• Title/Summary/Keyword: Contents variety

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A Production of Edutainment Contents Using Augmented Reality (증강현실을 적용한 에듀테인먼트 콘텐츠 제작)

  • Jeong, Yeon-Chul;Cha, Jae-Gwan
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.79-87
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    • 2015
  • Education tools expressed in texts and images turned into the edutainment such as a education and playing experience. Augmented reality(AR) technology in the field of edutainment was possible to have an amused-education by maximizing experiences. Recently, it is also served in a variety of mobile applications which exploit AR technology. The paper is to describe on the practical measures for the experience of education through designing and implementing edutainment contents. The implementation makes use of a engine 'Vuforia', and a platform 'Unity 3D'.

Fast Motion Synthesis of Massive Number of Quadruped Animals

  • Sung, Man-Kyu
    • International Journal of Contents
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    • v.7 no.3
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    • pp.19-28
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    • 2011
  • This paper presents a fast and practical motion synthesis algorithm for massive number of quadruped animals. The algorithm constructs so called speed maps that contain a set of same style motions but different speed from a single cyclic motion by using IK(Inverse Kinematics) solver. Then, those speed maps are connected each other to form a motion graph. At run time, given a point trajectory that obtained from user specification or simulators, the algorithm retrieves proper speed motions from the graph, and modifies and stitches them together to create a long seamless motion in real time. Since our algorithm mainly targets on the massive quadruped animal motions, the motion graph create wide variety of different size of characters for each trajectory and automatically adjusted synthesized motions without causing artifact such as foot skating. The performance of algorithm is verified through several experiments

Crisis Communication Strategy for Responding the Disaster in North-East Asia: Enhancing the Cooperative Disaster Management Network and the Social Network

  • Lee, Jae-Eun
    • International Journal of Contents
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    • v.8 no.3
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    • pp.64-70
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    • 2012
  • The purpose of this paper is to give some crisis communication strategies for effective cooperation and coordination among the countries in global society. Based on the theoretical discussions, in this paper, five strategic recommendations toward improving crisis communication are offered as follows; First, it is necessary that a small, dynamic team for global crisis communication function be established among the nearby countries. Second, for understanding the neighboring country's crisis situation, it is needed that the common crisis communication organizations which play an important role of disseminating accurate information and giving the collaborative efforts in each country have to be made. Third, for effective crisis management, an appropriate infrastructure that includes open and effective communication channels among different levels and across organizations must be in place. Fourth, mass communication should fulfill a variety of functions in society and provide information, interpretation of events, and its influence, etc for cooperating and coordinating the crisis management. Fifth, to acquire a correct understanding of the bordering country's crisis and calamities, intercultural education program should be established in the crisis communication system.

A Statistics Education Model Using Visual Basic for Upper Grade Students of Elementary Schools (비주얼 베이직을 활용한 초등학교 고학년용 통계교육 모형)

  • 박동준;강혜진
    • Education of Primary School Mathematics
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    • v.4 no.2
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    • pp.127-137
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    • 2000
  • Based on the contents of probability and statistics areas in the seventh curriculum, we developed a statistics education model programmed by visual basic for upper grade students of elementary schools. The model that was consisted of ten modules can be easily manipulated by elementary schools students. The objects with a variety of colors are presented on P.C monitor and dynamic functions are performed by clicking a mouse. According to the survey after using the model, students positively evaluated the contents and characteristics and showed great interest in the model. We will upload the execution files of the model on our homepage. One can download and use them free.

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SNR and PSNR measurements and analysis of median filtering for the removal of impulse noise from CR imaging

  • Hong, Seong-Il;Dong, Kyung-Rae;Ryu, Young-Hwan
    • International Journal of Contents
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    • v.5 no.4
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    • pp.7-12
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    • 2009
  • In this paper, the authors showed that the removal of impulse noise in CR images was implemented using variety of median filters and SNR/PSNR measurements. They used three kinds of medical images-hand, skull, and knee- for experimental results. But the noise in CR image was only the impulse noise. In real medical image, the noise of an image would be very different type. Therefore. the lack of experimental results using different noise in CR images is one flaw.

A Study on the Plurality of Pictorialism (픽토리얼리즘(Pictorialism)의 다원성에 대한 고찰)

  • Ha, yun-soon
    • Proceedings of the Korea Contents Association Conference
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    • 2013.05a
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    • pp.345-346
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    • 2013
  • Painting and Photography have been developed by exchanging the influence mutually as a new expressive form of art, and the medium and the genre in terms of formal experiments. Variety of artistic fields such as theater, film, art, photography, literature, dance, music abuse the idea of Interdisciplinary Art in the name of art via digital process based hybrid media arts.

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A Study on the impact factors that affect the effectiveness of education in SCORM based e-learning (SCORM 기반 이러닝 교육효과에 영향을 미치는 요인에 관한 연구)

  • Lim, Gyoo-Gun;Yang, Woo-Jin
    • Proceedings of the Korea Database Society Conference
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    • 2008.05a
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    • pp.163-182
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    • 2008
  • In this study, the survey from nationwide universities, e-learning service companies, and students who take e-learning courses was proof-analyzed. Sufficiency, variety, usability, accessability, and interaction with instructors were the criteria for analyzing the effectiveness of e-learning education. For this, the factors about effectiveness of e-learning education between the SCORM contents users group and normal contents users group were compared and analyzed. The differences between those two groups were appeared.

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Varietal Differences of Nutrient Quality of Rape in Spring Sowing

  • Kwon, Byung-Sun
    • Plant Resources
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    • v.7 no.2
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    • pp.104-109
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    • 2004
  • This study was conducted to investigate the possibility that oil seed rape could be used as a forage fodder crop and to select the most suitable variety of forage rape at the southern area of Korea, Two varieties of oil seed rape currently grown for oil production and six introduced varieties of forage rape with relatively high yield and high nutritional value were grown at the same condition and their nutritional value were observed in Spring. Generally, rape was considered as a useful forage fodder crop with high content of crude protein and low contents of NDF, ADF, hemicellulose, cellulose and lignin. Differences in mean values of the above characters between two groups of rape were not statistically significant. Velox showed significantly higher content of crude protein and significantly lower contents of NDF, ADF, hemicellulose, cellulose and lignin compared with other varieties of forage rape in spring. Rape was relatively high in IVDMD compared with other forage fodder crops, and forage rape was more or less in IVDMD and DDMW than oil seed rape. Velox was the highest in IVDMD and DDMW among the varieties of forage rape in Spring, in this experiment.

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Main Factors of Success in Board Games of Digital Media Age Case Analysis of <모두의 마블 for Kakao> - (디지털미디어시대 보드게임의 성공요인 분석 - <모두의 마블 for Kakao> 사례 분석 -)

  • Yun, Seong-hye;Oh, Hyoun-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.85-88
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    • 2017
  • In this paper, I analyze the success factors of the mobile game "Marble for Kakao", and propose the factors that should be emphasized when converting the board game to digital. has converted to digital game using board game widely known in Korea. At this time, it differs from the existing , reducing the time required to play the game once, allowing the user to concentrate for a short period of time by giving a visual expression, and to repeatedly play the game several times. It also allows users to experience a variety of maps and character enhancement systems so that they can continue to be interested. Thus, Marble for Kakao has optimized the digital environment, not digitally portraying existing board games.

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Ontology-based knowledge-structure modeling for a variety of decision making in the virtual world (온톨로지 기반 가상세계에서 다양한 의사결정을 위한 에이전트 지식구조 모델링)

  • Jung, Gung-Hun
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.283-284
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    • 2012
  • 본 논문에서는 온톨로지 기반의 가상세계를 구현하고, 그 구현된 가상세계의 거주자가 경험하는 정보를 이미 정의된 지식구조로 저장하여, 재사용성과 다양성을 보장한다. 시간의 흐름과 공간적 위치 관계의 표현을 위한 S-T(시공간) 그래프와 일련의 정의된 사건과 이벤트가 가상세계 거주자인 에이전트의 지식구조에 맞게 변형, 축소된 후에 저장되어 최종적으로 에이전트를 둘러싼 환경변화자체가 에이전트의 의사결정을 좌우하지 않고, 에이전트의 지식을 기반으로 에이전트 자신의 의사결정 시스템에 따라 환경에 대응하는 다양한 행동을 보여준다. 이러한 에이전트의 지식구조를 구현하기 위하여 기본적으로 온톨로지라는 가상세계 자체를 아우르는 추상화 모델이 필요하며, 이 모델을 상속하여 실세계의 Object들을 정의 해 나간다. 정의된 온톨로지를 기반으로 가상세계에 Object들을 등장 시키고, 시공간적 변화에 따른 정보들이 에이전트의 지식구조로 변형되어 저장되어 진다, 이렇게 저장된 정보들이 에이전트의 의사결정 시스템에 적용되어 에이전트의 다양한 행위를 보장 할 수 있다.

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