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A Study on the Utilization of Projection Mapping in Personal Media (Personal Media에서 Projection Mapping 활용성 연구)

  • SHI, YU;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.18 no.8
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    • pp.377-383
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    • 2020
  • This paper studies the current development of personal media and the development of project mapping technology. The speed of social life is speeding up, and information dissemination tends to be fragmented. With the rapid development of mobile technology in recent years, personal media has gradually attracted the attention of people. And now image production and video editing become more and more simple in mobile devices, which provide a basis for the active personal media. The emergence of video content with high creative which is producing by projection mapping. And also providing an attractive new content for the general public. With the popularity of home projector, and the development of mobile terminal projection mapping production application. In the future, it will be possible to use projection mapping to produce personal media contents on the basis of mobile media platform.

Interactive Storytelling Materialized with Real-Time Edited Videos - A proposal of a volume branch structure - (실시간 편집 영상으로 구현하는 인터랙티브 스토리텔링 - 볼륨 브렌치 구조 제안 -)

  • Kwon, Dong-Hyun
    • Journal of Digital Convergence
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    • v.18 no.9
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    • pp.391-402
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    • 2020
  • In today's era of media convergence, users can watch a drama by choosing a story like a game or enjoy a game directed like a movie. These two media material interactive storytelling, and there have been discussions about them for many years. The purposes of this study are to propose a new branch structure for interactive storytelling and find a new perspective for the method of proceeding with a branch structure. The main research targeted a game that materialized interactive storytelling best. Based on the findings, the study proposed a volume branch structure including a plot border and adjuster concept for interactive storytelling to keep the story narrative and help the users feel interactions freely. This structure can be materialized only with real-time edited videos in the game media and will be possible in the application cases of a physical engine that continues to develop and artificial intelligence that has not been introduced in games actively.

A 3d Viewing System for Real-time 3d Display General Monitors (범용 모니터에서 실시간 3d 디스플레이가 가능한 입체 뷰잉 시스템 개발)

  • Lee, Sang-Yong;Chin, Seong-Ah
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.49 no.2
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    • pp.13-19
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    • 2012
  • The techniques of 3d image processing have broadly used in the areas including movies, games, performances, exhibitions. In addition, increasing demands for practical uses have gradually extended to the areas of architecture, medicine, nuclear power plant. However, dominant techniques for 3d image processing seem to depend on multi-camera in which two stereo images are merged into one image. Also the pipeline has limitations to provide real-time 3d viewer in ubiquitous computing. It is not able to be applicable onto most general screens as well. In addition, the techniques can be utilized for the real-time 3d game play without a particular monitor or convertor. Hence, the research presented here is to aim at developing an efficient real-time 3d viewer using only mono camera which do not need post processing for editing as well.

A Study of An XML-Based e-Marketplace Integration System for Sharing Corporate Business Information (기업간 비즈니스정보 공유를 위한 XML 기반의 e-marketplace통합 시스템에 관한 연구)

  • 김창수;최종근;정희경
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2002.05a
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    • pp.443-447
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    • 2002
  • As major industries become information-centered, business transactions and information-sharing processes are being computerized and automated, which ultimately re-defines electronic commercial transactions in a broader context. Business documents are the basic tools for corporate transactions. The use of business documents in electronic commercial transactions has increased markedly and this sphere is rapidly being extended to include information sharing between companies. XML(extensible Markup Language) was selected as the focus for this thesis. XML ran help to make a complicated and data-rich document easy to share. The thesis proposes a business XML document editing system, comprised of a style document editor for business XML document structure, business documentation, and business document presentation, along with a business document transformation system which makes a transformation possible regardless of platform or using various corporate document standards.

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A Study pn Development of collaborative Document Authoring system based on DOM (DOM에 기반한 공동 문서 저작 시스템 구현에 관한 연구)

  • Yu, Seong-Ju;Kim, Cha-Jong;Shin, Hyun-Sub
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.12
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    • pp.2601-2608
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    • 2010
  • It is difficult to merge text document and to remake use of documents on the most collaborative document authoring system using text document, and also to provide the storage place for saving and keeping documents. It has vulnerable drawbacks about the security though it provides the accessible abilities due to basing it on Web. In this paper, we design and implementation the collaborative document authoring system for XML document to improve a couple of problems on these systems. For these, we based on the DOM to manipulate the modeling object documents and utilized RMI on this system without considering socket communication when it transmits and receives Java objects. We improved the security through processes of authentication. By providing templates and editing functions such as annotation, visualization of document structures, we made easier making collaborative document authoring more than ever.

The Influence of Uirimchualyo & Its Sequel on Donguibogam - Focused on throat sickness - ("의림촬요(醫林撮要)"와 "의림촬요속집(醫林撮要續集)"이 "동의보감(東醫寶鑑)"의 형성에 끼친 영향 - 인후질환(咽喉疾患)을 중심으로 -)

  • Kim, Hong-Gyun
    • Korean Journal of Oriental Medicine
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    • v.15 no.2
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    • pp.1-19
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    • 2009
  • Some researchers who once studied Uirimchualyo have paid good attention to the connection between Donguibogam & Uirimchualyo because of their similarity. So, after reviewing the Sequel of Uirimchualyo, in terms of its editing purpose and the list of contents, especially focused on throat sickness, here I report on the conclusions I come to. Firstly, the Sequel of Uirimchualyo was a monumental edition in concert with the enthronement of Kwanghaegun, and printed at demand of new medical knowledge, which was required to add to the existing Uirimchualyo, written by best-noted doctor, Yang Yesoo, and in need of simpler medical textbook to help people's recovery from the damage of Japanese invasion in the year of Imjin & Jeongyoo. Secondly, all the contents read in the Sequel of Uirimchualyo, were quoted from Kogumuigam, compiled by Kong Shin, Manbyonghoichun, edited by Kong Jeonghyun, Dangaeshim bupbuyo, published by Bang Kwang, and Uihakipmun, edited by Lee Cheon. Thirdly, The reason of similarity between Uirimchualyo and Donguibogam is that the Sequel of Uirimchualyo was made by adding new medical knowledge to the existing Uirimchualyo, and that many of contents of the Sequel of Uirimchualyo were quoted in Donguibogam. Fourthly, regarding throat sickness, medical knowledge on acute fever was supplemented in the Sequel of Uirimchualyo, and the emergency medical treatment methodology like "blow-in-throat" was newly introduced. This treatment is worth being employed to treat acute suffocation with swollen throat in modern acute-infection sicknesses. Fifthly, the Sequel of Uirimchualyo made up for brief description of the existing Uirimchualyo, offered more convenience of users compared with too overscaled Hyangyakjipseongbang & Uibangryuchui, and was more complete than Kookupbang which was loose, incomplete, and sometimes risky. And it took firm hold before Donguibogam, and eventually made a great contribution toward Donguibogam.

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Comparison of the transformation methods for Flash Videos to Web Videos (플래시 비디오에서 웹비디오로의 변환기법 비교)

  • Lee, Hyun-Lee;Kim, Kyoung-Soo;Ceong, Hee-Taek
    • Journal of Digital Contents Society
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    • v.11 no.4
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    • pp.579-588
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    • 2010
  • Generalization of the web, development of one-person media such as the blog and mini homepage, and integration of video digital devices have generalized multimedia video services on the web. However, flash videos, the previously used bit map-based multimedia videos, exhibit problems like the waterfall phenomenon, lag phenomenon, or non-synchronization of audios or videos. Thereupon, This study is conducted to suggest a converting technique to provide efficient web video service on the web by solving problems of bitmap-based flash video through file format-converting software and movie editing programs. And this paper also conducts experiments on five videos for 13 CODECs and analyzes converted results comparatively. The recommendable method considering the characteristics of each videos is to utilize MainConcept H.264 Video CODEC using SWF2Video pro. The result of this research can be used to produce web videos on the web more effectively.

A Study on the Development of a Story Database Based on English Literature: Focus on Motif Extracting (영문학 작품을 기반으로 둔 스토리 DB의 필요성 연구: 모티프 추출 방안을 중심으로)

  • Kim, Eun-Jung;Shin, Dong-il;Hwang, Su-Kyung
    • Journal of Digital Convergence
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    • v.13 no.9
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    • pp.463-472
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    • 2015
  • The purpose of this study is to suggest a development model of English literature database, which will be widely available for narrative creation and editing in digital environment. The database will be allowed to assist effective recycling of various motifs prompted by existing literary works. This paper suggests how to build a story database of English literature by demonstrating a motif abstracting model with Hamlet originally written by William Shakespeare. It is hoped that this study will contribute to producing quality contents of storytelling and also give English literature experts chances of collaboration in the development of digitalized contents.

CG image product system by virtual control of simulator camera (시뮬레이터 카메라 가상제어형 VFX 영상제작시스템)

  • Du, Yi-chen;Dong, Xiao;Ko, Jae-Hyuk
    • Journal of Digital Convergence
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    • v.15 no.3
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    • pp.195-200
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    • 2017
  • The purpose of this study is to provide a virtual CG - based image production system for a simulator camera. The video production system proposed in this study is designed to synchronize the virtual camera of the graphic tool with the simulator camera at the shooting site and the CG application image editing, And can be easily and easily performed through a graphic tool by being controlled virtually through a control interface. Blaze Knights, an animation created by Dongseo University, was used to illustrate the superiority of the research results by comparing the progress and the amount of work before and after the application of the system. According to the results of the research, the CG artist's work efficiency is increased, while the physical constraint is minimized when the scene of the CG application image is minimized. It is possible to produce various scenes and minimize the re- We expect the contribution to the industry to be high.

The Analysis of Using an Information Service for Supplying Information in the Rural Amenity Resources by Utilizing a Smart Phone (스마트폰을 활용한 농촌어메니티 자원 정보제공을 위한 정보서비스 이용실태 분석)

  • Son, Ho-Gi;Kim, Sang-Bum;Jo, Lock-Hwan;Choi, Jai-Ung
    • The Korean Journal of Community Living Science
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    • v.22 no.4
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    • pp.579-590
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    • 2011
  • This study focused on developing various application services for smart phones in the rural amenity resources information service. By developing application services for smart phones, this study aims to stimulate rural tourism and increase the rural tourism economy. The main findings of this study revealed that 'information for reports/cultural/recreational facilities, etc', 'maps for rural villages(food, attractions, etc)', 'regional weather information', 'traffic reports for rural villages(public transportation, etc)' and 'introduction of rural experiences (festivals, exhibitions, events, etc)' are preferentially needed as the contents services of the rural amenity resources. Moreover, it has been found that the types of services firstly needed to offer information of rural amenity resources include 'searching the information around me(where I am)', 'wayfinding such as navigation', 'information sharing function with messenger and SNS, etc', 'taking and editing photography', 'searching information of rural villages about festivals, events, etc'. These are the items that can be utilized in developing application services needed by information services of rural amenity resources. It is expected that the future real-time smart phone services for rural amenity resources will be able to reinforce the competitiveness of rural tourism by giving urban dwellers the chance to utilize the customized information whenever they want.