• Title/Summary/Keyword: 콘텐츠 분석 기법

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A Case Study for Augmented Reality Based Geography Learning Contents (증강현실기반의 지리 학습 콘텐츠 활용 사례연구)

  • Lee, Seok-Jun;Ko, In-Chul;Jung, Soon-Ki
    • Journal of the Korean Association of Geographic Information Studies
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    • v.14 no.3
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    • pp.96-109
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    • 2011
  • Recently, the geographic information system(GIS) is generally used in various fields with the development of information and communication technology, with expansion of its applications and utilization scope. Especially, utilizing GIS is expected to have positive effects on the geography learning and more helpful for the geographic information observation compared to the picture or 2D based media. The effective visualization of complex geographic data does not only take realization of its visual information but also increases the human ability in analysis and understanding to use the geographic information. In this paper, we examine a method to develop the geography learning contents based on the technology with augmented reality and GIS, and then we have a case study for various kinds of visualization techniques and examples to use in geography learning situation. Moreover, we introduce an example of the manufacturing process from the existing GIS data to augmented reality based geography learning system. From the above, we show that the usefulness of our method is applicable for effective visualization of the three-dimensional geographic information in the geography learning environment.

The Visualization of films for the stand on narrative of Germanic Mythology -Focused on "The Road of the Ring", "Harry Potter", and "The Chronicles Of Narnia"- (게르만신화의 서사구조를 바탕으로 한 영화의 시각화 -반지의 제왕, 해리포터, 나니아 연대기를 중심으로-)

  • Baek, Kwang-Ho;Han, Myung-Hee;Kim, Mi-Jin
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1129-1136
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    • 2009
  • The digital contents industry already heads toward the OSMU(One Source Multi Use) method of media. In case the success of the original novel recreates to a movie, the success of a movie is again noticed with the original novel. For this reason, a novel and movie are open at the same time, In this paper, we analyze through the case study of three fantasy films having the narrative structure of the germane myth : The Lord of The Rings, Harry Potter, The Chronicles Of Narnia based on the analysis basis : Hero's Journey 12 steps by J. Campbell, The analysis of scenes of each film visualizing the narrative structure of a novel can be used as the basic materials in the process of visualizing the scale of the original and message of a writer, we consequently believe that these analysis will be able to be applied the appropriate visual techniques (the special effect, the scene tractions, and etc.)in visualization of films.

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An Efficient Database Design Method for Mobile Multimedia Services on Home Network Systems (홈 네트워크 시스템 상에서 모바일 멀티미디어 서비스를 위한 효과적인 데이타베이스 설계 방안)

  • Song, Hye-Ju;Park, Young-Ho;Kim, Jung-Tae;Paik, Eui-Hyun
    • The KIPS Transactions:PartD
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    • v.14D no.6
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    • pp.615-622
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    • 2007
  • Recently, users who want to be provided motile devices, such as PDP, PMP, and IPTV connected wireless internet, with multimedia contents are increasing due to an influence of multimedia contents. In the paper, we propose an efficient database design method for managing mobile multimedia services on home network systems. For this, we build relations using attributes required while providing multimedia services, and then design a database. Specially, we propose a database design method based on normalization theory to eliminate redundancies and update anomalies caused by a non trivial multi valued dependency in relations. In the experiments, we compare and analyze occurrence frequencies of data redundancies and update anomalies through query executions on the relation decomposed into normal forms. The results reveal that our database design is failrly effective.

Design and Prototype Implementation of Smartphone Application for InSAR Information Service (InSAR 정보 서비스 스마트폰 어플리케이션 설계 및 시험 구현)

  • Kang, Sang-Goo;Lee, Ki-Won
    • Korean Journal of Remote Sensing
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    • v.27 no.5
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    • pp.555-563
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    • 2011
  • Nowadays, demands with respect to applications based on geo-based information on mobile device such as smartphone and those based on open platform or open source have been increasing. This trend can be regarded as significant opportunities to widen application fields and to expand industry business cases using satellite imagery. However, it needs a different approach from conventional remote sensing researches. This work focuses on SAR among many kinds of geo-based data resources. First, an application for Interferometric SAR processing based on open source was implemented. And using this, InSAR data was processed and stored into database. When smartphone users at any places request InSAR results, they can receive InSAR information and concerned metadata on their device. An smartphone application for this task was designed and implemented in this study. This provides a practical way for SAR service for smartphone, and can apply to build mobile service system of complex and compound types of remote sensing resources and their derived contents.

A Study of Dance Using Interview (인터뷰를 활용한 무용작품연구)

  • Cho, Sunyoung
    • Trans-
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    • v.7
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    • pp.1-17
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    • 2019
  • In this study, it is recognized that the new social media has a great social impact and influence, and contemporary dance works that attempted to combine dance and media based on 'interview' are able to bring the value of dance art in a unique way. Currently, many art groups and choreographers are gradually awakening to the audience's thoughts by carefully studying new choreography techniques and forms in order to reach the audience effectively. These changes are meaningful and valuable as contents that will lead to diversification according to technological progress, industrialization of the 21st century, development of dance audience, expansion of stage, and enjoyment of dance arts. Therefore, it will be an inquiry study which analyzes through the literature and images of domestic and foreign dance works using interviews as a material, and finally examines what kind of choreography is used as the interview material in dance works and suggests its effectiveness.

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Genealogy grouping for services of message post-office box based on fuzzy-filtering (퍼지필터링 기반의 메시지 사서함 서비스를 위한 genealogy 그룹화)

  • Lee Chong-Deuk;Ahn Jeong-Yong
    • Journal of the Korean Institute of Intelligent Systems
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    • v.15 no.6
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    • pp.701-708
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    • 2005
  • Structuring mechanism, important to serve messages in post-office box structure, is to construct the hierarchy of classes according to the contents of message objects. This Paper Proposes $\alpha$-cut based genealogy grouping method to cluster a lot of structured objects in application domain. The proposed method decides the relationship first by semantic similarity relation and fuzzy relation, and then performs the grouping by operations of search( ), insert() and hierarchy(). This hierarchy structure makes it easy to process group-related processing tasks such as answering queries, discriminating objects, finding similarities among objects, etc. The proposed post-office box structure may be efficiently used to serve and manage message objects by the creation of groups. The Proposed method is tested for 5500 message objects and compared with other methods such as non-grouping, BGM, RGM, OGM.

Combined Approach of Subjective Survey and Objective EEG Measurement to Measure Presence Increment using Color in Moving Images (영상콘텐츠에서의 색감이 프레즌스 증감에 미치는 영향 측정을 위한 설문지와 뇌파측정의 결합측정기법)

  • Jeon, Seongsin;Kim, Seong Whan
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.5
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    • pp.51-56
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    • 2017
  • In this paper, we define "presence" as a physiological and emotional feeling which feels that he or she is immerged in a specific artworks when he/she is very interested in the artwork. To measure the presence, we use a combined approach of subjective survey and brain signals (EEG). Subjective survey includes PQS (presence questionnaire survey) and IDQS (individual differences questionnaire survey). We experimented with 30 random populations, and we performed Cronbach's ${\alpha}$ test to verify the validity of the survey results. We also cross-checked the survey with EEG test for the populations. From our experimentation, we conclude that opponent color (e.g. yellow and blue) makes strong excitation on presence. In this paper, we believe that there are strong presence even in the abstract images, and it can be stronger than photo-realistic images if we well-design color, forms on the artwork.

Impact on Female Consumer Behavior and Purchase Intention : The experience of AR makeup based on marital status (결혼유무에 따른 증강현실(AR) 메이크업 체험이 여성 소비자 행동과 구매의도에 미치는 영향)

  • Kim, Eun-Joo
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.49-57
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    • 2020
  • Over time, the beauty industry has entered a mature industry and cannot survive unless it changes. In reality, the AR market for virtual experimental marketing is growing in the beauty industry, and global companies like FACEBOOK in the US are investing heavily in AR. Therefore, this study utilizes augmented reality technique to find out how the experience of using AR application affects female consumers' satisfaction and how they feel. This study will focus on how the relationship with purchase intention is mediated. In addition, we will help to suggest the development direction of augmented reality with makeup by analyzing the overall factors at the time when new technology, augmented reality marketing is becoming active.

A Study on the Expression of Philosophy Agenda through Animation Contents - Focusing on Korea's Animation film "Padak(2012)" - (애니메이션 콘텐츠를 통한 철학적 의제표현 연구 - 한국 애니메이션 영화 "파닥파닥(2012)"을 중심으로 -)

  • Kim, Ye Eun;Lee, Tae Hoon
    • Journal of Digital Convergence
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    • v.18 no.8
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    • pp.391-399
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    • 2020
  • Even though the animation industry has been growth since 2011, there is still imitation by public stereotype which insists that animation is only able to cover the young age group and is not the proper genre of art to convey a social or a philosophical agenda. However, describes the philosophical agenda of 'social class' and 'life and death' in the limited space by expressing characteristics and background of fish through its own way. Thus, it shows how animation goes beyond aforementioned limits. Straying from traditional happy-ending, it criticizes present social problems by telling despite fishes' effort they cannot escape from structural contradictions. The drawing technique in musical expresses the character's ideology and attitude to make people think about how we will behave in the face of life and death. Therefore the purpose of this paper is analyzing director Lee Dae-hee's animation and present the genre expandability of animation.

Study for the Transformation and Growth of MMORPGs: TIME FLOW Scenario Design (MMORPG 온라인게임의 변화와 성장을 위한 디자인 설계 TIME FLOW 시나리오 연구)

  • Jeong, Seong Hwa;Kyung, Byung Pyo;Lee, Dong Lyeor;Lee, Wan Bok;Ryu, Seuc Ho
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.79-92
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    • 2015
  • The trend in the domestic MMORPG online game market is on decline because of the change in customers attitude and the advent of mobile or foreign games. The underlying cause of depressed domestic game market is that it has been failing to provide quality service arising from not revising existing game design. For this reason, this paper sets out to gather game users' opinions and to analyze successful domestic and foreign games comparatively to approve the importance and necessity of scenario development and to solve current problems in the MMORPG market. As one solution, this paper proposes a new design method, TIME FLOW scenario technique. This technique aims to establish a system in which story and environment change as time progresses and thus can provide different contents to its users over time. It is expected to enable a new frame for game design environment and to restructure education environment for human resource cultivation.