• 제목/요약/키워드: Animations

검색결과 450건 처리시간 0.023초

A Study of Visual Programming Environment for NPE(Novice Programming Environment)

  • Kim, Ji-Wan;Seo, Hyun-Gon
    • 한국컴퓨터정보학회논문지
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    • 제20권11호
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    • pp.183-190
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    • 2015
  • This paper investigates the three main functions of a typical visual app programming environment for Novice Programming developers, and compares the features. The Scratch is a visual programming environment for education, anyone can create a story easy as possible variously interaction, games, animations and more. App inventor provides precise and professional application development capabilities as compared with scratch. App Inventor in runs independently of the computer platform, and has a feature that must be constantly connected to the server over the internet, while the Inventor app runs. M-Bizmaker is suitable for commercial application development, consists of m-BizBuilder, m-BizEngine, m-BizServer or the like, provides a cross-platform visual programming environment.

RICH INTERNET MATHEMATICAL SOLUTION SYSTEM

  • Song, Kee-Hong;Song, Tai-Sung
    • 한국수학교육학회지시리즈B:순수및응용수학
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    • 제14권2호
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    • pp.85-90
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    • 2007
  • Arguably the most important internet technology of today is RIA (rich internet application), whose prime advantage is in improving the user experience on the web. However, the scope and variety of the RIA technology demand an eclectic guideline to build the mathematical services such as mathematical text, graphs, and animations. This paper sorts out and simplifies the complicated roadmap of the RIA technologies by presenting three design patterns for exposing the functionality of the CAS (computer algebra system) with the web browser as the user interface platform.

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Enhanced FFD-AABB Collision Algorithm for Deformable Objects

  • Jeon, JaeHong;Choi, Min-Hyung;Hong, Min
    • Journal of Information Processing Systems
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    • 제8권4호
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    • pp.713-720
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    • 2012
  • Unlike FEM (Finite Element Method), which provides an accurate deformation of soft objects, FFD (Free Form Deformation) based methods have been widely used for a quick and responsive representation of deformable objects in real-time applications such as computer games, animations, or simulations. The FFD-AABB (Free Form Deformation Axis Aligned Bounding Box) algorithm was also suggested to address the collision handling problems between deformable objects at an interactive rate. This paper proposes an enhanced FFD-AABB algorithm to improve the frame rate of simulation by adding the bounding sphere based collision test between 3D deformable objects. We provide a comparative analysis with previous methods and the result of proposed method shows about an 85% performance improvement.

Power Electronics Open-Source Educational Platform

  • Pozo-Ruz, Ana;Aguilera, F. David Trujillo;Moron, M. Jose;Rivas, Ernesto
    • Journal of Power Electronics
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    • 제12권5호
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    • pp.842-850
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    • 2012
  • Learning Power Electronics is essential in both electrical and electronic engineering fields and the introductory courses are similar in many universities. Taking this premise into account, an educational computer-aided platform for power electronics will be presented in this paper. This educational platform includes an e-book, a set of power electronics animations, Java simulations, as well as several hands-on training sessions. The main advantages of this platform are twofold. First, all necessary teaching tools are combined on a single platform. And secondly, access to this platform is available free of charge and with no complicated registration requirements. In addition to traditional teaching techniques, the use of this platform has demonstrated an increase in student participation and has consistently improved their academic performance. Data consist of surveys, which guarantee both reliability and validity through psychometric techniques.

Development of Simulator with Cluster System for Towing Fisheries

  • Park Myeong-Chul;Ha Seok-Wun
    • Journal of information and communication convergence engineering
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    • 제3권2호
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    • pp.84-89
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    • 2005
  • Goal of this study is to implement 3-dimensional underwater appearance graphical display, fishery measured information display, sonar data representation and display, and 3-dimensional underwater appearance animation based on coefficient data of chaos behavior and fishing modeling of fishing gears from PC cluster system. In order to accomplish the goals of this study, it is essential to compose user interfacing and realistic description of image scenes in the towing-net fishery simulator, and techniques to describe sand cloud effects under water using particle systems are necessary. In this study, we implemented graphical representations and animations of the simulator by using OpenGL together with C routines.

Emotional Character Animation System Using Cognitive Emotional Theory

  • Shim, Youn-sook
    • 한국산학기술학회:학술대회논문집
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    • 한국산학기술학회 2003년도 Proceeding
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    • pp.10-15
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    • 2003
  • In computer graphics, most animations of characters have been created using the traditional and often highly labor intensive key-framing technique. Recently, character animation is demanded increasingly automated techniques for animation according to interaction with the user or environment of the user. In this paper, we will propose a new method which can animate characters automatical/y with user interactions. The character's behavior is determined as a result of understanding the emotional condition of the user. Psychology and cognitive AI provide some ideas about how to approach this problem. Our study is based mostly on the theories of Ortony, Clore and Collins, which were designed to be implemented computationally. In our system, we can make 22 emotion types and some more behavior features and we apply to some characters.

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멀티미디어 사이버법당 컨텐츠 제작 (Making multimedia contents of a cyber sermon hall)

  • 이강호;김태은
    • 한국컴퓨터정보학회논문지
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    • 제7권3호
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    • pp.9-15
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    • 2002
  • 최근 들어 인터넷과 기타 영상 구현 매체에서 가상현실을 구현하려는 노력들이 점점 증가하고 있다. 또한 이러한 노력들이 단지 연구나 교육에만 미치는 것이 아니라 점점 더 실생활 속에 근접되어 오고 있다. 이에 본 논문에서는 이러한 움직임에 일환으로 문화재의 보존, 홍보측면과 종교적 측면에서의 사이버 법당을 3D 애니메이션과 영상 그리고 프로그램을 사용하여 개발 구현하였다.

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실측 데이터 기반 모션센서 에뮬레이터의 개발 (Development of Real-Data Motion Sensor Emulator)

  • 이민석
    • 대한임베디드공학회논문지
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    • 제6권2호
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    • pp.68-75
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    • 2011
  • This paper describes the development of an open source motion sensor emulator. It helps developers to understand the motion sensor and its data better. Through this emulator, the realtime or stored motion sensor data can be applied to the applications that utilize motion sensors. The data of motion sensors which include accelerometer sensor, magnetic field sensor, gyro sensor, GPS, and so on, can be collected by using smart phones or motion sensors. We also describe a visualizer which shows various graphs, video and 3D animations based on the data sent by the emulator. It helps developers to understand motion sensors and how to use the sensors. The developed emulator is compatible with Android sensor simulator.

An Interactive Physical Computing Based LED CUBE with Infrared Ray Distance Sensor

  • Kim, Soomin;Park, Chun-Su
    • 전기전자학회논문지
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    • 제23권3호
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    • pp.751-755
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    • 2019
  • This paper introduces a LED CUBE tool interacting with a distance sensor to solve real life problems in the physical computing field. Students can experience interactive education and intuitively understand the cubic operations with 3-dimensional animations obtained from a $3{\times}3{\times}3$ LED CUBE and a distance sensor connecting to Arduino. If the proposed LED CUBE is applied in physical computing section of the Information curriculum of middle school, students are expected to improve their computational thinking ability to solve problems in real life and other areas creatively and efficiently.

Design and Implementation of NUI-based Athletic Scene Generation System

  • Choi, Jong-In
    • 한국컴퓨터정보학회논문지
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    • 제24권1호
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    • pp.115-120
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    • 2019
  • In this paper, we propose a system and an intuitive interface that can create an athletic scene among athletes. We allow you to enter motion as if you were playing a game, so that the user's action becomes the player's action. The user can take various actions in front of the motion sensor and control the object flying to him. When a user specifies an opponent to pass or attack, and takes appropriate action in front of the motion sensor, the movement trajectory of the object is automatically generated by the physical optimization technique in accordance with the motion. In this way, you can create scenes where multiple players play together in a virtual environment. The method of this paper will be very useful for rapid prototyping for cinematic trailers of based on athletics games or animations.