• Title/Summary/Keyword: 콘텐츠 저작

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IDE(Integrated Development Environment) for WIPI Contents Development (위피 콘텐츠 개발을 지원하기 위한 통합개발환경)

  • Lee, Dong-Su;Park, Ki-Chang;Park, Seung-Beom;Kim, Byung-Ki
    • Proceedings of the Korea Information Processing Society Conference
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    • 2007.05a
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    • pp.160-163
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    • 2007
  • 현재 사용되고 있는 위피(WIPI) 콘텐츠 저작 도구는 위피 코드 개발의 편의성이 부족하고, 각 이동통신사 위피 에뮬레이터를 유연하게 지원하지 못한다. 이로 인해 위피 콘텐츠 개발 시 개발 비용이 증가하고, 개발자는 개발 편의성을 제공받지 못하고 있다. 따라서 위의 문제점과 단점을 보완해 줄 수 있는 위피 콘텐츠 저작 도구, 즉 위피 통합개발환경이 필요하다. 본 논문에서는 기본 위피 코드 및 각 이동통신사 에뮬레이터를 WPM(Wipi Platform Management) 에 적용하고, WPM을 기능 요구사항에 반영한다. 그리고 분석된 기능 요구사항을 토대로 시스템 구성을 제안한다. 제안한 도구는 위피 코드 관리 및 각 이동통신사 위피 에뮬레이터와의 유연한 연동을 지원함으로써 개발의 편의성을 높일 수 있다. 또한 제안한 위피 통합개발환경을 이용하면 모바일 게임, 교육 등의 콘텐츠 제작에 효율적이다.

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Implementation of Authoring System for Educational Flash Contents and Reusability Analysis (교육용 플래시 콘텐츠 저작시스템의 구현 및 재사용성 분석)

  • Kim Ho-Sung;Kim Jung-Hee
    • The Journal of the Korea Contents Association
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    • v.5 no.2
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    • pp.7-17
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    • 2005
  • Flash contents for education can embody easily complex interactions with learner by splendid contents of various multimedia and animation. Moreover, they provide high class user interface and have advantages of inducing learner's interest and concentration. However, authoring flash content requires the skill to use the Flash tool, which is too difficult for professor to make the educational Flash contents. In this paper, we proposed the system that professors can make the Flash contents automatically by selecting something necessary and typing texts on the web. Also, the reusability and usability of the implemented system is analyzed in the viewpoint of professor by comparing with conventional method to reuse the Flash contents from various viewpoints.

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A Contextual Information and Physics-based Mobile Augmented Reality Contents Manipulation Method (맥락 정보와 물리적 속성 부여가 가능한 모바일 증강 현실 콘텐츠 조작 방법)

  • Hong, Dong-Pyo;Lee, Jeong-Gyu;Chae, Chang-Hun;Lee, Jong-Weon;Ko, Kwang-Hee;Woo, Woon-Taek
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.526-530
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    • 2009
  • In this paper, we propose a contextual information and physics-based contents manipulation method for a mobile augmented reality authoring system. Due to proliferation of ubiquitous computing in information technology(IT) and advances in sensor technology and mobile devices, AR systems that were only possible in PC can be now feasible on mobile devices. In addition, many AR systems have been proposed that utilize sensory data and reflect them into. Thus, the proposed method provides appropriate visual cues for 3D manipulations of the augmented contents. In addition, uses can manipulate the augmented contents with sensory information through the assignment of sensors to the contents. Moreover, it supports not only a physics-based contents loader that enables users to specify physics properties into the contents, but also the transform matrix between AR and physics engine coordinates. To show the feasibility of the proposed method, we implemented a mobile augmented reality authoring system. We believe that the proposed method can be a key factor for context-aware mobile AR authoring system.

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Digital Hologram Contents Manipulation and Synthesis (디지털 홀로그램 콘텐츠의 저작 및 합성)

  • Hong, Ki-Sung;Seo, Young-Ho;Kim, Dong-Wook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.1
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    • pp.1-12
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    • 2012
  • This paper is to propose a method to obtain a new digital hologram content, a high value-added digital content, by manipulating one or more existing digital hologram contents or depth informations. For the depth informations, we use both the ones converted from disparities by stereo matching and the ones taken by time-of-flight (TOF) depth cameras. For them, we analyze the properties and their differences for the two kinds of depth informations and propose a conversion method to homogenize them. By using them, we propose a method to convert and synthesize the depth informations to calculate a new CGH. Also, we propose a method to get a new digital hologram content by synthesizing the digital holograms themselves according to their linearity. The proposed methods are experimented with various depth informations and digital holograms to show that they are very effective as the manipulating methods for digital hologram contents.

Integrated editing system for 3D stereoscopic contents production (3차원 입체 콘텐츠 제작을 위한 통합 저작 시스템)

  • Yun, Chang-Ok;Yun, Tae-Soo;Lee, Dong-Hoon
    • Journal of Korea Society of Industrial Information Systems
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    • v.13 no.1
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    • pp.11-21
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    • 2008
  • Recently, it has shown an increased interest in 3D stereoscopic contents due to the development of the digital image media. Therefore, many techniques in 3D stereoscopic image generation have being researched and developed. However, it is difficult to generate high immersion and natural 3D stereoscopic contents, because the lack of 3D geometric information imposes restrictions in 2D image. In addition, control of the camera interval and rendering of the both eyes must be repetitively accomplished for the stereo effect being high. Therefore, we propose integrated editing system for 3D stereoscopic contents production using a variety of images. Then we generate 3D model from projective geometric information in single 2D image using image-based modeling method. And we offer real-time interactive 3D stereoscopic preview function for determining high immersion 3D stereo view. And then we generate intuitively 3D stereoscopic contents of high-quality through a stereoscopic LCD monitor and a polarizing filter glasses.

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A method to maintain templates in open source-based authoring tool for e-learning assessment items (오픈 소스 기반의 이러닝 평가문항 저작 도구를 위한 템플릿 유지 기법)

  • Han, Sungjae;Choi, Byung-Uk;Cha, Jaehyuk
    • Journal of Digital Contents Society
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    • v.15 no.1
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    • pp.101-112
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    • 2014
  • Existing tools using in the standard e-learning contents authoring were used a method to provide users contents template produced in advance. In order to use resources of the template in a common web-based authoring tool, there is problem to overcome. If the resource of template is inserted within the contents on the authoring tool, the deformation of the template by the user's input that may occur during the edit process cannot be controlled. In this paper, we propose an effective maintenance method to prevent deformation of the resource of template inserted into any WYSIWYG-based HTML authoring tool by user's discretion. We added a template plug-in that can create the IMS-QTI standard resource in tynyMCE the web-based open source editor of representative examples. And the plug-in for tinyMCE was realized as a module of directly respond to the action of limited user input. So, in response to the action of user's input, the structure of the template can be sustained possibly.

SVG document editing system based on XML for structured graphic representation (XML기반의 구조화된 그래픽 표현을 위한 SVG문서 저작 시스템)

  • 배희재;송병규;김윤기;김창수;정회경
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.04a
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    • pp.817-819
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    • 2004
  • 인터넷의 급속한 발전은 기존의 정적인 웹을 탈피하여 사용자들로 하여금 더욱더 동적이고 다양한 콘텐츠를 요구하는 형태로 바뀌어 가는 실정이다. 따라서 이러한 사용자들의 욕구를 충족시키기 위해 인터넷 상에서 표현의 고급화와 체계적이고 구조적인 방식의 콘텐츠를 생성하고 관리하기 위한 방법들이 논의됨에 따라 이를 충족시키기 위한 방법으로 W3C(World Wide Web Consortium)에서는 SVG(Sealable Vector Graphics)를 제안하였다. SVG는 기존의 인터넷에서 사용되던 비트맵 기반의 디스플레이 보다 훨씬 풍부하고 정교한 그래픽 표현을 제공하기 때문에 기능이나 장지 호환성의 희생 없이 완전하게 벡터 그래픽을 표현한다. 또한. 그래픽에 대한 논리적인 구조를 기술함으로써 인덱싱, 검색, 저장 또는 공유가 가능하도록 정의하고 있다. 이에 본 논문에서는 SVG에 관한 기초기술 연구 및 구조화된 SVG 문서를 사용자 중심의 편집 인터페이스를 통해 일반 사용자들이 손쉽게 그래픽 객체를 직접 저작함에 따라 복잡한 SVG 구문을 자동으로 생성하는 SVG 문서 저작 시스템을 설계 및 구현한다.

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