• Title/Summary/Keyword: Animation Method

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Three Dimensional Vortex Behavior of LEX Delta Wing by Dynamic Stereo PIV (Dynamic Stereo PIV에 의한 델타형 날개에서의 3차원 와류 유동에 관한 연구)

  • Lee Hyun;Kim Mi-Young;Choi Jang-Woon;Choi Min-Seon;Lee Young-Ho
    • 한국가시화정보학회:학술대회논문집
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    • 2003.11a
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    • pp.39-42
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    • 2003
  • Leading edge extension(LEX) in a highly swept shape applied to a delta wing features the modern air-fighters. The LEX vortices generated upon the upper surface of the wing at high angle of attack enhance the lift force of the delta wing by way of increased negative suction pressure over the surfaces. The present 3-D stereo PIV includes the Identification of 2-D cross-correlation equation, stereo matching of 2-D velocity vectors of two cameras, accurate calculation of 3-D velocity vectors by homogeneous coordinate system, removal of error vectors by a statistical method followed by a continuity equation criterion and so on. A delta wing model with or without LEX was immersed in a circulating water channel. Two high-resolution, high-speed digital cameras$(1280pixel\times1024pixel)$ were used to allow the time-resolved animation work. The present dynamic stereo PIV represents the complicated vortex behavior, especially, in terms of time-dependent characteristics of the vortices at given measuring sections. Quantities such as three velocity vector components, vorticity and other flow information can be easily visualized via the 3D time-resolved post-processing to make the easy understanding of the LEX effect or vortex emerging and collapse which are important phenomena occurring in the field of delta wing aerodynamics.

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Orthodromic Transfer of the Temporalis Muscle in Incomplete Facial Nerve Palsy

  • Aum, Jae Ho;Kang, Dong Hee;Oh, Sang Ah;Gu, Ja Hea
    • Archives of Plastic Surgery
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    • v.40 no.4
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    • pp.348-352
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    • 2013
  • Background Temporalis muscle transfer produces prompt surgical results with a one-stage operation in facial palsy patients. The orthodromic method is surgically simple, and the vector of muscle action is similar to the temporalis muscle action direction. This article describes transferring temporalis muscle insertion to reconstruct incomplete facial nerve palsy patients. Methods Between August 2009 and November 2011, 6 unilateral incomplete facial nerve palsy patients underwent surgery for orthodromic temporalis muscle transfer. A preauricular incision was performed to expose the mandibular coronoid process. Using a saw, the coronoid process was transected. Three strips of the fascia lata were anchored to the muscle of the nasolabial fold through subcutaneous tunneling. The tension of the strips was adjusted by observing the shape of the nasolabial fold. When optimal tension was achieved, the temporalis muscle was sutured to the strips. The surgical results were assessed by comparing pre- and postoperative photographs. Three independent observers evaluated the photographs. Results The symmetry of the mouth corner was improved in the resting state, and movement of the oral commissure was enhanced in facial animation after surgery. Conclusions The orthodromic transfer of temporalis muscle technique can produce prompt results by applying the natural temporalis muscle vector. This technique preserves residual facial nerve function in incomplete facial nerve palsy patients and produces satisfying cosmetic outcomes without malar muscle bulging, which often occurs in the turn-over technique.

Development of a Real-time Sensor-based Virtual Imaging System (센서기반 실시간 가상이미징 시스템의 구현)

  • 남승진;오주현;박성춘
    • Journal of Broadcast Engineering
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    • v.8 no.1
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    • pp.63-71
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    • 2003
  • In sport programs, real-time virtual imaging system come into notice for new technology which can compose information like team logos, scores. distances directly on playing ground, so it can compensate for the defects of general character generator. In order to synchronize graphics to camera movements, generally two method is used. One is for using sensors attached to camera moving axis and the other is for analyzing camera video itself. KBS technical research institute developed real-time sensor-based virtual imaging system 'VIVA', which uses four sensors on pan, tilt, zoom, focus axis and controls virtual graphic camera in three dimensional coordinates in real-time. In this paper, we introduce our system 'VIVA' and it's technology. For accurate camera tracking we calculated view-point movement occurred by zooming based on optical principal point variation data and we considered field of view variation not only by zoom but also by focus. We developed our system based on three dimensional graphic environment. so many useful three dimensional graphic techniques such as keyframe animation can be used. VIVA was successfully used both in Busan Asian Games and 2002 presidential election. We confirmed that it can be used not only in the field but also in the studio programs in which camera is used within more close range.

A Study on e-Learning environment and contents in higher education (고등교육에서의 이러닝 환경 및 콘텐츠 현황에 관한 연구)

  • Kim, Sangwoo;Lee, Myungsuk
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.14 no.3
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    • pp.103-113
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    • 2018
  • The purpose of this study supports the establishment of national e-learning policy by analyzing e-learning status and current status of higher education. Enhance the competitiveness of higher education through sharing information between universities. And to improve e-learning quality management. We surveyed the current status of e-learning in 341 universities and questionnaires about e-learning content, e-learning application form, e-learning platform status was surveyed through each school's learning management system. As a result, the infrastructure of e-learning, the rate of platforms secured, and the contents are increasing gradually each year; however, still, not all students can receive the services equally. Dedicated servers and learning management systems were secured by more than 70% of general universities. In the current development status of e-learning content, multimedia, animation, and text forms are gradually decreasing, but video contents are increasing every year. Most of the online contents were used in the e-learning contents by application type, and blended learning, flipped learning, and mooc is not yet actively used since they are still in the beginning stage. Learning analysis techniques should be supported in order to easily use online learning contents such as flipped learning and mooc. We suggest that the effectiveness of e-learning should be measured and the current state of learning analysis for customized learning should be done. This study aims to contribute to the improvement of competitiveness of higher education by sharing information about e-learning among universities as a basis for improvement of e-learning policy. Future tasks are to improve the customized learning environment by adding whether the system environment for learning analysis is provided at the time of the survey.

The Curriculum Design for Department of Culture and Contents according to Technology Change (기술 변화에 따른 문화 콘텐츠 관련학과 교육과정 개발)

  • Jeon, SeongSin;Lee, WonHyung
    • Journal of Digital Convergence
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    • v.11 no.3
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    • pp.299-304
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    • 2013
  • Culture contents are connected directly with our lives. Experts who produce culture contents or work at such industry or most of people regardless of age and gender are exposed to media contents like movie, game, animation, broadcasting and advertising. There are a number of users who use smart phones and smart pads which can view such media contents. The era of smart device which people easily surf, watch, and produce media contents will be opened. Therefore, the efficient curriculum for producing more touchable media contents should be developed continuously. Most of people recognize the necessity of educations to enhance creativity at university education. This paper intended to research the method of roles curriculum of university produce culture contents which stimulate emotion, creative and show new technology. This paper suggests academic curriculum for department of culture and contents based on the basics, even though new media device emerges the proper talents can be fostered.

Reusing Technique of Primitive Motions for Effective Implementation of Complex Action (복합적 행동들을 효율적으로 구현하기 위한 기본 동작의 재활용 기법)

  • Choi, Jun-Seong;Park, Jong-Hee
    • The Journal of the Korea Contents Association
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    • v.14 no.9
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    • pp.1-13
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    • 2014
  • Apart from the physical realism, the implementation of various physical actions of an agent to respond to dynamically changing situations is essential for the design of an agent in a cyber world. To achieve a maximum diversity in actions, we develop a mechanism that allows composite actions to be constructed by reusing a set of primitive motions and enables an agent to instantly react to changes in the ambient states. Specifically we model an agent's body in terms of joints, and a primitive or composite motion is performed in a real time. To implement this mechanism, we produce an animation for basic joint movements and develop a method to construct overall motions out of the primitive motions. These motions can be assembled into a plan by which an agent can achieve a goal. In this manner, diverse actions can be implemented without excessive efforts. This approach has conspicuous advantages when constructing a parallel action, e.g., eating while walking, that is, two or more parallel actions can be naturally merged into a parallel action according to their priority. We implement several composite and parallel actions to demonstrate the viability of our approach.

Interactive Storytelling Materialized with Real-Time Edited Videos - A proposal of a volume branch structure - (실시간 편집 영상으로 구현하는 인터랙티브 스토리텔링 - 볼륨 브렌치 구조 제안 -)

  • Kwon, Dong-Hyun
    • Journal of Digital Convergence
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    • v.18 no.9
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    • pp.391-402
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    • 2020
  • In today's era of media convergence, users can watch a drama by choosing a story like a game or enjoy a game directed like a movie. These two media material interactive storytelling, and there have been discussions about them for many years. The purposes of this study are to propose a new branch structure for interactive storytelling and find a new perspective for the method of proceeding with a branch structure. The main research targeted a game that materialized interactive storytelling best. Based on the findings, the study proposed a volume branch structure including a plot border and adjuster concept for interactive storytelling to keep the story narrative and help the users feel interactions freely. This structure can be materialized only with real-time edited videos in the game media and will be possible in the application cases of a physical engine that continues to develop and artificial intelligence that has not been introduced in games actively.

Expressing Techniques of Natural-Looking Fish Locomotion applied the Pendulum Concept (진자개념을 적용한 자연스러운 어류 움직임 표현 기법)

  • Yoo, Bong-Gil;Ryu, Nam-Hoon;Ban, Kyeong-Jin;Kim, Kyeong-Og;Oh, Kyeong-Sug;Lee, Hye-Mi;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.4 no.2
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    • pp.108-115
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    • 2009
  • Thanks to the development of computer graphics, Animation can be easily accessed through movies or games. The users can meet various contents and are asking for high quality animations that resembles reality to a near perfection. The research is proceeded to observe the fish shapes and swimming movements through cyber aquariums, fish ecology museums and fish encyclopedias. The core of expressing undersea scenery is the natural and dynamic movements of the fish. In this thesis in order to achieve the natural shape of fish swimming, it is necessary to design a fish growth process system based on environmental factors and apply different standard points depending on the various swimming types of fish species to express the fish as near reality as possible. And by calculating the different swimming velocities of different standard points, a natural swimming shape will be achieved.

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Multiresolution 3D Facial Model Compression (다해상도 3D 얼굴 모델의 압축)

  • 박동희;이종석;이영식;배철수
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2002.05a
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    • pp.602-607
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    • 2002
  • In this paper, we proposed an approach to efficiently compress and transmit multiresoltion 3D lariat models for multimedia and very low bit rate applications. A personal facial model is obtained by a 3D laser digitizer, and further re-quantized at several resolutions according to different scope of applications, such as animation, video game, and video conference. By deforming 2D templates to match and re-quantize a 3D digitized facial model, we obtain its compressed model. In the present study, we create hierarchical 2D lariat wireframe templates are adapted according to facial feature points and the proposed piecewise chainlet affined transformation(PACT) method. The 3D digitized model after requantization are reduced significantly without perceptual loss. Moreover the proposed multiresoulation lariat models possessed of hierarchial data structure are apt to be progressively transmitted and displayed across internet.

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Additive Noise Reduction Algorithm for Mass Spectrum Analyzer (질량 스펙트럼 분석기를 위한 부가잡음제거 알고리즘)

  • Choi, Hun;Lee, Imgeun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.1
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    • pp.33-39
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    • 2018
  • An additive noise reduction algorithm for a mass spectrum analyzer is proposed. From the measured ion signal, we first used an estimated threshold from the mode of the measured signal to eliminate background noises with the white Gaussian characteristics. Also, a signal block corresponding to each mass index is constructed to perform a second order curve fitting and a linear approximation to signal block. In this process, the effective signal block composed of only the ion signal can be reconstructed by removing the impulsive noises and the sample signals which are insufficient to be viewed as normal ion signals. By performing curve fitting on the effective signal block, the noise-free mass spectrum can be obtained. To evaluate the performance of the proposed method, a simulation was performed using the signals acquired from the development equipment. Simulation results show the validity of the threshold setting from the mode and the superiority of the proposed curve fitting and linear approximation based noise canceling algorithm.