• Title/Summary/Keyword: GameMultimedia Data

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Plans for 3D printers Diffusion -Focusing on production figures- (3D프린터 활성화를 위한 방안 -피규어 제작을 중심으로-)

  • Lee, Chang-Jo;Sohn, Jong-Nam
    • Journal of Digital Convergence
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    • v.12 no.9
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    • pp.335-341
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    • 2014
  • Due to the expiration of the 3D printer's patent, the articles covering the market activation and bright prospects for the future industry are being released. What are the requirements for the 3D printer to become popular like a general printer? To get the answer, on-line survey was performed for the activation of 3D printer. As a result, tit is observed that he public prefers creative printer and figure, and prefers to use through pay or free download rather than designing digital blueprint, which is output data. For the activation and popularization of 3D printer, figure is familiar to the public who are frequently exposed to image media contents, and it also has motivation factor to use and purchase 3D printer. For distribution of digital blueprint of figure content, the preparation of related law and regulation and activation of online market would be of help for activation of 3D printer.

Comparative Analysis of Three-Dimensional Real-Time Rendering Methods

  • Kim, Gum-Young;Lee, Byong-Kwon
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.1
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    • pp.23-32
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    • 2022
  • Image production using three-dimensional (3D) programs undergoes a process called rendering to visualize 3D data. Because this process is time-consuming and costly, the reduction of rendering cost has emerged as an important problem that requires resolution. This work aims to overcome the limitations of the current 3D image production pipeline and propose a method for reducing the production time by adopting a game engine for real-time rendering. In the experiment conducted in this study, rendering using Maya (a 3D production program) and Unity were compared and analyzed. The analysis results indicate that Unity enables rendering in real time; consequently, the rendering cost is reduced. Moreover, the quality of the rendered image is similar to that produced by Maya. The proposed technique involves reducing the render time and providing guidance through access to a real-time rendering engine.

Digital Character Motion Using Motion Capturing System (광학식 모션 캡쳐(Optical Motion Capture)방식을 이용한 디지털 캐릭터 움직임)

  • Choi, Tae-Jun;Ryu, Seuc-Ho;Lee, Dong-Lyeor;Lee, Wan-Bok
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.109-116
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    • 2007
  • Motion Capture in multimedia contents of the imagination world is utilized in various field such as game, movie, TV. Motion Capture technology of most of game is utilized. As well as is more realistic if use motion Capture and superior time and monetary aspect than previous key frame (Key-Framing) way as well as can display screen that do dynamic, there is more excellent advantage in qualitative aspect. But, is utilizing in some specialty companies and use example was not informed much about problem when is very lacking, and utilize yet in learned circles. Extract motion data of various action using optic motion Capture of motion Capture equipment in this treatise, and investigated about problem that appear when applied in character that is different from a person.

Digital Watermarking for Copyright Protection of 3-D CAD Design Drawing Based on Vector Data Using Digital Watermarking

  • Kwon, Ki-Ryong;Lee, Suk-Hwan;Park, Seung-Seob;Jeong, Tai-Il
    • Journal of Korea Multimedia Society
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    • v.9 no.12
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    • pp.1596-1606
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    • 2006
  • There has been more increased the development of 3D technique since many 3D contents of 3D graphic model, 3D mobile/computer game, and 3D CAD have been serviced in Web or industry fields. Therefore, the watermarking system is more required to protect the copyright for 3D contents. Currently there has been researched about the watermarking for 3D graphic model of mesh or NURBS. However, watermarking technique based on CAD design drawing leaves something to be desired yet. This paper proposed the watermarking technique for 3D CAD design drawing using Line and Arc components. After drawing out Line and Arc components from designed drawing, we embed the watermark into both the length of Line component and the radius of Arc component. Experimental results verified that the proposed algorithm satisfies the transparency about watermarked drawing and also has the robustness against several attacks by using public CAD tool.

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Cross-layer Video Streaming Mechanism over Cognitive Radio Ad hoc Information Centric Networks

  • Han, Longzhe;Nguyen, Dinh Han;Kang, Seung-Seok;In, Hoh Peter
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.8 no.11
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    • pp.3775-3788
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    • 2014
  • With the increasing number of the wireless and mobile networks, the way that people use the Internet has changed substantively. Wireless multimedia services, such as wireless video streaming, mobile video game, and mobile voice over IP, will become the main applications of the future wireless Internet. To accommodate the growing volume of wireless data traffic and multimedia services, cognitive radio (CR) and Information-Centric Network (ICN) have been proposed to maximize the utilization of wireless spectrum and improve the network performance. Although CR and ICN have high potential significance for the future wireless Internet, few studies have been conducted on collaborative operations of CR and ICN. Due to the lack of infrastructure support in multi-hop ad hoc CR networks, the problem is more challenging for video streaming services. In this paper, we propose a Cross-layer Video Streaming Mechanism (CLISM) for Cognitive Radio Ad Hoc Information Centric Networks (CRAH-ICNs). The CLISM included two distributed schemes which are designed for the forwarding nodes and receiving nodes in CRAH-ICNs. With the cross-layer approach, the CLISM is able to self-adapt the variation of the link conditions without the central network controller. Experimental results demonstrate that the proposed CLISM efficiently adjust video transmission policy under various network conditions.

Efficient Resource Allocation Strategies Based on Nash Bargaining Solution with Linearized Constraints (선형 제약 조건화를 통한 내쉬 협상 해법 기반 효율적 자원 할당 방법)

  • Choi, Jisoo;Jung, Seunghyun;Park, Hyunggon
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.65 no.3
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    • pp.463-468
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    • 2016
  • The overall performance of multiuser systems significantly depends on how effectively and fairly manage resources shared by them. The efficient resource management strategies are even more important for multimedia users since multimedia data is delay-sensitive and massive. In this paper, we focus on resource allocation based on a game-theoretic approach, referred to as Nash bargaining solution (NBS), to provide a quality of service (QoS) guarantee for each user. While the NBS has been known as a fair and optimal resource management strategy, it is challenging to find the NBS efficiently due to the computationally-intensive task. In order to reduce the computation requirements for NBS, we propose an approach that requires significantly low complexity even when networks consist of a large number of users and a large amount of resources. The proposed approach linearizes utility functions of each user and formulates the problem of finding NBS as a convex optimization, leading to nearly-optimal solution with significantly reduced computation complexity. Simulation results confirm the effectiveness of the proposed approach.

Study of User Reuse Intention for Gamified Interactive Movies upon Flow Experience

  • Han, Zhe;Lee, Hyun-Seok
    • Journal of Multimedia Information System
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    • v.7 no.4
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    • pp.281-293
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    • 2020
  • As Christine Daley suggested, "interaction-image" is considered to be typical in the age of "Cinema 3.0", which integrates the interactivity of game art and obscures the boundary between producers and customers. In this case, users are allowed to involve actively in the scene as "players" to manage the tempo of the story to some extent, it, thus, makes users pleased to watch interactive movies repeatedly for trying a diverse option to unlock more branch lines. Accordingly, this paper aims to analyze the contributory factors and effect mechanism of users' reuse intention for gamified interactive movies and offer specific concepts to improve the reuse intention from the interactive film production and operation perspectives. Upon integrating the Flow theory and Technology Acceptance Model (TAM) and separating the intrinsic and extrinsic motivations of key factors based on Stimulus-Organism-Response (S-O-R), the research builds an empirical analysis model for users' reuse intention with cognition, design, attitude emotional experience and conducts an empirical analysis on 425 pieces of valid sample data applying SPSS22 and Amos23. The results show that user satisfaction and flow experience impact users' reuse intention highly and perceived usefulness, perceived ease of use, perceived enjoyment, remote perception, interactivity, and flow experience have significant positive influence on user satisfaction experience.

The Influence of Internet Word of Mouth Information on Consumers' Purchase Intention in E-Commerce Live Broadcast (인터넷 구전 정보가 전자상거래 생방송에서 소비자 구매 의도에 미치는 영향)

  • Zou, ChangYun;Wang, ShuYi;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.25 no.2
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    • pp.335-344
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    • 2022
  • In recent years, Internet Word of Mouth (IWOM) as an important way for internet consumers to obtain product information, it has become a key factor influencing consumers purchase intention. However, does IWOM also affect consumers' willingness to buy in the E-commerce live broadcast environment? What online IWOM can make a difference? And how? This study establishes a theoretical model of the impact of IWOM on consumer purchase intention in Chinese E-commerce live broadcast. Questionnaire data were collected from 204 people through the internet, with the model and the hypotheses are tested by SPSS 21.0 software. The research results show that: Firstly, the influencing factors of IWOM in the E-commerce live broadcast are different from those in general E-commerce. Secondly, anchor traits, word of mouth quantity, and product involvement have a positive impact on consumers purchase intentions, but the strength of relationship, word of mouth quality and Word of mouth timeliness do not have significantly direct effect on consumers' purchase intentions. Finally, conclusion with theoretical references and practical suggestions for E-commerce live broadcast merchants that may enter the Chinese market.

A Study of Designers' Cognitive Differences in Consumers' Aesthetic Preferences - Focus on Product CMF - (소비자의 심미적 선호도에서 디자이너의 인지차이에 대한 연구 - 제품 CMF를 중심으로 -)

  • Wang, Liufeng;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.24 no.4
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    • pp.619-627
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    • 2021
  • With growing competition in the market, more product differentiation in visual perception is needed to enhance competitive power of products. The purpose of this paper is to have a research on designer's cognitive differences in aesthetic preferences of female consumers in product CMF design, and the deviation result in different female consumer groups will be obtained based on collected data of CMF design preferences of different female consumer groups. The research method adopted is to conduct matching experiment with professional products designers as participant to test the matching through correlation analysis between designers' cognition of female consumers and their preferences and female consumer preferences on the basis of the constructed typical user roles of female consumers. The results of the research show the correlation between designers' understanding of female consumer groups and their own real needs, and the surface processing of product surface decoration is the highest aesthetic preference of female consumer groups. The research provides reference for product design industry and designers of small and medium-sized enterprises who have substantial difficulty in surface design analysis.

The Measurement of Flight Data of Golfball with High-Speed Multi-Exposure Image (고속 다중 노출 영상을 이용한 골프공의 비행 요소 측정)

  • Kim, Ki-Hyun;Park, Hyun-Woo;Ju, Woo-Suk;Lee, Dong-Hoon;Yun, Tae-Soo
    • Journal of Korea Multimedia Society
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    • v.12 no.5
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    • pp.699-707
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    • 2009
  • Recently, while 3D sports game increases, the research that it recognizes the operation of the real user actively progresses. Most of all, the research about the golf is active. In this paper, the camera acquiring in a high-speed multi-exposure image measures the flight data of the golf ball through the image processing. While photographing, the high-speed camera, using this system, exposes an image at regular intervals. And line scan camera checks whether the golf ball passed or not. After the location information of the calculated golf ball calculates a speed and a direction by using the physical formula, it applies the golf simulation. After, this system is possible the measurement of the physical element of the spherical object.

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