• Title/Summary/Keyword: Editing design

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In-Situ based Trajectory Editing Method of a 3D Object for Digilog Book Authoring (디지로그 북 저작을 위한 3D 객체의 In-Situ 기반의 이동 궤적 편집 기법)

  • Ha, Tae-Jin;Woo, Woon-Tack
    • Journal of the HCI Society of Korea
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    • v.5 no.2
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    • pp.15-24
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    • 2010
  • A Digilog Book is an augmented reality (AR) based next generation publication supporting both sentimental analog emotions and digitized multi-sensory feedbacks by combining a conventional printed book and digital contents. As a Digilog Book authoring software, ARtalet provides an intuitive authoring environment through 3D user interface in AR environment. In this paper, we suggest ARtalet authoring environment based trajectory editing method to generate and manipulate a movement path of an augmented 3D object on the Digilog Book. Specifically, the translation points of the 3D manipulation prop is examined to determine that the point is a proper control point of a trajectory. Then the interpolation using splines is conducted to reconstruct the trajectory with smoothed form. The dynamic score based selection method is also exploited to effectively select small and dense control points of the trajectory. In an experimental evaluation our method took the same time and generated a similar amount of errors as the usual approach, but reduced the number of control points needed by over 90%. The reduced number of control points can properly reconstruct a movement path and drastically decrease the number of control point selections required for movement path modification. For control manipulation, the task completion time was reduced and there was less hand movement needed than with conventional method. Our method can be applicable to drawing or curve editing method in immersive In-Situ AR based education, game, design, animation, simulation application domains.

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A Study on the fashion culture of Teenager influenced Dance Music - focused on Rap Music and Hiphop Fashion - (댄스음악이 10대 패션문화에 끼친 영향에 관한 연구 - 랩음악과 힙합패션을 중심으로 -)

  • 도규희
    • Archives of design research
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    • v.12 no.3
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    • pp.93-103
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    • 1999
  • This study is investigated the formative characteristics of Rap Music and Hiphop fashion, and I try to comprehend about the fashion mind and fashion culture of teenager 1. Teenager's Hiphop Fashion is subcultures, the fashion culture of teenager reflects their unique identity. 2. The formative characters of Rap Music and Hiphop Fashion are the incompatibility ignored their body size and the popularity caused street fashion imitation, the unbalance ignored a principle of fashion design. 3. Hiphop Fashion is consist of jump-style jacket, hood -shirt, stripe T-shirt and drum pants, baggy pants, snowboard pants and so on. 4. The characters of Hiphop Fashion is the breaking of rule and the destruction. 5. They select something which they like, even though the price is high, so they is tendency to editing coordinate 6. Fashion business for teenager, it needs an ideal conversion not for 'company' but for 'individual' As this results, fashion culture of teenager came out to the surface of water, because of Hiphop Fashion.

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Design and Implement of XrML Document editing system for digital contents copyright administration (디지털 컨텐츠 저작권 관리를 위한 XrML 문서 편집 시스템의 설계 및 구현)

  • 임산송;홍진우;정회경
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.6 no.7
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    • pp.1106-1112
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    • 2002
  • Lively circulation of digital contents through internet digital contents copyright information for contents at the same time protectingness express and had many interests managing. XrML(eXtensible rights Markup Language) that is application of XML(eXtensible Markup Language) to permit efficient present and storage of copyright information for digital contents, share hereupon established by each venders laying stress on W3C. Need system that could express copyright information for digital contents in structural language by creation of this XrML document and user who use structural information of XrML to make out XrML document effectively can edit efficiently. So that user can edit XrML document that can describe about copyright or working conditions for digital contents in treatise that see hereupon efficiently, XrML text editing system for digital contents copyright administration design and embody.

A Study for DVD Authoring with IEEE 1394 (Desktop PC를 이용한 DVD Authoring에 관한 연구)

  • Lee Heun-Jung;Yoon Young-Doo
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.137-143
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    • 2005
  • The popularization of IEEE1394(firewire) configuration in Desktop PC have done much to popularize Non-Linear video editing. DVD has been taking the lead in an age as the movie storage medium which represents a recent decade the place because of decreasing in cost of DVD-RW. But, it is the actual condition which has been had any research data about the process which produces the high quality movie of DVD to most ordinary people. Taking into account to capture the image with Avid Xpress DV and Adobe Premiere Pro which are representative video editing softwares in Desktop PC in general, we would like to close by proposing that DVD Authoring Process is available to keep high quality image in Desktop PC by the using of comparison and analysis of the image quality and export data which are able to be happened to the procedure of digitalization of video Authoring using of Adobe Encore.

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Survey Analysis on the Application of Computer Software in Landscape Architecture (조경분야에서 컴퓨터 이용의 실태분석)

  • 허상현
    • Journal of the Korean Institute of Landscape Architecture
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    • v.29 no.3
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    • pp.81-89
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    • 2001
  • The purpose of this research is to provide for some useful data for computer-related courses of the landscape science, assuming that computers are being and should be used more and more in landscape architecture and therefore, that landscape science students need to respond positively to such a trend. For this purpose, landscape architecture studios and their landscape architects were surveyed for their computer and its program uses as well as their satisfaction with the utility of computer for their landscape works. The results of this research are as follows; 1) 10.7% of the landscape architects surveyed answered that they had learned about their necessary softwares at school, while 61.6% of the studios surveyed were less satisfied with their employees' poor computing ability. Such findings suggest a lack of computer-related courses in landscape science and therefore, that more computer-related courses should be introduced for landscape science students together with the necessary software education. 2) Too few landscape softwares are being used by the landscape architecture studios; such softwares as AutoCAD, Photoshop, 3D Max, Excel, PowerPoint and 한글 account for more than 90% of the landscape architecture softwares being used currently. Quite naturally, landscape students need to be trained on these softwares above all. 3) It was found hat he area of work using the computer most was ˝design works˝(84.5%), followed by ˝documentation˝(83.8%), ˝image editing˝(75.1%), ˝cost calculation˝(68.2%), ˝presentation˝(68.1%), ˝analysis˝(37.8%) and ˝rendering˝(35%). It was regretable to discover that such areas requiring more computing work as ˝analysis˝ and ˝rendering˝ were still worked manually. So it sis deemed necessary for landscape science courses to enhance their computer education of such areas first of all.

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A Study on Some Examples of Special Effect in Digital Image (디지털 영상 표현에 있어 특수효과 사례에 관한 연구)

  • 이은화;이규옥
    • Archives of design research
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    • v.12 no.1
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    • pp.51-60
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    • 1999
  • Since the appearance of moving images, the expansion of mass media such as 1V or VCR has made the pace and range of spreading information to people faster and widely popular. Recendy, the development of digital image technique has resulted in solving the problem -great defect- of the display quality of analogue system; special effects by means of computer graphics have risen to a higher quality level; showed the new direction of digital image; and popular wi1h people all c:Ner the world. This paper reestablishes the notion of image up to now, and analyses the technical differences between analogue system and digital system on the basis of the SpecifIC property and skill of digital image editing; it also studies the special effects which can be applied to the image editing software. Moreover, in researdting 1V advertising, the special effects by digital system in use in 1his country today complies with the statistics in their own field. The special effects in 1V advertising is performed at a higher standard by a professional production. Accordingly, with the help of technology of digital moving image, the special effects are expected to continue developing into a level of high quality

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Design and embodiment of XrML Document editing system for digital contents copyright administration (디지털 컨텐츠 저작권 관리를 위한 XrML 문서편집 시스템의 설계 및 구현)

  • 임지훈;강치원;정회경;최범석;홍진우
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2002.11a
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    • pp.368-372
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    • 2002
  • Channel of distribution of contents of digitalised multimedia contents is changing in form passed directly to consumer from manufacturer through digital network of high speed. Together, diffusion of various digital equipment that do is changing Past multimedia consumption structure with the wonderful speed so that can consume easily digital contents. Specially, Multimedia Personal Computer and fast diffusion of a digital television are acting role such as catalyst that promote easy purchase and consumption of multimedia contents of good qualify. However, this system is no method that can sell digital contents and express right that original owner for the contents can insist nothing but consume. Because consumer can distribute to another person copying contents that buy because of and user can distribute producing ashes again according to necessary field by oneself as well as, can lose meaning for original contents. In this paper, Text editing system for XrML (extensible Rights Markup Language) that describe about integrity of message and entity authentication in addition to necessary rights, fees, condition etc. and this to do fetters XML (eXtensible Markup Language) for copyright protection for digital contents in treatise that see hereupon and use digital contents design and embody.

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Analysis of Nail-related YouTube Content -Focusing on Most-Viewed Videos - (네일 유튜브 콘텐츠 분석 - 조회 수 상위권(1~10위) 영상물을 중심으로 -)

  • Soo Zy Kim;Eun Sil Kim
    • Fashion & Textile Research Journal
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    • v.26 no.3
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    • pp.279-288
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    • 2024
  • Fingernail-related content on YouTube is gaining popularity. This study aimed to present a new direction for nail content marketing and video production by identifying the current status of nail-related content on YouTube and factors affecting views. As for the research method, the study used the YouTube website, and the elements under analysis were classified into YouTuber characteristics (verbal characteristics, age group, gender, professional status, and celebrity status) and content characteristics (nail field, editing elements, and content). The results showed that standard language and terminology were generally used, and the proportion of YouTubers in their 30s was high. All nail-related content creators on YouTube were women, and they were found to be experts who worked as nail artists and nail content creators. As for the content characteristics, the proportion of art videos was high, and the video length was found mostly to be between 10 and 20 minutes. The editing elements included images, videos, and subtitles, and sound effects and background music were used frequently. Finally, it was found that the proportion of videos providing nail tips and know-how, product information, and procedures was high. This study identified factors that influence the number of views for nail videos. As a result, the study was able to present video production ideas for newcomers starting a nail-content YouTube channel, and this will be helpful in the development of nail content.

Designing Online Public Education Contents in Korean Medicine Using the Rapid-Prototyping Instructional Systems Design Model

  • Jiseong Hong
    • The Journal of Korean Medicine
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    • v.43 no.4
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    • pp.74-88
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    • 2022
  • Objectives: The purpose of this study is to design Korean-themed online public education content in Korean medicine using rapid prototyping instructional systems design (RPISD). This study presents cases of developing and converting face-to-face general education programs designed to increase the interest in and understanding of Korean medicine for the public into online programs within a short timeframe. Methods: This qualitative study is design and development research, which used the RPISD model to analyze the available resources utilized in the rapid development of public educational content and propose systematization and optimization measures by analyzing the needs of clients, learners, and the environment. The <Treasured Mirror of Eastern Medicine(DUBG)Open Course> was developed according to the model procedure, which involved needs analysis, development of course materials and manuscript, and storyboard creation and its filming and editing. Usability tests were conducted at all stages, and the opinions of clients, instructors, experts, and instructional designers were accommodated and reflected at each stage. Results: Using the rapid prototyping model, <Treasured Mirror of Eastern Medicine(DUBG)Open Course> was organized into five classes of 20 minutes each. Each class was developed in Korean and included English, Chinese, and Japanese subtitles in addition to Korean under the cooperative instructional design among clients, subject-matter experts, instructional designer and learners. Conclusion: The cooperative instructional design of stakeholders is significant in developing Korean medicine public education content online through extensive interaction and feedback from stakeholders in the early stage of educational content development.

A Watermarking Scheme Based on k-means++ for Design Drawings (k-means++ 기반의 설계도면 워터마킹 기법)

  • Lee, Suk-Hwan;Kwon, Ki-Ryong
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.46 no.5
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    • pp.57-70
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    • 2009
  • A CAD design drawing based on vector data that is very important art work in industrial fields has been considered to content that the copyright protection is urgently needed. This paper presents a watermarking scheme based on k-means++ for CAD design drawing. One CAD design drawing consists of several layers and each layer consists of various geometric objects such as LINE, POLYLINE, CIRCLE, ARC, 3DFACE and POLYGON. POLYLINE with LINE, 3DFACE and ARC that are fundamental objects make up the majority in CAD design drawing. Therefore, the proposed scheme selects the target object with high distribution among POLYLINE, 3DFACE and ARC objects in CAD design drawing and then selects layers that include the most target object. Then we cluster the target objects in the selected layers by using k-means++ and embed the watermark into the geometric distribution of each group. The geometric distribution is the normalized length distribution in POLYLINE object, the normalized area distribution in 3DFACE object and the angle distribution in ARC object. Experimental results verified that the proposed scheme has the robustness against file format converting, layer attack as well as various geometric editing provided in CAD editing tools.