• Title/Summary/Keyword: Challenge Contents

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A study on the Performance of Hybrid Normal Mapping Techniques for Real-time Rendering

  • ZhengRan Liu;KiHong Kim;YuanZi Sang
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.361-369
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    • 2023
  • Achieving realistic visual quality while maintaining optimal real-time rendering performance is a major challenge in evolving computer graphics and interactive 3D applications. Normal mapping, as a core technology in 3D, has matured through continuous optimization and iteration. Hybrid normal mapping as a new mapping model has also made significant progress and has been applied in the 3D asset production pipeline. This study comprehensively explores the hybrid normal techniques, analyzing Linear Blending, Overlay Blending, Whiteout Blending, UDN Blending, and Reoriented Normal Mapping, and focuses on how the various hybrid normal techniques can be used to achieve rendering performance and visual fidelity. performance and visual fidelity. Under the consideration of computational efficiency, visual coherence, and adaptability in different 3D production scenes, we design comparative experiments to explore the optimal solutions of the hybrid normal techniques by analyzing and researching the code, the performance of different hybrid normal mapping in the engine, and analyzing and comparing the data. The purpose of the research and summary of the hybrid normal technology is to find out the most suitable choice for the mainstream workflow based on the objective reality. Provide an understanding of the hybrid normal mapping technique, so that practitioners can choose how to apply different hybrid normal techniques to the corresponding projects. The purpose of our research and summary of mixed normal technology is to find the most suitable choice for mainstream workflows based on objective reality. We summarized the hybrid normal mapping technology and experimentally obtained the advantages and disadvantages of different technologies, so that practitioners can choose to apply different hybrid normal mapping technologies to corresponding projects in a reasonable manner.

The Different Influence of the Types of Perceived Brand Image on the Brand Preference and Behavioral Intentions (지각된 브랜드 이미지 유형이 브랜드 선호도 및 행동의도에 미치는 영향력 차이에 관한 연구 -박카스 '나를 아끼자' 광고캠페인을 중심으로-)

  • Kim, Shinyoup;Kwon, Seungkyung
    • The Journal of the Korea Contents Association
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    • v.17 no.10
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    • pp.548-558
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    • 2017
  • The purpose of this study is to investigate how the types of perceived brand image related to the main concept building brand equity affect 'brand preference' and 'behavioral intentions'. The perceived brand image is set as the brand image type perceived by the consumer from the image pursued by the corporate brand, while in addition to brand preference, behavioral intentions are set as purchase intention and recommendation intention for the result variables. The result shows that the types of perceived brand image were extracted as 'factor 1(challenge spirit)' and factor 2(reliability) and through the cluster analysis 3 groups under each type were identified. Also, a significant difference between the influence of each type of perceived brand image on 'brand preference', 'purchase intention' and 'recommend intention' was indicated. In addition, the differences of perceived brand image types were found to be higher in order of 'challenge spirit type', 'reliability type', 'integrated type'. The empirical implementation of this study lies in the fact that it classifies the concept of brand image not as a broad theoretical model, but as a model directly related to real consumer perception, and that it gives practical suggestion for brand image management related to advertising.

Influence of Elderly People's Lifestyle on Successful Aging (노인의 라이프스타일이 성공적 노후에 미치는 영향)

  • Shin, Kun-Young;Ko, Jae-Ug
    • The Journal of the Korea Contents Association
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    • v.15 no.9
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    • pp.243-256
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    • 2015
  • This study aimed at investigating the effects of sub-variables of elderly people's lifestyle health and leisure oriented pursuits, outdoor and challenge pursuits, security and material pursuits, family oriented pursuits, and peer oriented pursuits on what they perceive to be successful later years. The background of this study was that there has been few study on the older population in Korea with focus on their cultural and traditional norms. The objective of this study was to investigate the effects of elderly people's lifestyle on what they perceive to be successful later years, thereby identifying practical implications for better social welfare associated with successful later years. Analysis was carried out of self reported questionnaires and self-interviews with elderly people aged over 65 frequenting a welfare center for elders and a community center in a city in Korea. In order to examine the effects, a reliability test, a descriptive analysis, a correlation analysis, and a multi-regression analysis were performed. The results of the analysis for sub-variables of lifestyle showed that health and leisure oriented pursuits, outdoor and challenge pursuits, security and material pursuits, family oriented pursuits, and peer oriented pursuits had significant positive impact on successful later years. The two most influential were peer oriented and family oriented pursuits. Drawing on the results, this study suggests that what is needed for dejected and lonely elderly members in the society is to provide them with opportunities for developing and keeping good relationships with friends and family members and there is a need for a system where old people, as consumers of cultural capital, can have easy access to a variety of cultural resources and activities at a local and regional level.

History and Characteristics of Original Play of Yeonwoo Stage (연우무대 창작극의 변천과 특성)

  • Shin, Sa-Bin
    • The Journal of the Korea Contents Association
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    • v.15 no.9
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    • pp.47-60
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    • 2015
  • Original play of theatrical troupe Yeonwoo Stage has gone through history represented by (i) the development period of "research on play," (ii) the resistance/growth period of "play movement," (iii) the prime/segmentation period of "metaphor for reality," (iv) the crisis/transition period of "rediscovery of reality," and (v) the challenge/advancement period of the "active development of repertoire." "Collective creation" based on the singe-representative system was a solution to overcome difficult circumstances, crisis facing the theatrical troupe and the lack of resources in the development period and the resistance/growth period, "co-creation" based on the five-representative system, the two-representative system, the system of an operation committee consisting five members, etc. in the prime/segmentation period and the crisis/transition period, and "planning and production" based on the single-producer system in the challenge/advancement period. "Collective creation" system was operated by the entire theatrical troupe, which was led by a director; "co-creation" system was operated by performers, who were directed by a director (-playwriter); and "planning and production" system was operated both internally and externally and was led by a producer. During its long history of developing original play, Yeonwoo Stage has (i) expanded the scope of Korean-style narrative, (ii) succeeded collective creation culture to the next generation, (iii) followed the trend of the times, (iv) attempted to attract popular empathy.

An Analysis of Influential Factors from Continuous Use by Mobil Game Users : Lifestyle under Gender and Nationality (모바일게임 이용자의 지속사용 영향요인분석: 성별과 국적에 따른 라이프스타일을 중심으로)

  • Shim, Sun-Ae;Jung, Hyung-Won
    • Journal of Digital Convergence
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    • v.15 no.5
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    • pp.381-390
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    • 2017
  • Lifestyle is an important variable to understand consumer behavior because it is a lifestyle that is common to all members of society or some members of society. so In this study, the survey has been performed on adult mobile game users over the age of 20 in Korea and China to evaluate the correlation between lifestyle and will of continuous use of game by mobile game users, and the hierarchical multiple regression analysis has been performed on the collected data by using the statistical package program SPSS 20.0. There were total 212 respondents with the gender ratio of 50:50, and 107 respondents were Korean, and 105 respondents were Chinese. As a result of study, first, regardless of lifestyle, more male and more Chinese respondents showed higher will of continuous use. Second, among mobile game user lifestyles, the challenge-oriented, trend-oriented, conservative, and ostentatious lifestyles could become significant causal variables for the will of continuous use of game. Yet, the influence of such lifestyle was not correlated with individual genders or nationalities. The result of this study will be provided as the basic data to establish the strategic solution for companies and government policies for entrance into the mobile game market of China in the future.

The Characteristic and Stigma of Children and Adolescents in NPO's Fundraising Advertisement Videos in Korea (국내 비영리단체 후원모금 광고영상에 나타난 아동·청소년의 특징과 낙인)

  • Kim, Jua;Hyun, Eunja
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.424-437
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    • 2019
  • The purpose of this study is to analyze the characteristics and stigma of children and adolescents, and the message types for them in NPO's fundraising advertisement videos in Korea. The subjects are 152 children and adolescents in 147 videos from seven major non-profit organizations. The analysis tools were constructed based on prior studies, and it was carried out after preliminary study. The results are as follows. First, the characteristics of children and adolescents indicated that the ratio of children and infants, main-role, poverty situation, one-parent family, and ward-role appeared the most. Second, 'general' was the highest in the stigma format, and 'hazard' and 'mark' was high in the challenge format. Third, the stigma message was the highest in message type. Finally, as of 2014, the ratio of stigma message and value-exclusion message increased, and the ratio of challenge message and mixed message decreased. The research suggests that a paradigm shift in the format of NPO's typical fundraising advertisement videos is necessary, as the videos may not protect the human rights of children and adolescents and may have negative effects such as stigma.

The Paper on The Martialarts Acting System for Action Acting Technic (효율적인 액션연기를 위한 '무예武藝연기술시스템' 의 논의)

  • Kim, Sunam
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.57-74
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    • 2015
  • This paper will concentrates on martialarts acting system. I will sugest a kind of actor's training system for the safe method of action acting. In this study I solve the following problems. First, what is main factors to interfere with performer to act and how do they get rid of factors. Second, what is very economic and effective challenge to develope the new acting system for action acting performers. For this discussion I studied four parts. The first, I gives purpose and direction of the safe for martialarts actor. The second, I traces the development of contemporary idea of acting such as Stanislavsky and Meyerhold. The third I introduces Korean martialarts training system. The last I conclude which refer to effective action acting by result of training 'Korean traditional martialarts acting system'.

Conversation Context Annotation using Speaker Detection (화자인식을 이용한 대화 상황정보 어노테이션)

  • Park, Seung-Bo;Kim, Yoo-Won;Jo, Geun-Sik
    • Journal of Korea Multimedia Society
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    • v.12 no.9
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    • pp.1252-1261
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    • 2009
  • One notable challenge in video searching and summarizing is extracting semantic from video contents and annotating context for video contents. Video semantic or context could be obtained by two methods to extract objects and contexts between objects from video. However, the method that use just to extracts objects do not express enough semantic for shot or scene as it does not describe relation and interaction between objects. To be more effective, after extracting some objects, context like relation and interaction between objects needs to be extracted from conversation situation. This paper is a study for how to detect speaker and how to compose context for talking to annotate conversation context. For this, based on this study, we proposed the methods that characters are recognized through face recognition technology, speaker is detected through mouth motion, conversation context is extracted using the rule that is composed of speaker existing, the number of characters and subtitles existing and, finally, scene context is changed to xml file and saved.

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Resilient Security Protocol for Combating Replay Attacks in Wireless Sensor Networks (리플레이 공격 방어를 위한 무선 센서 네트워크 보안 프로토콜)

  • Zhang, Di;Heo, Ung;You, Kang-Soo;Choi, Jae-Ho
    • The Journal of the Korea Contents Association
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    • v.10 no.7
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    • pp.70-80
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    • 2010
  • Due to the resource limitations of sensor nodes, providing a security protocol is a particular challenge in sensor networks. One popular method is the neighborhood-based key agreement protocol (NEKAP). NEKAP is an efficient and lightweight protocol, but it includes loopholes through which adversaries may launch replay attacks by successfully masquerading as legitimate nodes. In this paper, we present a modified security protocol for wireless sensor networks. We provide four types of keys for each node, which adapt to different security requirements; and an improvement is made to alleviate the replay attack. According to our qualitative performance analyses, the proposed security protocol provides effectiveness in terms of authentication security, attacking node detection, and replay attack resilience when compared to the conventional method.

Performance and Development of Life Sympathy Policy (생활공감정책의 운영성과와 발전방안)

  • Cho, Seok-Joo;Park, Jong-Gwan
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.753-763
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    • 2011
  • The goal of this study is to analyze the problem and performance of life sympathy policy and to present development plan. For this, literature, and empirical research were performed. The analysis showed the problem of life sympathy policy in the following manner. That is the confusion of the mix of department, the lack of publicity, the uncertain of persistence and the lack identity of the monitor, the absence a unified operating instructions on the monitor, the insufficient to activities and operations housewife monitors etc. To vitalize life sympathy policy and operational needs of aspects of the institutional and the activation. First, The task of activation of the institutional challenge is to modify the related law, strengthen the organization, strengthen the personnel, expand the scope of participation monitors. The improvement of the operational aspects of the policy include strengthening integration and connectivity, the construction of policy promotion environment that reinforce feedback and outcome of life sympathy policy, And the energization of on-line activities needs the reinforcement of the operating system, etc. Through the activation of the sector policy, the application of the idea of housewives, and the participation of government policies will be a lot of contribution to the development of South Korea in the 21st century.