즉, CMS에 그치지 않고 개인의 소중한 추억을 타인들에게 공유함으로써 감동을 나눌 수 있게 하는 것이 최종 목표이다. 또한 모바일에서만 공유로 끝나는 것이 아닌 pc로도 전송 가능하기 때문에 만들어진 결과물을 출력 후 종이책으로 제본해 보관할 수 있는 서비스 역시 기대해 볼 수 있겠다.

  • PDF

Design and Implementation of Kiosk System: Focused on Kiosk of Cosmetics Editorial Shop (키오스크 UI 디자인 설계 및 구현: 화장품 편집 샵의 키오스크를 중심으로)

  • Chung, HaeKyung;Ko, JangHyok
    • Journal of the Semiconductor & Display Technology
    • /
    • v.18 no.1
    • /
    • pp.79-86
    • /
    • 2019
  • In the recent industry, unmanned systems are expected to continue to spread throughout the economy. Especially in case of cosmetics, Users do not buy it right away. They look around, test it thoroughly, check the reviews, and decide on the purchase. Therefore, unmanned system using kiosk is more popular than face - to - face service of clerks. In this study, the persona analysis was completed based on the results obtained from the questionnaires and in - depth interviews. After sorting out the needs of the users, we applied them to the kiosk UI design of "Lalavela". The purpose of this study is to propose a kiosk UI design that helps many users who want to know information about the product though they are reluctant to ask directly to the clerk.

Refrigerator Food Ingredient Management System 'Pocket Scanner' Design and Implementation (냉장고 식재료 관리 시스템 '포켓스캐너' 디자인 및 구현)

  • Chung, HaeKyung
    • Journal of the Semiconductor & Display Technology
    • /
    • v.20 no.1
    • /
    • pp.42-47
    • /
    • 2021
  • In this study, we developed an application that can efficiently store and manage food ingredients in refrigerators. Rather than purchasing a new smart refrigerator, a small 'pocket scanner' is inserted inside the refrigerator using an existing refrigerator to track the location of food entering and leaving the refrigerator to efficiently organize the refrigerator and save time searching for ingredients. In addition, since it can automatically record the distribution period and purchase date, it notifies users through an alarm when the distribution period expires or is shortly left. As for the research method, after discovering the needs of users through in-depth interviews, the reactions of users were investigated by adding functions that fit those needs. Users felt satisfied with managing food efficiently through the 'pocket scanner' attached to the refrigerator and answered that it was very economical because various smart functions could be used without changing to a smart refrigerator. In the next study, we will also examine the usability of the application through usability evaluation.

Customized NFT Production and Trading Service Design (맞춤형 NFT 제작 및 거래 서비스 디자인 개발)

  • HaeKyung Chung;JangHyok Ko
    • Journal of the Semiconductor & Display Technology
    • /
    • v.22 no.1
    • /
    • pp.99-103
    • /
    • 2023
  • NFT technology is mostly used to create digital drawings, characters, and items, and to simply buy and sell, but research and development to spread to various contents of NFT are somewhat marginal. Therefore, this study aims to solve the above-described problems. Depending on the exercise performance, it allows users to create and trade custom NFTs. In addition, it supports users to own customized digital works through exercise performance or to make money by trading them. Through it, the aim is to enhance users' positive interest in exercise and provide devices and methods for providing customized NFT creation and trading services that can help them develop exercise habits.

  • PDF

The Effects of the Presentation Mode of Web Contents on the Children's Information Processing Process (웹 콘텐츠의 정보제시유형이 어린이 뉴스정보처리과정에 미치는 영향)

  • Choi E-Jung
    • The Journal of the Korea Contents Association
    • /
    • v.5 no.3
    • /
    • pp.113-122
    • /
    • 2005
  • The major purpose of this study is to explore the effect of the presentation undo combined by main four media(moving Image, audio, turf image) of web contents on the children's information processing process. So children were assigned to one of five experimental medium conditions: 'moving Image1 (auditory-visual redundancy)', 'moving Image2 (auditory-visual dissonance)', 'text', 'text-with-image', 'audio'. Results indicated that the moving image was found to be the most effective transmitter of internet news information for children's recall. And the recall advantage of moving image was found to be particularly pronounced for verbal information supplemented with redundant visual.

  • PDF

The Study and Hypothesis of Realize AR Video Calling Method (효과적인 AR 영상통화 구현 방법을 위한 가설 방안과 연구)

  • Guo, Dawei;Chung, Jeanhun
    • Journal of Digital Convergence
    • /
    • v.16 no.9
    • /
    • pp.413-419
    • /
    • 2018
  • Nowadays, smart phone became an important part of communication media and integrated into people's life. If callers rely on helmet-mounted display(HMD) augmented reality technique to add two-way user's facial expression, appearance, actions during the calling process, it will let callers have a visualized fantastic sensual experience. And through that method can break the limitations of vision, so research that technical problem can promote the development of visual arts, that is meaningful. This paper will choose and composite several existed technologies to set up two hypothesis, try to realize AR video calling. Through comparison and analysis to find those two hypothesis' problem, and create design solutions to solve problems. And use case study method to present two cases for prove my paper's result that is those two hypothesis can be realize in future. Use those technologies can bring more convenience and enjoyment to people's life. It can be predicted that AR video calling process can be successfully realized and will have unlimited development in future.

A Study on Simulation -Analysis of the cinematic world of Oshii Mamoru (오시이 마모루 작품에 나타난 시뮬라시옹 연구)

  • Koh, Eun-Young
    • Archives of design research
    • /
    • v.18 no.2 s.60
    • /
    • pp.101-110
    • /
    • 2005
  • Simulacre is one of the major topics in the Western philosophy since Plato. Since the 20th century, the Western philosophy is based on rationalism toward 'absolute truth' founded on Platonic Ideas. The concept of Simulacre is ignored and rejected until the modern days. However, Simulacre is gaining its attention at this time of image. and the time of Simulacre. The concept of postmodern Simulacre started from Walter Benjamin is developed by Gnther Anders, Jacques Derrida, Gilles Deleuze, and Jean Baudrillard. This study, based on the Jean Baudrillard's concept of Simulacre, examines today's Simulacre phenomena and analyzes the cinematic works of Oshii Mamoru who displays the concept of Simulacre in his films. Analyzing and evaluating his recent visual works based on Simulacre theory with such superficial methods as advanced special visual effects is a mistake that demeans Simulation? (Matrix). Today, Simulacre phenomena are scattered all over our life. The search of its substance and the analysis of his artworks will be a foundation that makes a new alternative suggestion.

  • PDF

Real 3-D Shape Restoration using Lookup Table (룩업 테이블을 이용한 물체의 3-D 형상복원)

  • Kim, Kuk-Se;Lee, Jeong-Gi;Song, Gi-Beom;Kim, Choong-Won;Lee, Joon
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.8 no.5
    • /
    • pp.1096-1101
    • /
    • 2004
  • The 3-D shape use to effect of movie, animation, industrial design, medical treatment service, education, engineering etc.... But it's not easy to make 3-D shape from the information of 2-D image. There are two methods in restoring 3-D video image through 2-D image; First the method of using a laser; Secondly the method of acquiring 3-D image through stereo vision. Instead of doing two methods with many difficulties, I figure out the method of simple 3-D image in this research paper. We present here a simple and efficient method, called direct calibration, which doesn't require any equations at all. The direct calibration procedure builds a lookup table(LUT) linking image and 3-D coordinates by a real 3-D triangulation system. The LUT is built by measuring the image coordinates of a grid of known 3-D points, and recording both image and world coordinates for each point; the depth values of all other visible points are obtained by interpolation.

Evaluation for User Experience about Interface Design of Video-Sharing Website -Mainly with Analysis on 'YouTube' and 'Vimeo'- (영상 공유 사이트의 인터페이스 디자인에 따른 사용자 경험 연구 -유튜브(YouTube)와 비메오(Vimeo)를 중심으로-)

  • Lee, Seung-Yun;Kim, Seung-In
    • Journal of Digital Convergence
    • /
    • v.14 no.8
    • /
    • pp.423-429
    • /
    • 2016
  • The study evaluates user experiences of YouTube and Vimeo, typical Video-sharing websites, to suggest guidelines that are more user-cantered and useful. I did some literature research followed with evaluation of theoretical backgrounds, present conditions and future services. Also, I used the six principles of "Creating Pleasurable Interface" by Stephen Anderson to conduct an in-depth interview. The results indicate that YouTube needs to improve availability of its functions and usability by reducing advertisement. Vimeo needs to improve its popularity by increasing popular contents and add relationship service such as personal broadcasting system and community services. I expect this study will become a good resource for upgrading user experiences of Video-sharing websites. I also believe that this study can guide other studies about user experience in other fields.