• Title/Summary/Keyword: 움직임 교육

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Study on the Effects of Physical Slow Motion Exercises for the Enhancement of the Senses in Animating (애니메이팅 감각 증진을 위한 신체 서행동작(徐行動作:Slow motion) 체조효과 연구)

  • Rhim, Young-Kyu
    • Cartoon and Animation Studies
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    • s.25
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    • pp.41-63
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    • 2011
  • Many educational facilities have been formed due to the nation's revival policy in the animation industry since about 1995. Owed to the active financial support of the nation, the production industry rapidly vitalized, production technology rapidly advanced, and a large workforce is being passed on into society through educational institutions. The reality of many developing countries appearing to be putting emphasis on the industrialization of animation, similar to our country, is becoming a great pressure on us industrially. It is never easy to develop a certain field into a globally competitive industry in a short period of time. Our countermeasure, pursuant to these international circumstances, lies in innovation and creativity that has broken away from the existing methods of production, and mass production of high quality animation specialists. This paper is a new educational proposition for the consolidation of national competitiveness. Animating, the core of producing an animation, completely depends on the animator's artistic and technical ability. In order to supplement the existing methods of studying by theory and make up for the biggest weak point, which is the lack of "on the scene" learning contents, I propose incorporating movements based on frequently appearing characters in popular animations and acting them out slowly and including the "Slow Motion" kinetic effect, a way of enabling someone to learn and sense astrodynamic fundamental principles by oneself. It is a new method of learning movement, a plan made to achieve sensual performance gestures, and an improvement in direction for students who wish to become animators in the future.

Group-based Adaptive Rendering for 6DoF Immersive Video Streaming (6DoF 몰입형 비디오 스트리밍을 위한 그룹 분할 기반 적응적 렌더링 기법)

  • Lee, Soonbin;Jeong, Jong-Beom;Ryu, Eun-Seok
    • Journal of Broadcast Engineering
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    • v.27 no.2
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    • pp.216-227
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    • 2022
  • The MPEG-I (Immersive) group is working on a standardization project for immersive video that provides 6 degrees of freedom (6DoF). The MPEG Immersion Video (MIV) standard technology is intended to provide limited 6DoF based on depth map-based image rendering (DIBR) technique. Many efficient coding methods have been suggested for MIV, but efficient transmission strategies have received little attention in MPEG-I. This paper proposes group-based adaptive rendering method for immersive video streaming. Each group can be transmitted independently using group-based encoding, enabling adaptive transmission depending on the user's viewport. In the rendering process, the proposed method derives weights of group for view synthesis and allocate high quality bitstream according to a given viewport. The proposed method is implemented through the Test Model for Immersive Video (TMIV) test model. The proposed method demonstrates 17.0% Bjontegaard-delta rate (BD-rate) savings on the peak signalto-noise ratio (PSNR) and 14.6% on the Immersive Video PSNR(IV-PSNR) in terms of various end-to-end evaluation metrics in the experiment.

Guideline of Animal Robot Design for Psychotherapy of Emotionally Disturbed Children (정서장애 아동의 심리치료를 위한 동물로봇 디자인의 가이드라인)

  • Mun, Keum-Hi
    • The Journal of the Korea Contents Association
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    • v.13 no.8
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    • pp.109-117
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    • 2013
  • This research is for selection of animal and establishment of guideline which for animal robot design for the purpose of emotionally disturbed children's psychotherapy. In the case of emotionally disturbed children because of poor expression about themselves's emotional condition, there are many restriction in the existing cure and educational method. Using research method of animal shape robot which is starting to make attempt since the late 1990s is effective to learning disturbed children. For the development of animal robot for psychotherapy of emotionally disturbed children first of all which animal is selected is very important. Therefore at the early stage of research preference surveyed to children including emotionally disturbed children and decide an object of animal robot. And what kind of shape is very preferred is also preference surveyed. Through focusing group interview about shape, color, facial expression, sound, and move which have an influence on outward shape design of robot, present the guideline which is needed to animal robot design for emotionally disturbed children.

The Practical Application Strategy of Video Production for Recording an Archeology (고고학 기록을 위한 영상제작 활용 방안)

  • Park Soon-Hong;Jeon Byeong-Ho
    • Journal of Game and Entertainment
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    • v.2 no.1
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    • pp.45-55
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    • 2006
  • The video production, as a recording data about the archeological survey, has advantages to be visualized in actuality and historical fact presented objects with elements such as moving images, audio(voice) and text(subtitle). While the report with text and images such as photographs and drawings does not present exactly, the video production can record a concrete excavation process to be difficult of represent with former media. To make a practical use the video production in archeological surveys, the use dimension should be expanded to the entire archeological excavations and the shooting and editing work should be done by those video production-specialized staffs. Ultimately, when this video production device is used but also for the survey purposes but also for the education, exhibition, and even commercial purposes, it can have the substantial meaning as a survey tool.

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A Video Stream Retrieval System based on Trend Vectors (경향 벡터 기반 비디오 스트림 검색 시스템)

  • Lee, Seok-Lyong;Chun, Seok-Ju
    • Journal of Korea Multimedia Society
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    • v.10 no.8
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    • pp.1017-1028
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    • 2007
  • In this paper we propose an effective method to represent, store, and retrieve video streams efficiently from a video database. We extract features from each video frame, normalize the feature values, and represent them as values in the range [0,1]. In this way a video frame with f features can be represented by a point in the f-dimensional space $[0,1]^f$, and thus the video stream is represented by a trail of points in the multidimensional space. The video stream is partitioned into video segments based on camera shots, each of which is represented by a trend vector which encapsulates the moving trend of points in a segment. The video stream query is processed depending on the comparison of those trend vectors. We examine our method using a collection of video streams that are composed of sports, news, documentary, and educational videos. Experimental results show that our trend vector representation reduces a reconstruction error remarkably (average 37%) and the retrieval using a trend vector achieves the high precision (average 2.1 times) while maintaining the similar response time and recall rate as existing methods.

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Volumetric Image System for High Efficiency Video Coding (고효율 비디오코딩을 위한 입체영상시스템)

  • Kim, Sang Hyun
    • The Journal of the Korea Contents Association
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    • v.16 no.1
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    • pp.515-520
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    • 2016
  • Volumetric image system has many applications recently in education, 3D movie, medical images but these applications have several problems that need to be overcome. Volumetric display may process a amount of visual data and design the high efficient vision system for realtime display. In case of stereo system for volumetric display motion vectors, disparity vectors from the stereoscopic sequences and residual images with the reference images has been transmitted, and the stereoscopic sequences have been reconstructed at the receiver for volumetric display. So central issue for the design of efficient volumetric image system lies in selecting an appropriate stereo matching and robust vision system. In this paper, we proposed high efficient vision system, which design vision stage with rotating and moving horizontally, and match the successive stereo image efficiently. In experimental results with volumetric image system, the proposed method represents high efficiency with minimizing error and low computational load for volumetric display.

A Realtime Music Editing and Playback System in An Augmented Reality Environments (증강 현실 기반의 실시간 음악 편집 및 재생 시스템)

  • Kim, Eun-Young;Oh, Dong-Yeol
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.6
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    • pp.79-88
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    • 2011
  • In this paper, We propose real-time sound editing and playback systems which is based on Augmented Reality. The proposed system are composed with music maker which is based on AR maker and music board. By using music marker's contents, the proposed system selects the kinds of musical instruments and pre-defined midi track and by calculating the relative location of music marker on 2-dimensional plane, we set the spatial relative parameter in midi track. For performance evaluation, we check the jitter value of in various resolutions by using CAM which supports $1600{\pm}1200$ as the maximum resolution. As a result, when we set the configuration value of CAM as $860{\pm}600$ pixels and process two frames per minute, the success ratio of recognizing music markers and jitter values are accegnable. It can be utilized in the fields of alternative cmacine which is based on music and also be utilized in the educational aspects because child or elderly who don't know enough musical theory can easily handle it.

Haptic Media Broadcasting (촉각방송)

  • Cha, Jong-Eun;Kim, Yeong-Mi;Seo, Yong-Won;Ryu, Je-Ha
    • Broadcasting and Media Magazine
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    • v.11 no.4
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    • pp.118-131
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    • 2006
  • With rapid development in ultra fast communication and digital multimedia, the realistic broadcasting technology, that can stimulate five human senses beyond the conventional audio-visual service is emerging as a new generation broadcasting technology. In this paper, we introduce a haptic broadcasting system and related core system and component techniques by which we can 'touch and feel' objects in an audio-visual scene. The system is composed of haptic media acquisition and creation, contents authoring, in the haptic broadcasting, the haptic media can be 3-D geometry, dynamic properties, haptic surface properties, movement, tactile information to enable active touch and manipulation and passive movement following and tactile effects. In the proposed system, active haptic exploration and manipulation of a 3-D mesh, active haptic exploration of depth video, passive kinesthetic interaction, and passive tactile interaction can be provided as potential haptic interaction scenarios and a home shopping, a movie with tactile effects, and conducting education scenarios are produced to show the feasibility of the proposed system.

Fishes Growth Process System using Morphing Techniques (모핑기술을 이용한 어류 성장과정 시스템)

  • Ryu, NamHoon;Seo, SeungWan;Ban, KyeongJin;Song, SeungHeon;Kim, EungKon
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.653-657
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    • 2008
  • Industry related to digital contents is growing rapidly and is noticed as a higher value-added business. In digital reflex contents industry, computer graphics techniques are core techniques. Because they make production or scene that is difficult to photograph possible with real camera, expand a range of contents making. Lately, computer graphics techniques apply various fields such as blockbuster movie, game, educational contents, simulation etc, and there are many studies about movement of each object made up of contents or automation of object change. This paper shows the process of fishes growth, from spawn to a full-grown fish making use of 3D morphing techniques and want to plan fish growth process system that can know difference between fishes that are applied to 3D morphing techniques and normal full-grown fishes according to various environmental factors that affect growth.

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Natural Hazard Research in Geography (지리학 측면에서의 자연재해연구)

  • 김욱중
    • Water for future
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    • v.22 no.4
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    • pp.415-415
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    • 1989
  • 자연재해연구는 인간.자연환경 관계를 연구하는 학문이다. 금세기초 환경결정론, 환경가능주의, 그리고 인지에 의한 행동과학주의로 연구 Paradigm이 변화.발전되어 오며서 지리학에서도 이러한 이론적 방법론의 바탕위에 인간-자연환경 관계를 설명하려고 노력했다. 1920년대 초 Barrow가 인간생태학 개념을 발표, 1950, 1960년대 이에 영향받은 White, Kate와 Burton 같은 미국의 자연재해지리학자들은 미국에서 홍수재해문제를 인간적응, 특히 "인식"의 역할에 중점을 두어 재해지역에서 자원이용과 이의 관리문제를 연구하였다. 1970년대 들어오면서 재해의 양상, 적응방법등이 연구되고, 또한 적응의 여러 비교연구가 있었으며, 사회성과 관련 사회학적 연구 접근과 다양한 레벨의 케이스 Study 또한 이루어졌다. 오늘날의 자연재해연구는 일반재해연구로 발전하여 핵반응, 각종산업.교통재해, 화학물질 및 환경오염문제, 각종 소음공해, 폭발물 사고 등 참으로 여러 종류의 사회문제가 재해연구의 대상이 되었고, 근래에는 약물중독, 성폭행, 그리고 복잡한 현대사회에서 제기되는 정신질환까지 일종의 재해문제로 다루어 지리학내에서 연구되고 있다. 이와같이 연구의 많은 변환.발전과 함께 처음 Academic한 연구로 시작된 재해문제 연구가 이에 관심을 같는 여러분야 즉, 경제.사회, 심리학자, 토지이용개발자, 보험, 은행, 부동산업자 재해와 관련있는 민간단체, 정부기관, 정책실행기관등이 참여하는 공동연구가 활발히 행하여지고 있다. 최근에는 "세계 자연재해 감소 10개년 계획"이라는 Program을 미국이 주동이 되어 국제적인 기구로 만들어 관심있는 여러국가의 과학자, 재해연구가, Engineer, 정부관계자들이 참여 서로 정보와 지식의 교환, 세계의 개발.재개발에 대한 계획, 재해감소의 교육훈련등 다채로운 Project을 가지고 세계 자연재해 감소를 위하여 공동연구의 노력을 하려는 움직임이다. 세계의 권위있는 재해통계에 의하면 한국이 매년 자연재해로 인하여 100만명당 1,000명이 희생되는 나라로 방글라대시, 이란, 중남미와 페루, 과태말라, 동남아시아의 뉴기니와 나란히 중진개발도상국으로 몇안되는 나라의 하나로 들어있는 것을 볼 때 유감이 아닐수 없다. 우리나라는 하루빨리 이러한 자연재해로부터 아까운 생명과 재산을 잃어버리고 있는 고통과 문제를 해결하려는 민간.정부차원에서 관심을 기울이고 우선 기본적인 연구의 기틀을 마련하는 제도적 장치와 분위기가 아쉽다고 않을 수 없다.와 분위기가 아쉽다고 않을 수 없다.

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