First of all, What was the modeling technique used to model 3D-Game character? It's a technique developed along several years, by experience... here is the bases Low polygons characters I always work in low polygon for two reasons -You can easily modify a low-poly character, change shapes, make morph for facial expressions etc -You can easily animate a low-poly character When the modeling is finished, Second, In these days, Computer hardware technologies have been bring about that expansion of various 3D digital motion pictured information and development. 3D digital techniques can be used to be diversity in Animation, Virtual-Reality, Movie, Advertisement, Game and so on. Besides, as computing power has been better and higher, the development of 3D Animations and Character are required gradually. In order to satisfy the requirement, Research about how to make 3D Game modeling that represents Character's emotions, sensibilities, is beginning to set its appearance. 3D characters in 3D Games are the core for the communications of emotion and the informations through their facial expression and characteristic motions, Sounds to Users. All concerning about 3D motion and facial expression are getting higher with extension of frequency in use. Therefore, in this study we suggest the effective method of modeling for 3D character and which are based on 2D Graphics.
The purpose of this study is to suggest the feasible strategies to vitalize e-learning through investigating the characteristics of e-learning and the evaluations of distance learners on online courses in the domestic universities in Korea. First, in order to accomplish this, 10 Universities and 17 Cyber Universities were selected to explore their characteristics and main projects of e-learning for the administration level investigation. Secondly, content analysis of the bulletin board systems(BBS) and in-depth interviews on distance learners in Cyber Universities were conducted for the user level investigation. The results revealed that Universities in Korea were focused on establishing mobile or smart campuses, diversifying online educational contents, enhancing online interactive systems, and educating e-learning system and smart device utilization. However, distance learners reported that mobile e-learning lacked stability when taking online courses despite its convenience for purpose of academic administration. In addition, distance learners requested the social application workshops to improve on their learning experience as well as the interactions among peers. Therefore, it is important to focus more on how to establish the education-oriented e-learning environment rather than how to implement the administrative projects to animate e-learning in the domestic universities in Korea.
Journal of the Institute of Electronics Engineers of Korea SD
/
v.49
no.4
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pp.15-25
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2012
The research on the FPGA CAD tools in academia has been lacking practicality due to the underlying FPGA fabric architecture which is too simple and inefficient to be applied for commercial FPGAs. Recently, the database of placement positions and routing graphs on commercial FPGA architectures has been built, and provided for enabling the academic development of placement and routing tools. To extend the limit of academic CAD tools even further, we have developed the evaluation toolkit for the K-FPGA architecture which is under development. By providing interface for exchanging data with a commercial FPGA toolkit at every step of mapping, packing, placement and routing in the tool chain, the toolkit enables individual tools to be developed without waiting for the results of the preceding step, and with no dependency on the quality of the results, and compared in detail with commercial tools at any step. Also, the fabric primitive library is developed by extracting the prototype from a reporting file of a commercial FPGA, restructuring it, and modeling the behavior of basic gates. This library can be used as the benchmarking target, and a reference design for new FPGA architectures. Since the architecture is described in a standard HDL which is familiar with hardware designers, and read in the tools rather than hard coded, the tools are "data-driven", and tolerable with the architectural changes due to the design space exploration. The experiments confirm that the developed library is correct, and the functional correctness of applications implemented on the FPGA fabric can be validated by simulation. The placement and routing tools are under development. The completion of the toolkit will enable the development of practical FPGA architectures which, in return, will synergically animate the research on optimization CAD tools.
Animation is an artificial image created by artist's imagination. Animation is defined as "the art of the animated image" in the sense that immobile images can be seed as a living creature. In other words, the term "diegesis" in modern arts genre is generally considered as something that indicates fictional world in which narration develops. Therefore, when we say that animation world is formed based on diegesis, it represents the fictionality of animation world. The problem occurs at this point. Even thought the animation world is recognized as a fictional world, we contradictorily believe that the event occurring in the screen world are real and accept them as a true message. This condition is called "quasi-emotion". Quasi-emotion is not fake bit not real either, and it is the third emotional state. It happens when we "make believe" that we believe a fictitious figure or a situation. However, in order to actively operate this "make-believe" state, an appropriate environment and props are required, specially metaphorical imagination and storytelling in short animated film. So that this article will draw a conclusion from the method that make-believe the fictional world and communicate the message through analysing the short animate film, form Disney.
Journal of the Society of Cosmetic Scientists of Korea
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v.36
no.1
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pp.71-77
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2010
The water fern Azolla belongs to the Azollaceae and forms a symbiotic association with a $N_2$-fixing cyanobacterium, referred to as Anabaena azollae, and this association has currently been demonstrated to have potential as a nitrogen source for rice production. Because of that, Azolla fern has been used not only as organic manure in southern China and northern Vietnam for a long time but also as food for animate creatures in the underwater and decontaminant in the water. However, the phenolic compounds and active materials of Azolla have not been examined in detail in the past studies. In the present study, anti-oxidant ability test and experiment to find a particular active material of Azolla imbricata and Azolla imbricata fraction (AIF) were performed. In anti-oxidant test such as DPPH test and lipoxygenase inhibition test, the value of test represented high activities compared with authentic sample - green tea and NDGA (nordihydroguaiaretic acid). In MMP-1 test, related to collagen protection and elasticity of skin, its inhibitory effect was measured over 75 %, and the phenolic compounds of AIF related with this activity were confirmed luteolin derivatives by using FT-IR spectroscopy, element analyzer (EA) and Liquid chromatography-MASS spectroscopy.
The purpose of this study is to investigate effects of three conditions-words frequency, word length, and animacy-on the performance of naming in nonfluent aphasic patients. 15 nonfluent aphasic patients and 15 normal adults were participated in this study. The words consist only of concrete nouns and confrontational naming test was used. The test consisted of 40 questions and the condition of word were frequency(low-frequency/high-frequency), length(1 syllable/3 syllables) and animacy(animate/inanimate). The result of the study was as follows. First, naming was performed better with high-frequency words than with low-frequency words in both groups. Second, naming was performed better with 1 syllable words than with 3 syllable words in both groups. Third, naming performance depending on animacy did not show significant differences in both groups. These results indicate that compared to animacy of word, word frequency and length have bigger influence on the naming, and the difference by word frequency was more pronounced for nonfluent aphasic patients than for normal adults. The results of this study suggest that target word for the assessment and intervention of nonfluent aphasic patients, words frequency should be considered first in clinical setting.
Journal of the Korean Institute of Landscape Architecture
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v.39
no.3
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pp.51-63
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2011
The purpose of this study is to create a landscape image that considers the selection of techniques that can enhance landscape reproduction in streetscape evaluation using 3 dimensional simulations and to evaluate ways to verify similarities and the psychological changes on the part of users by season. In the comparison of technique, the Low(apply normal map) technique was selected for the natural representation of trees in a near and middle view and the Plane technique was selected for the distant view. As the result of the verification, all indicators of physical similarity were evaluated over 4.50 points and most indicators of psychological similarity were found to have no difference except for indicators of 'disordered orderly' and 'dirty - clean'. According to the results of analyzing the landscape simulation by season, images of 'bright', 'beautiful', and 'static', etc., were evaluated high for the spring streetscape. The images of 'open', 'refresh', and 'animate' appeared high in summer and images of 'warm' and 'dark' were found to be high in fall. On the other hand, all images were evaluated as low except for the 'orderly' image. In the preference of streetscape by season, summer and spring were highly preferred at 5.01 and 4.98 with winter as the lowest at 3.48. As the results of the analysis of preference factor, the spring streetscape was found to be a major influence in preference by 0.540 in 'aesthetics'. In the case of summer, 'order' was found to be high at 0.417 while influences in preference included 'variety' and 'aesthetics' in fall and 'variety', 'aesthetics', and 'order' in winter. A determination of suitable spatial planning using a comparative analysis of various city streets will be enabled through the methods of this study.
Journal of the Korean association of regional geographers
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v.6
no.3
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pp.53-81
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2000
The purpose of this study is to examine the chracteristics of the location of Zen Buddhist temples which are the Nine-Mountain Sects of Zen(九山禪門) from feng-shui perspective. A large number of temples have been built for about 1600 years since Buddhism had influenced on Korea. They have been built nationwide in different times by different sects of Buddhism. The pattern of location of Buddhist temples is different according to background of the times (political, economic, cultural aspect) and of tenet(difference in sects of Buddhism) when the temples were built. But the general location of Korean Buddhist temples is in accordance with feng-shui theory. Feng-shui is a traditional geographic thought in China and Korea. It is necessary to understand feng-shui in order to understand Korean landscape and cultural geography. It had given a tremendous impact on Korean landscape through choosing site of cities, settlements, houses, mounments, temples, pagodas, and so on. Before feng-shui was prevailing in Korea, Buddhist temples were mostly built on sacred place which was connected with folk beliefs. In the case of the late Silla Dynasty when Zen Buddhism was prevailing, feng-shui became popular and many. temples were built in accordance with feng-shui. The typical examples are found in the site of Nine-Mountain Sects of Zen temples. The interpretation of geomantic site of Nine-Mountain Sects of Zen temples will show us how feng-shui was applied to and reflected in the Korean peninsula. In Zen Buddhism, feng-shui was applied to the choice of the temple site. Also feng-shui theory was usually used to choose the site of stupa(Budo) where the remains of the founder of sect. In this study, I will interpret the geomantic characteristics of Nine-Mountain Sects of Zen temples. The geomantic interpretations of the temples are as follow. 1. The temples are located at the foot of a hill with surrounding mountains and a watercourse in front. Feng-shui texts often describe it as an ideal site. This geomantic situation is well equipped with natural drainage; protection from cold wind from the north or evil spirits; a good view with open space to the front; protection from unnecessary weather damage; and security and protection from strangers and invaders. 2. The sitting and facing direction of the temples correspond to the oncoming dragon's direction. 3. Many feng-shui texts discuss the types of Sa(surrounding mountains) in detail and morphologically describe them with certain animate and inanimate auspicious objects. In case of Nine-Mountain Sects of Zen temples, the geomantic landscape of these can be compared to auspicious objects. This is morphological marker for the description of configulation features of these temples. 4. Most auspicious places are not perfect, but the shortcomings can be overcome by many means. We can observe modification of landscape for the purpose of fulfilling the geomantic harmony of the temple.
Around the turn of 21st century, there has been a major technological shift in the animation industry. With development of reality-based computer graphics, major American animation studios replaced hand-drawn method with the new 3D computer graphics. Traditional animation was known for its simplified shapes such as circles and triangle that makes characters' movements distinctive from non-animated feature films. Computer-generated animation has largely replaced it, but is under continuous criticism that automated movements and reality-like graphics devaluate the aesthetics of animation. Although hand-drawn animation is still produced, 3D computer graphics have taken commercial lead and there has been many changes to acting of animated characters, which calls for detailed investigation. Firstly, the changes in acting of 3D characters can be traced from looking at human-like rigging method that mimics humanistic moving mechanism. Also, if hair and clothing was part of hand-drawn characters' acting, it has now been hidden inside mathematical simulation of 3D graphics, leaving only the body to be used in acting. Secondly, looking at "Stretch and Squash" method, which represents the distinctive movements of animation, through the lens of media, a paradox arises. Hand-drawn animation are produced frame-by-frame, and a subtle change would make animated frames shiver. This slight shivering acts as an aesthetic distinction of animated feature films, but can also require exaggerated movements to hide the shivering. On the contrary, acting of 3D animation make use of calculated movements that may seem exaggerated compared to human acting, but seem much more moderate and static compared to hand-drawn acting. Moreover, 3D computer graphics add the third dimension that allows more intuitive movements - maybe animators no longer need fine drawing skills; what they now need is directing skills to animate characters in 3D space intuitively. On the assumption that technological advancement and change of artistic expressionism are inseparable, this paper compares acting of 3D animation studio Pixar and classical drawing studio Disney to investigate character acting style and movements.
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