• Title/Summary/Keyword: Authoring Tool

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The Creation of Dental Radiology Multimedia Electronic Textbook (멀티미디어기술을 이용한 치과방사선학 전자 교과서 제작에 관한 연구)

  • Kim Eun-Kyung;Cha Sang-Yun;Han Won-Jeong;Hong Byeong-Hee
    • Imaging Science in Dentistry
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    • v.30 no.1
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    • pp.55-62
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    • 2000
  • Purpose: This study was performed to develop the electronic textbook (CD-rom title) about preclinical practice of oral and maxillofacial radiology, using multimedia technology with interactive environment. Materials and Methods: After comparing the three authoring methods of multimedia, i.e. programming language, multimedia authoring tool and web authoring tool, we determined the web authoring tool as an authoring method of our electronic textbook. Intel Pentium II 350 MHz IBM-compatible personal computer with 128 Megabyte RAM, Umax Powerlook flatbed scanner with transparency unit, Olympus Camedia l400L digital camera, ESS 1686 sound card, Sony 8 mm Handycam, PC Vision 97 pro capture board, Namo web editor 3.0, Photoshop 3.0, ThumbNailer, RealPlayer 7 basic and RealProducer G2 were used for creating the text document, diagram, figure, X-ray image, video and sound files. We made use of javascripts for tree menu structure, moving text bar, link button and spread list menu and image map etc. After creating all files and hyperlinking them, we burned out the CD-rom title with all of the above multimedia data, Netscape communicator and plug in program as a prototype. Results and Conclusions : We developed the dental radiology electronic textbook which has 9 chapters and consists of 155 text documents, 26 figures, 150 X-ray image files, 20 video files, 20 sound files and 50 questions with answers. We expect that this CD-rom title can be used at the intranet and internet environments and continuous updates will be performed easily.

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DTV Interactive Advertisement Authoring Tool Using Sketch Input and Evaluation Function (사용자 스케치 입력과 평가 함수를 이용한 디지털방송용 양방향광고 생성 도구)

  • Park, Tae-Jin;Choy, Yoon-Chul
    • Journal of KIISE:Software and Applications
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    • v.37 no.1
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    • pp.39-50
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    • 2010
  • Interactive broadcasting service using wired/wireless Internet return channel has strong ripple effect. It allows the audiences to participate actively to the program they are watching, and communicating. This paper develops an authoring tool that makes an object-formed interactive advertisement from extracted areas of the advertising object the user specified in TV programs. In the authoring tool, the advertisement producer specifies the target object subjectively and the selected object keeps moving here and there repeatedly. Therefore, it is hard to make an object-formed interactive advertisement with existing tools. This paper suggests sketch-based interface technique for extracting advertising objects, and also provide evaluation functions to correct any sketch error. This paper also converts the area of object into MPEG-4 BIFS codes for authoring the object-formed interactive advertisement.

The Framework Design for Expansion in UCG Authoring Tool (확장성을 고려한 UCG 저작도구의 구조 설계)

  • Sung, Yun-Sick;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Game Society
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    • v.8 no.4
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    • pp.75-85
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    • 2008
  • For the activation and wide distribution of User Created Contents (UCC) sites have diversified user-created possibilities. Among these contents, User Created Game (UCG) sites are places where users can create and share their game contents with others. The method of UCG development can be classified into two categories according to the uses' level of professionalism. First, the method of using the authoring tools is suggested for those unfamiliar with the development or creation of contents. Although the authoring tool is easy to use, there are many functional limitations. Second, development using program languages is suggested for trained advanced users but has the limitation of a prolonged development period. This paper proposes a new method, generating the script which will expand the current functional limitations entailed behind the authoring tools used by first time and less trained users. In order to verify the proposed method in a real UCG development environment, a framework encompassing GUI, script generating function and program source generating function were constructed.

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Development of Intuitive Author for 3D Game/Animation Contents (효율적인 3D 게임 및 애니메이션 콘텐츠 제작을 위한 직관적인 저작 기술 개발)

  • Ji, Su-Mi;Lee, Jeong-Joong;Kim, Sung-Gook;Woo, Kyeong-Deok;Baik, Sung-Wook
    • Journal of Korea Multimedia Society
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    • v.13 no.5
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    • pp.780-791
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    • 2010
  • This paper presents a semi-autonomous authoring method which can intuitively create 3D game/ animation contents for unexperienced users. In particular, this method considers their convenience to provide them with easier authoring environments. The 3D game/animation contents created by this method consist of several scene components connected to each other in a logical flow structure. Thus, it is possible to easily understand the overview of 3D content description for its production and manipulate these scene components for efficient management. Four different genres of game/animation contents have been developed by using an authoring tool based on this method. According to results of a survey intended for game developers who created game contents with the authoring tool, this method is shown to save contents development cost/time as well as raise the efficiency and convenience of whole process of contents creation to the expected level.

A Study on the Authoring System for OA Education (사무자동화 교육을 위한 저작시스템 연구)

  • Shin, Young-Gyun;Jang, Chul
    • KSCI Review
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    • v.2 no.1
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    • pp.109-120
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    • 1995
  • The purposes of this paper are to construct the author tools that have influence on system package in EXSYS professional, to design the objects and the roles of development members on the phases of development life cycle, to study on the increase of efficiency in the main phases that have much influence on the efficiency of authoring tool development. The major factors which affect authoring tool are as follow : the size of the product, the individual capability of project personnel, the project period, the complexity of the product, the required level of reliability and the level of technologies utilized.

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Developing a Visual Programming Language-based Three-dimensional Virtual Reality Authoring Tool to Compose Virtual Interior Space (실내공간구성을 위한 시각 프로그래밍 언어 기반 3차원 가상현실 저작도구 개발에 관한 연구)

  • Park Hyeon-Soo;Park Sungjun;Kim Jee-in;Park Jae Wan
    • Korean Institute of Interior Design Journal
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    • v.14 no.5 s.52
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    • pp.254-261
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    • 2005
  • This paper presents an attempt to develop a visual programming language-based 3D virtual reality authoring tool intended to compose virtual interior space. The rapid development of digital technology and the wide spread of the Intenet have expanded the different uses of virtual reality in a number of applications ranging from interior design to building maintenance. In particular, the construction of cyber spaces based on existing interior spaces is becoming increasingly important. Current research, however, remains at the level of converting 3D models into virtual reality models, despite practitioners' needs for structural space models. Moreover, commercial tools to build virtual reality space have the disadvantage of targeting people who have professional knowledge of computer programs and computer graphics. Accordingly, the 3D virtual reality authoring tool developed in this research - called the VESL system - enables virtual and structural space to be easily composed using intuitive and interactive visual interfaces, which are based on visual programming techniques. The VESL system also provides an XML based semantic description of interior space, to be used to describe interior space information. We anticipate that the virtual reality spaces composed by this system will be of considerable use in the fields of architecture and interior design. Further research issues identified at the end of the research include developing a converter/filter for transforming Internet virtual reality standard language, or VRML, and evaluating the application of the system for practical use.

A Study on the Need for a Mobile Application Development Educational Program using an Authoring Tool (저작도구를 이용한 모바일 애플리케이션 개발 교육프로그램의 필요성에 대한 연구)

  • Chang, Young-Hyun;Oh, Sang-Yeob
    • Journal of Digital Convergence
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    • v.12 no.6
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    • pp.253-258
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    • 2014
  • To ensure excellence in logical software education for smart IT technologies in schools, the study was conducted to determine whether a course on mobile application (app) content creation using an app authoring tool can be introduced as a part of the regular curriculum. As an approach method, five sessions of related training for characterized high school teachers as well as three sessions for elementary, middle and general high school teachers nationwide and a satisfaction survey were conducted for a total of five surveys. The average of 91.4% for more than moderately satisfied' is judged to reflect the perception of a highly successful study. In conclusion, the introduction of an app development education program using an authoring tool in schools is considered essential, and furthermore, the need for establishing new national technical qualifications is still rising.

Augmented Reality Authoring Tool and Marine Life Culture Contents for 3D Realistic Experience-Based Learning (3D 실감 체험학습을 위한 증강현실 저작도구 및 해양생물 문화콘텐츠)

  • Won, Yong-Tae;Kim, Ha-Dong
    • The Journal of the Korea Contents Association
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    • v.12 no.5
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    • pp.70-80
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    • 2012
  • The marine life culture contents added with fun and learning factors are created in a 3D space, and the development of augmented reality contents concerning marine life resources in islands and the utilization method of experience-based learning are proposed. As a WYSIWYG-based authoring tool, an augmented reality authoring tool was made to easily use a authoring tool through a node structure and drag & drop. Marine life contents add the animation effect through a marker and event factors such as the change of modeling data, and also, they support real experience-based learning with the narration of marine life. Based on around 50 species of marine animals augmented reality contents, a marine animal AR book can be utilized as a textbook for elementary school classes, and as a 3D image education utilizing augmented reality, it enhances a learning effect by allowing realistic observation, various ways of thinking, and the maximum flow.

Authoring Tool for Mobile Contents based on LASeR (LASeR 기반 모바일 콘텐츠 저작 도구)

  • Kim, Sun-Kyung;Kim, Hee-Sun
    • Journal of Korea Society of Industrial Information Systems
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    • v.13 no.3
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    • pp.31-37
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    • 2008
  • MPEG 4 Part 20 LASeR (ISO/IEC 14496 20) is a specification designed to deliver rich media services in a mobile environment. The specification is an emerging standard that can replace the MPEG 4 BIFS specification designed to deliver PC based heavyweight media contents. The specification describes the representation of scene information in a resource constrained mobile environment. Unlike the BIFS standard designed to deliver heavyweight rich media, the LASeR specification has a restricted description that conforms to the SVG Tiny 1.2 specification. Also, the specification has an advantage of allowing for the efficient conversion of one graphics format to another. In this paper, we present the design and the implementation of a LASeR authoring system that allows for fast and efficient creation of interactive rich media contents in a mobile environment. The Gill interface of the authoring system presented in this paper allows users, who do not have prior knowledge of the scene description language, to conveniently create contents and store the produced scenes using the internal list data structure. The system allows users to navigate scene objects internally stored and to create LASeR XML files in the structured XML format.

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Development of Pen-type Haptic User Interface and Haptic Effect Design for Digilog Book Authoring (디지로그 북 저작을 위한 펜형 햅틱 사용자인터페이스의 개발)

  • Lee, Jun-Hun;Ha, Tae-Jin;Ryu, Je-Ha;Woo, Woon-Tak
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.402-405
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    • 2009
  • Digilog Book, the next generation publication material, supplies digitalized contents on an analog book by integrating digital contents into existing analog books. There are some studies related to authoring tools which are to authorize, and publish some books which provide digital contents by using VR or AR techniques. In this paper, a pen-type haptic user interface for Digilog Book authoring tool has been introduced. This haptic user interface is developed for more realistic and more effective authoring tasks. This haptic interface provides haptic effects for authoring tasks which are including translation, rotation, scaling, and menu selection. In this research, we designed a body, control circuits, vibration haptic patterns for haptic user interface, and a protocol for between haptic user interface and Digilog Book main control system. Also a simple user study has been done with a developed haptic user interface.

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