• Title/Summary/Keyword: Contents Production

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Seasonal Nitrogen Dynamics of Zostera marina Inhabited in Dongdae Bay and Ojiri (동대만과 오지리 연안에 서식하는 해초(Zostera marina)내 질소함유율의 계절적 변화)

  • Kim, Min-Seob;Lee, Sung-Mi;Shin, Kyung-Hoon
    • Korean Journal of Environmental Biology
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    • v.24 no.2 s.62
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    • pp.186-194
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    • 2006
  • Nitrogen dynamics of Seagrass Zostera marina were investigated in both Dongdae Bay and Ojiri from March to August, 2004. All seagrass samples were separated into four fractions such as leaves (new and adult), sheath and rhizome in order to understand temporal variations of nitrogen content in different fractions of Zostera marina. There are temporal variations of shoot production rates and total nitrogen contents in their different fractions at both study areas. Leaf production were almost 4 to 5 fold higher in summer than in winter. The irradiance is the primary factor controlling the leaf production of Zostera marina in both sites although water temperature also influence its productivity. Nitrogen contents of leaves were overall low in summer than in winter, but nitrogen content of rhizome increased during the summer season. In addition, nitrogen contents of new leaves were mostly higher than adult leaves in spite of lower nitrogen content of new and adult leaves in high productivity period. This result suggests that Zostera marina seems to have significant translocation ability of nitrogen in a shoot. The nitrogen content of leaf tissue may reflect nutritional nitrogen availability.

A Research on Efficient Skeleton Retargeting Method Suitable for MetaHuman

  • Shijie Sun;Ki-Hong Kim;David-Junesok Lee
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.47-54
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    • 2024
  • With the rapid development of 3D animation, MetaHuman is widely used in film production, game development and VR production as a virtual human creation platform.In the animation production of virtual humans, motion capture is usually used.Since different motion capture solutions use different skeletons for motion recording, when the skeleton level of recorded animation data is different from that of MetaHuman, the animation data recorded by motion capture cannot be directly used on MetaHuman. This requires Reorient the skeletons of both.This study explores an efficient skeleton reorientation method that can maintain the accuracy of animation data by reducing the number of bone chains.In the experiment, three skeleton structures, Rokoko, Mixamo and Xsens were used for efficient redirection experiments, to compare and analyze the adaptability of different skeleton structures to the MetaHuman skeleton, and to explore which skeleton structure has the highest compatibility with the MetaHuman skeleton.This research provides an efficient skeleton reorientation idea for the production team of 3D animated video content, which can significantly reduce time costs and improve work efficiency.

UCC Contents Production System Using Direct Show (Direct Show 기반 UCC 컨텐츠 제작 시스템)

  • Kim, Kee-Baek;Choi, Jong-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.2
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    • pp.127-134
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    • 2008
  • Recently, it has developed that UCC (User Created Contents) is made and created by the users. The mainly issue of production of contents parts is how can make easier and paly the moving picture more useful. In this paper, for this, we implemented UCC production system using Direct Show which is included Direct X. Direct Show is a moving picture editing technique and has been supported in Microsoft with COM component. Our system has features that the various effects can be easily inserted into moving Picture by users. Moreover, our system can efficiently apply the effects at playing the moving picture differently from the frame processing method. We confirmed these merits through experiments. The proposed system can be used for commercial purposes which high efficiency is required such as advertisement movie.

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A new type of multimedia content with Chinese characters as the core-Barrage

  • Pan, Yang;Kim, KiHong;Yan, JiHui
    • International journal of advanced smart convergence
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    • v.11 no.2
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    • pp.118-127
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    • 2022
  • Barrage language is a new media language based on Internet video. It is a representative expression of the Internet environment regardless of its format and content. As a unique movie viewing characteristic provided by the barrage function, the timeliness of feedback, entertainment, and interactivity of the content are excellent. Characteristic. Barrage language itself is closely related not only to the value of linguistic research, but also to the spread of the Internet in the Internet environment. Based on the current situation of Chinese video sites, this thesis explores how Barrage is an organic cycle of culture and consumption in a specific platform and group, and analyzes its propagation methods and effects. By analyzing the characteristics of content production patterns unique to the barrage culture, implications and reference values for production activities of other cultures, the effect of popularization on viewers and the production and consumption of the 'barrage' culture of the industry is studied, and furthermore, the 'barrage' culture is It was designed to be a reference for the development of the platform, internet culture, and animation industry culture.

To develop the classification method of Agricultural by-productions for biogas production

  • Kim, Minjee;Kim, Sanghun
    • International Journal of Internet, Broadcasting and Communication
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    • v.7 no.2
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    • pp.155-160
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    • 2015
  • The objective of this study was to develop the classification method of various organic wastes. Specifically, the effects of proximate composition on the biogas production and degradation rates of agricultural by-production was investigated and a new standards for mixture of various organic wastes based on proximate composition combination was developed. Agricultural by-products (ABPs) with medium total carbohydrate, medium crude protein and low fat contents demonstrated the single step digestion process. ABPs with low total carbohydrate, high crude protein and high fat contents demonstrated the two step digestion process of Diauxic growth. The single ABP (Class No. 15) and the mixed ABPs (Class No. 12+18, 6+12+22, 9+12+18) after 10days showed the similar biogas yield pattern. We can use the classification method for the more ABPs and organic wastes from factory and municipal waste treatment plant for the high efficient biogas production.

A study on the production of animated GLOOM used in indie music (인디음악에 사용되는 애니메이션(GLOOM) 제작에 대한 연구)

  • Kim, Tae-eun
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1495-1500
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    • 2017
  • The animation "Gloom" based on the low poly art expresses the intention of the production by expressing an music as an animation. The paper describe the production process including the modeling, rigging, animation, and rendering. Furthermore, the production process for pure creative animation with client's intention was also considered. Therefore, it can provide guidelines for pure creators who do similar creative work.

Implementation of Random Controlling of Convergence Point in VR Image Content Production (VR 영상콘텐츠 제작을 위한 컨버전스 포인트 임의조절 구현)

  • Jin, Hyung Woo;Baek, Gwang Ho;Kim, Mijin
    • Smart Media Journal
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    • v.4 no.4
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    • pp.111-119
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    • 2015
  • As a variety of HMD(Head Mounted Display) has come out, the production of 3D images onto which VR(Virtual Reality) technologies are grafted has been contributed to activating the production of image contents depending on a tangible or immersing type. VR-based image contents have enlarged their applicability across the entertainment industry from animation and game to realistic images. At the same time, the solution development for producing VR image contents has also gained elasticity. However, among those production solutions which have been used until now, fixed stereo camera based photographing has a limit that the binocular disparity of a user is fixed. This does not only restrict a way of expression a producer intends to direct, but also may cause the effect of 3D or space not to be sensed enough as view condition is not considered enough in a user's side. This study is aimed at resolving with skills applying in the latter part of 3D image production the problem that convergence points may be adjusted with restriction, which tends to happen at the time of the production of VR image contents. The later stage of the 3D imaging work analyzes and applies to game engines the significance of adjusting convergence points through the visualization of binocular disparity so that it is available to implement a function that the points could be controlled at random by a user.

A Study on Stop Motion Text Contents Production using Motion Graphics (모션 그래픽을 이용한 스톱모션 텍스트 콘텐츠 제작에 관한 연구)

  • Joo, Heon-Sik
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.01a
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    • pp.189-190
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    • 2015
  • 본 연구에서는 모션 그래픽을 이용하여 스톱 모션 텍스트 제작을 나타내었다. 스톱모션은 컴퓨터애니메이션의 한 종류로서 인형이나 찰흙 같은 소재를 이용하여 한 장면씩 정지 영상을 촬영하여 연속적으로 나타냄으로써 애니메이션으로 이용된다. 본 연구에서는 스톱모션 응용으로 텍스트 애니메이션 기법을 적용하여 텍스트 콘텐츠로 제작하여 나타내었다. 따라서 다양한 영역에서 스톱모션 활용을 할 수 있음을 나타낸다.

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A Study on Animation Contents Comparison for Software Production Method (소프트웨어 제작 방법에 대한 애니메이션 콘텐츠 비교 연구)

  • Joo, Heon-Sik
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.265-266
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    • 2014
  • 본 연구에서는 애니메이션 기법을 사용하여 콘텐츠를 제작함에 있어 다양한 콘텐츠 제작 방법으로 콘텐츠를 제작할 수 있으나, 본 연구에서는 스톱모션 애니메이션 방법과 스플라이트 애니메이션 제작 방법으로 콘텐츠를 제작함을 비교하여 보다 효과적인 애니메이션 방법으로 콘텐츠를 제작하는 효율성을 높이는 애니메이션 방법을 제안한다.

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A Study on the Ancient Mural Contents Production available Motion Graphic (모션그래픽을 이용한 고대 벽화 콘텐츠 제작에 관한 연구)

  • Joo, Heon-Sik
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.267-268
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    • 2014
  • 본 연구에서는 모션그래픽을 이용하여 고대 벽화콘텐츠 제작을 제안하였다. 고대 벽화나 조각상들을 현대의 예술품으로 영상으로 재생함으로써 고대 문화 유적들을 복원하여 보다 현장감 있는 작품으로 현대인에게 보다 친근감을 갖게 해 주고, 작품에 대한 새로운 발견을 갖게 해 주며, 전시, 관람 등의 부가적인 효과를 편리하게 할 수 있다고 제안한다.

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