• Title/Summary/Keyword: Field Realistic Content

Search Result 46, Processing Time 0.033 seconds

Video Production Method using Match Moving Technique (매치무빙 기법을 활용한 모션그래픽 영상제작에 관한 연구)

  • Lee, Junsang;Park, Junhong;Lee, Imgeun
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.20 no.4
    • /
    • pp.755-762
    • /
    • 2016
  • Motion graphic is the recently emerged technique which extends the ways of expression in video industry. Currently, it is worldwide trends that the image design gets more attention in the field of movie, advertisement, exhibition, web, mobile, games and new media, etc. With the development of computer's new technologies, VFX methods for the visual content is dynamically changed. Such production methods combine the real scenary and CG(Computer Graphic) to compose realistic scenes, which cannot be pictured in the ways of ordinary filming. This methods overcome the difference between the real and virtual world, maximize the expressive ways in graphics and real space. Match moving is technique of accurate matching between real and virtual camera to provide realistic scene. In this paper we propose the novel technique for motion graphic image production. In this framework we utilize the match moving methods to get the movements of the real camera into 3D layer data.

Fluid Simulations in Academy Awarded Movies (아카데미상 영화에서 유체 시뮬레이션 기술)

  • Kim, Myung-Gyu;Oh, Seung-Taik;Choi, Byoung-Tae
    • Journal of the Korea Computer Graphics Society
    • /
    • v.14 no.3
    • /
    • pp.19-30
    • /
    • 2008
  • Fluid simulation for computer graphics is a field of generating the realistic movements of water, smoke, fire, explosion, sand and related phenomena to be used in motion pictures and video games. In this paper we review the fluid simulation technologies and present a trend analysis for the simulation methods used in the recent movies. First of all, for this purpose, the two methods that are most widely used for fluid simulation are explained as well as their technical issues. These two methods are classified into Eulerian grid-based and Lagrangian particle-based approaches. Next, focusing on the achievements of the scientists and engineers that the 2008 Sci-Tech Oscar Awards are given to, the features of their fluid simulation technologies are analyzed. Finally, we anticipate that there are and will be the needs for visualizing fluid interaction with rigid and soft bodies and topological change among solid, fluid and gas, creating digital creatures based on fluid simulation and presenting interaction between creature and fluid.

  • PDF

Hospital Nurses' Uses of Evidence, and Barriers to and Enablers of Evidenced-based Practice (병원 간호사들의 근거활용 경험 및 장애요소와 촉진요소에 대한 탐색)

  • Hwang, Jee-In
    • Journal of Korean Academy of Nursing Administration
    • /
    • v.19 no.2
    • /
    • pp.292-303
    • /
    • 2013
  • Purpose: The purpose of this study was to explore nurses' experience of evidence-based nursing practice in general hospitals. Methods: Data were collected from 13 nurses through in-depth interviews about their experiences with evidence-based practice. The research questions were "What kind of evidence are you using in your practice?" and "What are the barriers to and enablers of evidence-based practice that you have experienced?" Qualitative data from field and transcribed notes were analyzed using qualitative content analysis methodology. Results: Major themes of using evidence were identified as 'research as primary valid evidence', 'information from local context and internet as realistic evidence', and 'clinical experience as pragmatic evidence'. Patient experience was not used as evidence in solving nursing problems. Barriers to and enablers of evidence-based practice were linked. They included both external, organizational factors and individual factors. Main issues were 'lack of evidence and poor work environment', and major facilitating factors were 'improving knowledge and skills related to evidence-based practice' and 'communicating and sharing evidence'. Conclusion: The study findings provide useful information for understanding nurses' experience of using external and internal evidence along with their meaning. A multidimensional approach is needed to overcome barriers to and implement evidence-based practice.

Development of science program using astronomical data in the history of Korea

  • Lee, Ji Hye;Shin, Dong Hee
    • The Bulletin of The Korean Astronomical Society
    • /
    • v.37 no.2
    • /
    • pp.96.1-96.1
    • /
    • 2012
  • Science we have perceived as genuine science is based on western scientific enterprise, that is, western modern science(WMS). The K-12 science curriculum in Korea absolutely contains WMS content. Elkana(1981) criticized the indifference of comparative science in the field of science, whereas there have been a lot of comparative studies of art, religion, ethics, and politics. Science is the product not only based on 'western' culture but all cultural around the world including Korea. People have consistently observed and tested for such a long period of time all over the world. Traditional science of Korea can be related to multiculturalism, which has become important in many fields. Korea has a lot of great scientific enterprises, such as astronomical instruments of Chosun Dynasty and ancient data of natural phenomenon in Samguk-saki or Samguk-Yusa. It is expected that students will consider them as more 'objective' and 'realistic' things rather than 'artistic' and 'distinguished' things. Astronomy was also very important in the East because they believed sky as king, which results in the development of a lot of astronomical data and instruments in Korean history. In this study, we developed three units of science programs using astronomical enterprises in Korea: 1) Activities with our sundial, Angbuilgu:, 2) data interpretation of natural phenomenon in ancient Korea, 3) experience in Gyeongbokgung Palace. From these programs, we expect that students will develop a profound understanding and take pride in our science.

  • PDF

Virtual reality training simulator for tooth preparation techniques

  • Jung, HeeSuk;Kim, HyoJoon;Moon, SeongYong
    • Oral Biology Research
    • /
    • v.42 no.4
    • /
    • pp.235-240
    • /
    • 2018
  • Standard oral and maxillofacial three-dimensional model was developed with patients' medical data while virtual reality (VR) simulator was developed in conjunction with head mount display (HMD) and Haptic device. The objective of this study was to evaluate the preclinical use of a VR training simulator in tooth preparation practice. Eighty-nine dental students were trained how to operate the simulator. The participants were then given sufficient time on the simulator to practice dental preparation. The students experience and opinion was then taken in through filling of questionnaires. On average content received 1.8 points, anatomy had 2.5 points, 2.6 points for the applicability, and 2.0 for the usability. As for the detailed items scores, queries about the possible development of the simulator and the interest of the learning process through the simulator were the highest at 3.1 and 3.0 points, respectively. Question about the benefit of the HMD and the haptic device during the practice had 1.5 and 1.6 points, respectively. The average total score was 2.2 points. VR tooth preparation simulator in the field of clinical dental education has powerful potential in regard to realistic models, environments, vision, posture, and economical efficiency.

Visualization of Welded Connections based on Shader for Virtual Welding Training (가상현실 용접 훈련을 위한 쉐이더 기반 특수효과 표현)

  • Oh, Soobin;Jo, Dongsik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2019.05a
    • /
    • pp.479-481
    • /
    • 2019
  • In recent years, training systems in various industrial fields have been made using virtual reality (VR) technology and widely used in education. Virtual reality based training system is safe, there is no waste of material, and there are many advantages to be able to practice anytime and anywhere. For example, virtual reality welding training simulation system is widely used for field worker because it can perform actual joining of steel plate in immersive environment. At this time, realistic representation of the steel plate joint is important to maximize the effectiveness of the training, but existing techniques have limited the natural expression of the effect. In this study, we propose a method of visualizing joint effect based on shader in order to construct welding training system. The results of this study can be applied to the welding training system to improve the weld training effect to provide the user with high-quality visualization.

  • PDF

A Review of Recent Digital Technology-Based Language Rehabilitation For Aphasia: Focusing on VR, AR, and Mobile Application (실어증 환자 대상 디지털 기술 기반 언어재활에 관한 최근 문헌 고찰: VR, AR, 모바일 애플리케이션을 중심으로)

  • Chung, Chae Youn;Hong, You Jeong;Kong, Seong Hyeon;Choi, You Jin;Lee, Kyogu
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.9
    • /
    • pp.46-63
    • /
    • 2022
  • With the rapid development of digital technology and the growing trend to integrate it into the medical field, recent studies suggest language rehabilitation for people with aphasia using virtual reality (VR), augmented reality (AR) and mobile applications. This study conducted a scoping review to summarize the features of digital technology-based language rehabilitation for aphasia in the last four years (2018-2021) and draw implications for future research. A total of 20 papers met the selection criteria among the documents retrieved from the Web of Science, CINAHL, and RISS. This review demonstrates that digital technology could offer unique treatment content by gamification, individualization, and creating a realistic communication environment, and by utilizing them in various ways. Therefore, we expect digital technology-based language rehabilitation for aphasia could supplement the limitations of conventional language rehabilitation and provide a novel perspective on development of treatment content.

A Comparative Analysis of OTT Service Reviews Before and After the Onset of the Pandemic Using Text Mining Technique: Focusing on the Emotion-Focused Coping and Nostalgia (텍스트 마이닝을 활용한 코로나 19 전후 온라인 동영상 서비스(OTT) 리뷰 비교분석 연구 - 정서 중심 대처와 노스탤지어를 중심으로)

  • Ko, Minjeong;Lee, Sangwon
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.11
    • /
    • pp.375-388
    • /
    • 2021
  • This study aims to contribute to the understanding of consumer behavior during the COVID-19 by comparing blog reviews of an over-the-top (OTT) online video service from before and during the pandemic. We anticipate that the COVID-19 outbreak prompts the use of the OTT service as part of an emotion-focused coping strategy derived from the loss of personal control and the subsequent avoidance motivation. We also posit that a strong yearning for life before COVID-19 will increase interest in the content that fulfills a need for nostalgia. Our analysis of Netflix reviews provides empirical evidence of the effects of an emotion-focused coping strategy and nostalgia on OTT service usage. First, the titles of the reviews posted during COVID-19 indicate that consumers were less likely to mention OTT services other than Netflix, more interested in domestic content, and used OTT services as an avoidance-denial strategy. Second, the blog content demonstrates that while pre-COVID reviews tend to focus on the practical benefits of OTT services, those posted during the pandemic focus on mood, emotions, and dialogue. In addition, interest in comedy and romance genres increased during COVID-19. Third, we identified a greater preference for realistic or everyday content that depicted the pre-pandemic era. This is the first empirical study to investigate the effects of COVID-19 on video streaming usage in Korea. In addition, this research contributes to the field of marketing by expanding our understanding of online video service users during COVID-19 and identifies practical implications for OTT services in the midst of a pandemic.

Concept and Application of Generalized Preferential Flow Model (GPFM) (Generalized Preferential Flow Model (GPFM)의 개념과 적용사례 연구)

  • Kim, Young-Jin;Steenhuis, Tammo;Nam, Kyoung-Phile
    • Journal of Soil and Groundwater Environment
    • /
    • v.12 no.5
    • /
    • pp.33-36
    • /
    • 2007
  • In recent years the convective-dispersive equation has been often discredited in predicting subsurface solute transport under field conditions due to presence of preferential flow paths. Kim et al. (2005) proposed a simple equation that can predict the breakthrough of solutes without excessive data requirements. In their Generalized Preferential Flow Model (GPFM), the soil is conceptually divided in a saturated "distribution layer" near the surface and a "conveyance zone" with preferential flow paths below. In this study, we test the model with previously published data, and compare it with a classical convective-dispersive model (CDM). With three parameters required-apparent water content of the distribution zone, and solute velocity and dispersion in the conveyance zone-GPFM was able to describe the breakthrough of solutes both through silty and sandy loam soils. Although both GPFM and CDM fitted the data well in visual, variables for GPFM were more realistic. The most sensitive parameter was the apparent water content, indicating that it is the determining factor to apply GPFM to various soil types, while Kim et al. (2005) reported that changing the velocity of GPFM reproduced solute transport when same soils were used. Overall, it seems that the GPFM has a great potential to predict solute leaching under field conditions with a wide range of generality.

A Development of a Mixed-Reality (MR) Education and Training System based on user Environment for Job Training for Radiation Workers in the Nondestructive Industry (비파괴산업 분야 방사선작업종사자 직장교육을 위한 사용자 환경 기반 혼합현실(MR) 교육훈련 시스템 개발)

  • Park, Hyong-Hu;Shim, Jae-Goo;Park, Jeong-kyu;Son, Jeong-Bong;Kwon, Soon-Mu
    • Journal of the Korean Society of Radiology
    • /
    • v.15 no.1
    • /
    • pp.45-54
    • /
    • 2021
  • This study was written to create educational content in non-destructive fields based on Mixed Reality. Currently, in the field of radiation, there is almost no content for educational Mixed Reality-based educational content. And in the field of non-destructive inspection, the working environment is poor, the number of employees is often 10 or less for each manufacturer, and the educational infrastructure is not built. There is no practical training, only practical training and safety education to convey information. To solve this, it was decided to develop non-destructive worker education content based on Mixed Reality. This content was developed based on Microsoft's HoloLens 2 HMD device. It is manufactured based on the resolution of 1280 ⁎ 720, and the resolution is different for each device, and the Side is created by aligning the Left, Right, Bottom, and TOP positions of Anchor, and the large image affects the size of Atlas. The large volume like the wallpaper and the upper part was made by replacing it with UITexture. For UI Widget Wizard, I made Label, Buttom, ScrollView, and Sprite. In this study, it is possible to provide workers with realistic educational content, enable self-directed education, and educate with 3D stereoscopic images based on reality to provide interesting and immersive education. Through the images provided in Mixed Reality, the learner can directly operate things through the interaction between the real world and the Virtual Reality, and the learner's learning efficiency can be improved. In addition, mixed reality education can play a major role in non-face-to-face learning content in the corona era, where time and place are not disturbed.