• Title/Summary/Keyword: 영상 스타일

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Development of Location based Augmented Reality System for Public Underground Facility Management (공공지하시설물 관리를 위한 증강현실 시스템 개발)

  • Lee, Hyo-Jin;Kim, Ji-Sung;Seo, Ho-Seok;Cho, Young-Sik
    • Journal of Digital Contents Society
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    • v.19 no.2
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    • pp.237-243
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    • 2018
  • Most of public underground facilities are installed under the ground, thus it is difficult to recognize the accurate location even with the drawings. Studies are conducted to understand exact position of underground facilities using augmented reality. However, in those studies, establishing of additional 3D object model database is needed when AR system is used at field. Because most of public underground facility information are established as 2 dimensional. In this study, AR system is developed as mobile application which can use original 2D underground facility data to transfer 3D AR data automatically without additional 3D database establishment.

Analysis of Teen Consumers' Perceptions and Behaviors Regarding AI Profile Photography (AI 프로필 사진에 대한 10대 소비자 인식 및 행동 분석)

  • Dohyup Lee;Yoojin Kim
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.5
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    • pp.699-705
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    • 2024
  • The purpose of this study is to explore the positive application direction of this technology by investigating the perception and use of teenage adolescents about the recently emerged AI profile. The development of AI technology has brought about changes in various industries, and the AI profile service, which started in 2023, has gained great popularity as it is widely used as an SNS profile or personal blog image. However, it has recently become a social controversy as it is used for identification purposes such as social ID cards. However, as a result of a survey of adolescents, they did not use AI profiles for the purpose of issuing ID cards. Satisfaction with the AI profile service was high, but there were also complaints about its unnaturalness and limited style. And female students showed higher awareness and experience in using AI profiles than male students. This study can be used as a reference for developing AI profiles and establishing marketing strategies, and preparing national policies related to AI profiles.

Narrative Structure and Ludonarrative Dissonance in the Video Game, "Red Dead Redemption 2" (<레드 데드 리뎀션 2>의 서사 형식과 서사 부조화)

  • Chun, Bum-Sue
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.59-72
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    • 2020
  • Video games have become a powerful tool to tell a complex story realistically thanks to modern technology. Rockstar Games' Red Dead Redemption 2 (2018), is a video game title that touts cinematic qualities such as superb acting by the voice actors and jaw-dropping cinematography as well as a rich narrative following the protagonist, Arthur Morgan's quest for redemption. Using Aristotle's Poetics and Robert Mckee's Aristotelian theory on storytelling, this study highlights Arthur's gradual change from a ruthless gunman to an altruistic hero, from which it derives the theme of redemption, and his super-objective to protect those he cares about. Then, it also explains a variety of possibilities in the narrative of the game determined by the opened-ended game mechanics, particularly the "honor" system, which reflects Arthur's moral choices on the narrative presentation with different sets of dialogue and endings. However, the study ultimately argues Red Dead Redemption 2 to be incohesive in its storytelling due to "ludonarrative dissonance," a concept coined by Clint Hocking, which indicates a conflict between the narrative and game mechanics of a video game. It's mainly because the game's various narrative choices bring changes to neither the theme nor Arthur's super-objective. Furthermore, the double-standard of evaluation in the "honor" system, and its numeric ranking system of honor also lend themselves to ludonarrative dissonance even further. After all, the study ultimately claims ludonarrative dissonance in Red Dead Redemption essentially disrupts the game's narrative unity, which is Aristotle's one of most emphasized upon traits of any story and signifies the game's instability as a storytelling medium.

A Design and Implementation of XML DTDs for Integrated Medical Information System (통합의료정보 시스템을 위한 XML DTD 설계 및 구현)

  • 안철범;나연묵
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.40 no.6
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    • pp.106-117
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    • 2003
  • The advanced medical information systems usually consist of loosely-coupled interaction of independent systems, such as HIS/RIS and PACS. To support easier information exchange between these systems and between hospitals, and to support new types of medical service such as teleradiology, it becomes essential to integrate separated medical information and allow them to be exchanged and retrieved through internet. This thesis proposes an integrated medical information system using XML. We analyzed HL7 and DICOM standard formats, and designed an integrated XML DTD. We extracted information from HL7 messages and DICOM files and generated XML document instances and XSL stylesheets based on the proposed XML DTD. We implemented the web interface for the integrated medical information system, which supports data sharing, information exchange and retrieval between two different standard formats. The proposed XML-based integrated medical information system will contribute to solve the problems of current medical information systems, by enabling integration of separated medical informations and by allowing data exchange and sharing through internet. The proposed system with XML is more robust than web-based medical information systems developed by using HTML, because XML itself provides more flexibility and extensibility than HTML.

Consumer Response Change according to the Level of Personalization of Internet Shopping Mall (인터넷 쇼핑몰의 개인화 수준에 따른 소비자의 반응 변화)

  • Kim, Jisu;Jin, Jooyoung;Hyun, Hyeyoung;Na, Youngjoo
    • Science of Emotion and Sensibility
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    • v.20 no.2
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    • pp.59-72
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    • 2017
  • In the flood of information, many consumers want to choose the style that is suitable for their sensibility, which is usefulness and need for personalized services have been steadily increasing. This study made a video of personalized internet shopping mall and then university students (N=170) who have been using the internet shopping mall were asked to experience this and the change in consumer response was measured. According to level of personalization, this study found difference of web-site evaluation, satisfaction/internet behavior and quality evaluations of products. With regard to preferred types of internet shopping malls and the number of access, the difference was investigated. The results are as follows. First, subjects who experienced internet shopping mall of active personalization showed higher level of active personalization. Level of passive personalization differed depending on preferred types of internet shopping malls, for example, people who prefer online apparel shopping mall were low but people who prefer complex big shopping mall and social commerce were high. Second, after experiencing internet shopping mall of active personalization, satisfaction/internet behavior and quality evaluations of products did not change but passive personalization decreased and active personalization and web-site evaluation increased. Third, the number of access to internet shopping mall positively correlated with satisfaction/internet behavior and web-site evaluation, on the other hand, active personalization negatively correlated with satisfaction/internet behavior and web-site evaluation.

Study on the Digital Character and Realism in the Digital Age -Focused on the CG Works of the ACM SIGGRAPH Asia- (디지털 시대: 디지털 캐릭터와 리얼리즘 -ACM 시그래프 아시아 출품작을 중심으로-)

  • Choo, Hye-Jin
    • Cartoon and Animation Studies
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    • s.37
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    • pp.439-461
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    • 2014
  • Art has evolved into remarkable changes in its art form maintaining a close link with the contemporary scientific technologies that gave birth to new tools of expression in each era. Animation is an art form in an inextricable connection with technological aspects because it was spawned by the technical background like movies. In this regard, animation is often viewed very strongly by technical advancements in terms of an aesthetic approach. John Whitney Sr., one of the pioneers in computer graphics arts, turned his attention to the new technology called computer graphics as a means to visualize images and movement. The advent of a new medium had a strong influence not only on tools and means for novel expression but also on the gradual shift in thinking about arts and even the audiences' taste. In the 1980s, animation was combined with computer technology and the rapid progress of computer graphic technology opened up the era of new visual aesthetics, Today, the development of digital technology presents a different dimension of realism, either advocating hyperrealism by digital actors or presenting new illusionism by classic cartoon characters emphasized in a distortion or metamorphosis from a real life in order to consolidate animation realism. Based on the two perspectives mentioned above, this study can identify methods of digital character appropriation focused on the works of the ACM SIGGRAPH Asia and find how the relationship between art and technology has changed the digital realism and evolved the digital character as the digital technology has developed.

Delivery of Therapist's Intervention to the Education of Ayres Sensory Integration$^{(R)}$ (ASI$^{(R)}$) (Ayres Sensory Integration (ASI$^{(R)}$) 중재 교육에 따른 치료사의 치료 수행도 변화)

  • Shin, Ye-Na;Hong, Eunkyoung
    • The Journal of Korean Academy of Sensory Integration
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    • v.12 no.1
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    • pp.13-23
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    • 2014
  • Objective : This study was to perform the education of the ASI$^{(R)}$ intervention for six occupational therapists and to know the delivery of ASI$^{(R)}$ core principle through a self-assessment, a peer-assessment, an expert-assessment. Methods : The study performed from November 2013 to June 2014 for six occupational therapists without completion of the education of ASI$^{(R)}$ intervention. The participants were educated about the ASI$^{(R)}$ intervention during 8 weeks and took and assessed films before and after education. The assessment was the self-assessment, the peer-assessment, the expert-assessment and the data of assessment was analyzed by Mann-Whitney and ICC. Results : The result of process factors before and after education according to methods of assessment, the self-assessment was significant in 'self-regulation,' 'collaboration,' 'ensures success,' 'play,' 'alliance,' and 'total item'. The peer-assessment was significant in all item exception 'safety'. The expert-assessment was significant in all items exception 'sensory opportunities'. The results of self-assessment and expert-assessment before and after the education of ASI$^{(R)}$ intervention were significant in 'safety'. Conclusion : The results of this study provide to need the education of ASI$^{(R)}$ intervention for accuracy sensory integrative intervention. The occupational therapists need to check the style of intervention.

Effect of Experiential Space Perception on Performing Interactive Digital Contents (체험적 공간감이 상호작용 콘텐츠 수행에 미치는 영향)

  • Yun, Han-Kyung;Song, Bok-Hee
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.4 no.2
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    • pp.111-118
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    • 2011
  • It is not easy to define a boundary between TV and home computer in these day since developing H/W and S/W of computer technology induces that TV is conflated with computer. Coming digital HD broadcasting forces for replacement of TV at home and the trend of TV is became bigger. The evolved TV is able to replace the computer by connecting to the network and people want to do interactions with contents by using the bidirectional communication. Therefore, it is expected to changing the human lifestyle. It is natural that contents for all members of family are needed, since screen of TV become bigger. It is required that the contents should guarantees the accessability of information to the all of family members and the easy interaction with contents. But, the related basic research is not enough to catch the user's eye to induce flow or presence. Our goal of this study is to analyse effects of experiential space perception on performing interactive digital contents. The result shows that users interacted with contents without any difficulty when they met a same dimension and shape of objects as dimension and shape objects in their experiences or learning.

A Study on the Effect of SNS Quality Factors on the User Satisfaction and Continuous Usage Intention of Live App (SNS 품질요인이 라이브 앱 사용자의 만족도와 지속적인 사용의도에 미치는 영향에 관한 연구)

  • Zhong, Qiu;Park, Jae-Yong
    • Management & Information Systems Review
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    • v.38 no.3
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    • pp.97-112
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    • 2019
  • Currently, in China, mobile live broadcasts are more popular compared to online live broadcasts. Accordingly, this research focused on Wanghong, SNS's flagship live broadcasting app. In other words, Wanghong refers to an internet celebrity who acts online on social network services (SNS) influencing many other people. This study specifically focused on one social network service and conducted a study on live app users. The study first analyzed the quality factors of an SNS to users using China's live app. Secondly, the research investigated in finding out the impact of quality on the satisfaction of live app users and how this affects the live app user's satisfaction on their intention of continuous use. Studies have shown that information quality, system quality, and social quality among SNS quality have a positive influence on live app user satisfaction. However, the quality of service and the quality of emotion was rejected by the hypothesis. Throughout this study, we hope to create an app that allows users to share more satisfying mobile images, thereby establishing various episodes holding beautiful places of their life on a real-time basis. It is hoped that live broadcasting businesses will spread a significant impact around the world. Finally, in the future, research on the study of collective comparison between Korea and China on SNS is believed to be meaningful.

Efficiency Evaluation of CT Simulator QA Phantom (전산화 단층촬영 모의치료기 정도관리 팬텀의 유용성 평가)

  • Hwang, Se-Ha;Min, Je-Sun;Lee, Jae-Hee;Park, Heung-Deuk
    • The Journal of Korean Society for Radiation Therapy
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    • v.21 no.2
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    • pp.89-95
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    • 2009
  • Purpose: The purpose is to evaluate efficiency of the CT simulator QA phantom manufactured for daily QA. Materials and Methods: We made holes ($1{\times}100{\times}1\;mm$) to verify accuracy between image and real measurement in polystyrene phantom and made 1 mm holes to verify table movement accuracy at superior and inferior 100 mm to the center of the phantom and inserted radiopacity material. To evaluate laser alignment, we made cross mark on the right and left side at phantom and to evaluate CT number accuracy we made 3 cylindrical holes and inserted equivalence material of bone, water, air in them. After CT scanning the phantom, We evaluated accuracy between image and real measurement, accuracy of table movement, laser, and CT number using exposed image. Results: It was measured that the accuracy between image and real measurement was ${\pm}0.3\;mm$, table movement accuracy was ${\pm}0.3\;mm$, laser accuracy was ${\pm}0.5\;mm$ from 7th January to 7th March in 2008 as within the reference point ${\pm}1\;mm$. In the CT number accuracy of bone was ${\pm}10\;HU$, air was ${\pm}5\;HU$, water was ${\pm}5\;HU$ as within the reference point is ${\pm}10\;HU$. Conclusion: We was able to perform CT simulator QA and laser equipment QA more conveniently and fast using manufactured phantom at the same time. We will be able to make more accurate treatment plan that added to QA procedures using images at previous daily QA.

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