• Title/Summary/Keyword: Interactive production system

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SCORM based Reusability Strategy on Moving Picture Contents (SCORM 기반 동영상 콘텐츠의 재사용 전략)

  • Jang, Jae-Kyung;Kim, Sun-Hya;Kim, Ho-Sung
    • The Journal of the Korea Contents Association
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    • v.8 no.1
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    • pp.203-211
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    • 2008
  • Due to the advent of presumer and digital production of moving picture, a lot of UCC has been generated by editing the previous moving pictures in various way. It causes a lot of problems on copyright, duplication, and content. In reorganizing the contents, it is necessary to increase productivity and reusability by managing production pipeline systematically through the standardization of moving picture content. For this purpose, we try to develop the moving picture content management system that can manage all kinds of information on the production pipeline, based on SCORM of e-learning by considering production, publication and re-editing. Using the meta-data of content object, user and producer can easily search and reuse the contents. Hence, they can choose the contents object according to their preference and reproduce their own creative UCC by reorganizing and packaging the selected objects. The management of copyright by the unit of scene would solve the problem of copyright. The sequencing technique of SCORM as an interactive storytelling method makes it possible to produce individual contents by user's preference.

Integrated editing system for 3D stereoscopic contents production (3차원 입체 콘텐츠 제작을 위한 통합 저작 시스템)

  • Yun, Chang-Ok;Yun, Tae-Soo;Lee, Dong-Hoon
    • Journal of Korea Society of Industrial Information Systems
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    • v.13 no.1
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    • pp.11-21
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    • 2008
  • Recently, it has shown an increased interest in 3D stereoscopic contents due to the development of the digital image media. Therefore, many techniques in 3D stereoscopic image generation have being researched and developed. However, it is difficult to generate high immersion and natural 3D stereoscopic contents, because the lack of 3D geometric information imposes restrictions in 2D image. In addition, control of the camera interval and rendering of the both eyes must be repetitively accomplished for the stereo effect being high. Therefore, we propose integrated editing system for 3D stereoscopic contents production using a variety of images. Then we generate 3D model from projective geometric information in single 2D image using image-based modeling method. And we offer real-time interactive 3D stereoscopic preview function for determining high immersion 3D stereo view. And then we generate intuitively 3D stereoscopic contents of high-quality through a stereoscopic LCD monitor and a polarizing filter glasses.

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Computer Aided Design of a Pattern and Risers for Casting Processes(I) (주형의 전산기 원용 설계(I) -목형과 압탕부의 설계-)

  • 박종천;이건우
    • Transactions of the Korean Society of Mechanical Engineers
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    • v.14 no.1
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    • pp.72-78
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    • 1990
  • An interactive computer program has been developed to design a pattern and risers for the production of castings of high quality. In our system, the user models the shape of a final product by using the system's modeling capability, a pattern is generated in a three dimensional model by eliminating the holes and adding shrinkage allowances and drafts, the proper riser is created automatically, and they are united together to yield the three dimensional model of the portion of a mold assembly. The mold can be completed after the runners and the gating systems are designed, modeled, and united, which will be described in part 2 of this work. The unique feature of this work is a realization of an automatic design of the pattern and risers by integrating the modeling capabilities and the design equations used in the real practice.

Production of fusion-type realistic contents using 3D motion control technology (3D모션 컨트롤 기술을 이용한 융합형 실감 콘텐츠 제작)

  • Jeong, Sun-Ri;Chang, Seok-Joo
    • Journal of Convergence for Information Technology
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    • v.9 no.4
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    • pp.146-151
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    • 2019
  • In this paper, we developed a multi-view video content based on real-world technology and a pilot using the production technology, and provided realistic contents production technology that can select a desired direction at a user 's view point by providing users with various viewpoint images. We also created multi-view video contents that can indirectly experience local cultural tourism resources and produced cyber tour contents based on multi-view video (realistic technology). This technology development can be used to create 3D interactive real-world contents that are used in all public education fields such as libraries, kindergartens, elementary schools, middle schools, elderly universities, housewives classrooms, lifelong education centers, The domestic VR market is still in it's infancy, and it's expected to develop in combination with the 3D market related to games and shopping malls. As the domestic educational trend and the demand for social public education system are growing, it is expected to increase gradually.

Procedural Animation Method for Realistic Behavior Control of Artificial Fish (절차적 애니메이션 방법을 이용한 인공물고기의 사실적 행동제어)

  • Kim, Chong Han;Youn, Jae Hong;Kim, Byung Ki
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.11
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    • pp.801-808
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    • 2013
  • In the virtual space with the interactive 3D contents, the degree of mental satisfaction is determined by how fully it reflect the real world. There are a few factors for getting the high completeness of virtual space. The first is the modeling technique with high-polygons and high-resolution textures which can heighten an visual effect. The second is the functionality. It is about how realistic represents dynamic actions between the virtual space and the user or the system. Although the studies on the techniques for animating and controlling the virtual characters have been continued, there are problems such that the long production time, the high cost, and the animation without expected behaviors. This paper suggest a method of behavior control of animation by designing the optimized skeleton which produces the movement of character and applying the procedural technique using physical law and mathematical analysis. The proposed method is free from the constraint on one-to-one correspondence rules, and reduce the production time by controlling the simple parameters, and to increase the degree of visual satisfaction.

IMToon: Image-based Cartoon Authoring System using Image Processing (IMToon: 영상처리를 활용한 영상기반 카툰 저작 시스템)

  • Seo, Banseok;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.2
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    • pp.11-22
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    • 2017
  • This study proposes IMToon(IMage-based carToon) which is an image-based cartoon authoring system using an image processing algorithm. The proposed IMToon allows general users to easily and efficiently produce frames comprising cartoons based on image. The authoring system is designed largely with two functions: cartoon effector and interactive story editor. Cartoon effector automatically converts input images into a cartoon-style image, which consists of image-based cartoon shading and outline drawing steps. Image-based cartoon shading is to receive images of the desired scenes from users, separate brightness information from the color model of the input images, simplify them to a shading range of desired steps, and recreate them as cartoon-style images. Then, the final cartoon style images are created through the outline drawing step in which the outlines of the shaded images are applied through edge detection. Interactive story editor is used to enter text balloons and subtitles in a dialog structure to create one scene of the completed cartoon that delivers a story such as web-toon or comic book. In addition, the cartoon effector, which converts images into cartoon style, is expanded to videos so that it can be applied to videos as well as still images. Finally, various experiments are conducted to verify the possibility of easy and efficient production of cartoons that users want based on images with the proposed IMToon system.

Development of Artificial Intelligence Modeling System for Automated Application of Steel Margin in Early Modeling Process using AVEVA Marine (AVEVA Marine 강재마진의 선모델링 자동반영을 위한 인공지능 모델링 시스템 개발)

  • Kim, Nam-Hoon;Park, Yong-Suk;Kim, Jeong-Ho;Kim, Yeon-Yong;Chun, Jong-Jin;Choi, Hyung-Soon
    • Special Issue of the Society of Naval Architects of Korea
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    • 2013.12a
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    • pp.35-41
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    • 2013
  • Nowadays, automated modeling system for steel margin based on interactive user interface has been developed and applied to the production design stage. The system could increase design efficiency and minimize human error owing to recent CAD technique. However, there has been no approach to the pre-nesting design stage at all in early modeling process especially where ship model should be handled at more than two design stages using AVEVA Marine. A designer of the design stage needs artificial intelligence system beyond modeling automation when 3D model must be prepared in early modeling process using AVEVA Marine because they have focused on 2D nesting traditionally. In addition, they have a hard time figuring out the model prepared in previous design stage and modifying the model for steel purchase size in early modeling process. In this paper, artificial intelligence modeling system for automated application of steel margin in early modeling process using AVEVA Marine is developed in order to apply to the pre-nesting design stage that can detect effective segments before a calculation to find if a segment locates near block butt boundaries by filtering noise segments among lines, curves and surface intersections based on IT big data analysis.

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Expression Profiles of the Insulin-like Growth Factor System Components in Liver Tissue during Embryonic and Postnatal Growth of Erhualian and Yorkshire Reciprocal Cross F1 Pigs

  • Pan, Zengxiang;Zhang, Junlei;Zhang, Jinbi;Zhou, Bo;Chen, Jie;Jiang, Zhihua;Liu, Honglin
    • Asian-Australasian Journal of Animal Sciences
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    • v.25 no.7
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    • pp.903-912
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    • 2012
  • In Erhualian and Yorkshire reciprocal cross $F_1$ pig populations, we examined the mRNA expression characteristic of liver-derived IGF-1, IGF-1R, IGF-2, IGF-2R and IGFBP-3 during the embryonic and postnatal developmental periods (E50, E70, E90, D1, D20, D70, D120 and D180). Our results demonstrated that the IGF-system genes mRNA levels exhibited an ontogenetic expression pattern, which was potentially associated with the porcine embryonic development, postnatal growth, organogenesis and even the initiation and acceleration of puberty. The expression pattern of IGF-system genes showed variation in the reciprocal cross ($F_1$ YE and EY pigs). This study also involved the expression features of imprinted genes IGF-2 and IGF-2R. The parent-of-origin effect of imprinted genes was reflected by their differential expression between the reciprocal crosses populations. The correlation analysis also indicated that the regulatory network and mechanisms involved in the IGF system were a complex issue that needs to be more fully explored. A better understanding of IGF system components and their interactive mechanisms will enable researchers to gain insights not only into animal organogenesis but also into somatic growth development and even reproduction.

Development of Classification System for Thermal Comfort Behavior of Pigs by Image Processing and Neural Network (영상처리와 인공신경망을 이용한 돼지의 체온조절행동 분류 시스템 개발)

  • 장동일;임영일;장홍희
    • Journal of Biosystems Engineering
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    • v.24 no.5
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    • pp.431-438
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    • 1999
  • The environmental control based on interactive thermoregulatory behavior for swine production has many advantages over the conventional temperature-based control methods. Therefore, this study was conducted to compare various feature selection methods using postural images of growing pigs under various environmental conditions. A color CCD camera was used to capture the behavioral images which were then modified to binary images. The binary images were processed by thresholding, edge detection, and thinning techniques to separate the pigs from their background. Following feature were used for the input patterns to the neural network ; \circled1 perimeter, \circled2 area, \circled3 Fourier coefficients (5$\times$5), \circled4 combination of (\circled1 + \circled2), \circled5 combination of (\circled1 + \circled3), \circled6 combination of (\circled2 + \circled3), and \circled7 combination of (\circled1 + \circled2 + \circled3). Using the above each input pattern, the neural network could classify training images with the success rates of 96%, 96%, 96%, 100%, 100%, 96%, 100%, and testing images with those of 88%, 86%, 93%, 96%, 91%, 90%, 98%, respectively. Thus, the combination of perimeter, area and Fourier coefficients of the thinning images as neural network features gave the best performance (98%) in the behavioral classification.

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Education Content Service Platform Using the Near Field Communication based on IoT (IoT 기반의 근거리 통신 기술을 활용한 교육콘텐츠 서비스 플랫폼)

  • Ryu, Chang-su
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.690-692
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    • 2014
  • Conventional one-way cramming education at schools has the disadvantage of poor student interest in learning, immersion, and learning efficiency as well as a limitation in realizing collective intelligence and collaborative learning. Therefore, an educational content service platform using a near-field communication(NFC) technology is required as a tool for encouraging the voluntary learning participation of students and increasing learning effectiveness through self-directed studying. This study focuses on the development of an educational content production system that creates high-quality education contents suitable for smart schools. In these schools, students and teachers generally communicate through an electronic blackboard using Bluetooth, which is an NFC technology. Further, the lecture notes of individual students are reproduced and collected as big data, which will facilitate the sharing of these notes.

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