• Title/Summary/Keyword: Motion Pictures

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Motion based Autonomous Emotion Recognition System: A Preliminary Study on Bodily Map according to Type of Emotional Stimuli (동작 기반 Autonomous Emotion Recognition 시스템: 감정 유도 자극에 따른 신체 맵 형성을 중심으로)

  • Jungeun Bae;Myeongul Jung;Youngwug Cho;Hyungsook Kim;Kwanguk (Kenny) Kim
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.33-43
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    • 2023
  • Not only emotions affect physical sensations, but they also have an impact on physical movements. The responses to emotions vary depending on the type of emotional stimuli. However, research on the effects of emotional stimuli on the activation of bodily movements has not been rigorously examined, and these effects have not been investigated in Autonomous Emotion Recognition (AER) systems. In this study, we aimed to compare the emotional responses of 20 participants to three types of emotional stimuli (words, pictures, and videos) and investigate their activation or deactivation for the AER system. Our dependent measures included emotional responses, computer-based self-reporting methods, and bodily movements recorded using motion capture devices. The results suggested that video stimuli elicited higher levels of emotional movement, and emotional movement patterns were similar across different types of emotional stimuli for happiness, sadness, anger, and neutrality. Additionally, the findings indicated that bodily changes observed during video stimuli had the highest classification accuracy. These findings have implications for future research on the bodily changes elicited by emotional stimuli.

The Principle of Moving Image and the Development of the Optical Instruments in the 19th Century - On the Theory of Afterimage Effect and the Scientific Development of Moving Image - (동영상의 원리와 19세기 시각기구의 발전과정 - 잔상이론과 동영상의 과학적 발전에 대해 -)

  • LEE, Sang-Myon
    • Korean Association for Visual Culture
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    • v.19
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    • pp.189-221
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    • 2012
  • This thesis investigates the development of optical instruments in the 19th century, before the birth of the cinema, and the principle of the perception of moving images. For this purpose it traces the development stages of the optical instruments which demonstrated 'illusion of movement' from 1820s when the 'persistence of vision' had begun to be researched by scientists. Then, it examines the theory of the 'persistence of vision' or 'afterimage effect' known as the principle in the perception of illusion of movement produced from moving images. The optical instruments in the 19th century that presented the illusion of movement began with the Thaumatrope (double-sided picture disc), and appeared from the Phenakistiscope/Stroboscope (revolving disc), the Zoetrope (revolving drum) and the Praxinoscope (mirror-reflexive revolving drum), and in 1892 the Projection-Praxinoscope presented firstly the moving pictures (animation) on the screen. According to the research of psychology and physiology in the early 20th century it has been recognized that the 'afterimage effect' theory is not sufficient to explain the perception of illusion of movement from the moving images which is closely related to the particularity of the visual perception system of the human eyes. Since then, the Phi-phenomenon suggested 1912 by the Gestalt psychologist, Max Wertheimer (1880-1943), is regarded as the most persuasive theory until now, although it is still imperfect.

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
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    • v.14 no.3
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    • pp.19-30
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    • 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.

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Design of a Smart Application for Remote Diagnosis in Ubiquitous Computing Environment (유비쿼터스 컴퓨팅 환경에서 원격진단을 위한 스마트 응용의 설계)

  • Oh, Sun-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.4
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    • pp.81-87
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    • 2016
  • With the rapid growth of the up-to-date smartphone and wireless network technologies, huge and various types of smart applications using these technologies are actively developed recently. Especially, multiplex types of smart applications using smartphone are developed and diffused with the rapid development of the ubiquitous sensor network technology using various sensors and the mobile computing technology that enables us to get network services at any time in any places. In this paper, we design a smart application that can accurately diagnose and process the current state of the local environment, objects, and persons remotely based on the context information such as local ecology, circumstances, medical or healthcare records and realtime sound or motion pictures using up-to-date samrtphone technology on the USN based mobile computing environment.

Evaluation of a Nutrition Education Website for Children (초등학생 대상 영양교육 웹사이트의 활용효과)

  • Kim Sun-Hee;Hyun Tai-Sun
    • Korean Journal of Community Nutrition
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    • v.11 no.2
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    • pp.218-228
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    • 2006
  • This study was carried out to evaluate the usefulness and the effectiveness of the nutrition education website 'ifood(http://ifood.or.kr)', for children. A total of 262 children (5th and 6th graders) participated in the self-education program using the website which consisted of 4 sessions every two weeks. In each session, they were asked to answer some questions on the comprehensiveness of each topic while navigating the website. Nutrition knowledge (20 items), dietary attitudes (7 items), and dietary behaviors (10 items) were evaluated using questionnaires before and after the education. After the education, the usefulness and readability of the website was also evaluated. Most (97.2%) of the responders reported that the education using this website was helpful, 97.3% thought that the contents were reliable, 90.1% responded that the contents were easy to understand, and 88.8% answered that they would revisit 'ifood'. The menus they liked best were 'Interesting games' for 35.8%, 'How can I cook?' for 17.8%, 'How can I become slim' for 16.4%. This website might be more attractive by providing a 'greater variety of contents in detail', 'more music, motion pictures and images', 'more interesting games'. After the education, there was a significant increase in nutrition knowledge scores from 10.9 to 13.1. Although the total scores of dietary attitudes and dietary behaviors did not improve, there was a significant increase in each of some questions. These results showed that 'ifood', a nutritional education website, was desirable in reliability, aesthetics and enjoyability, and was effective in improving nutrition knowledge and some of dietary attitudes and behaviors in children.

A Study on The Tracking and Analysis of Moving Object in MPEG Compressed domain (MPEG 압축 영역에서의 움직이는 객체 추적 및 해석)

  • 문수정;이준환;박동선
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2001.11b
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    • pp.103-106
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    • 2001
  • 본 논문에서는 MPEG2비디오 스트림에서 직접 얻을 수 있는 정보들을 활용하여 카메라의 움직임을 추정하여 이를 기반으로 하여 움직이는 객체를 추정하고자 한다. 이를 위해, 먼저 MPEG2의 움직임 벡터는 압축의 효율성 때문에 움직임의 예측이 순서적이지 못한데, 예측 프레임들의 속성을 이용하여 이를 광 플로우(Optical Flow)를 갖는 움직임 벡터(Motion Vector)로 변환하였다. 그리고 이러한 벡터들을 이용하여 카메라의 기본적인 움직임인 팬(Fan), 틸트(Tilt). 줌(Zoom) 등을 정의하였다. 이를 위하여 팬, 틸트-줌 카메라 모델의 매개변수와 같은 의미의 $\Delta$x, $\Delta$y, $\alpha$값을 정의하고자 움직임 벡터 성분의 Hough변환을 이용하여 $\Delta$x, $\Delta$y, $\alpha$값들을 구하였다. 또한 이러한 카메라 움직임(Camera Operation)은 시간적으로 연속적으로 발생하는 특징을 이용하여 각 프레임마다 구한 카메라의 움직임을 보정하였다. 마지막으로 움직이는 객체의 추정은 우선 사용자가 원하는 객체를 바운딩박스 형태로 정의한 후 카메라 움직임이 보정된 객체의 움직임 벡터를 한 GOF(Group of Pictures) 단위로 면적 기여도에 따라 누적하여 객체를 추적하고 해석하였으며 DCT 질감 정보를 이용하여 객체의 영역을 재설정 하였다. 물론 압축된 MFEG2비디오에서 얻을 수 있는 정보들은 최대 블록 단위이므로 객체의 정의도 블록단위 이상의 객체로 제한하였다. 제안된 방법은 비디오 스트림에서 직접 정보를 얻음으로써 계산속도의 향상은 물론 카메라의 움직임특성과 움직이는 객체의 추적들을 활용하여 기존의 내용기반의 검색 및 분석에도 많이 응용될 수 있다. 이러한 개발 기술들은 압축된 데이터의 검색 및 분석에 유용하게 사용되리라고 기대되며 , 특히 검색 툴이나 비디오 편집 툴 또는 교통량 감시 시스템, 혹은 무인 감시시스템 등에서 압축된 영상의 저장과 빠른 분석을 요구시 필요하리라고 기대된다.

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Observation Research on Preschoolers' Play Behavior for the Design Plan for the Indoor Play Area of Day Care Centers - Focusing on Preschoolers of Day Care Centers between Korea and US - (어린이집 실내놀이 영역 계획을 위한 유아의 놀이행위 관찰 연구 - 한국과 미국의 어린이집 이용 유아를 대상으로-)

  • Jang, Sang-Ock;Shin, Kyung-Joo
    • Korean Institute of Interior Design Journal
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    • v.19 no.6
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    • pp.214-223
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    • 2010
  • As the population of preschooler increases with the increment of employed women today, the physical environment of day-care center is becoming an important factor for the preschooler as well as home environment. In order to create a suitable and desirable day-care environment for preschoolers, the using behavior of the preschoolers, who are the main users, needs to be applied to the spacial design. In this research, play preference area of Korea and United States which have different physical environments are analyzed. Child behavior observation analysis technique, interview with the teacher in charge, floor plan and furniture arrangement plan of the day-care centers and photography were performed for this research. The subjects were 63 preschoolers of 50 months old who are using Korean and American day-care centers and play of five minutes per preschooler was filmed for 3 days. Total 01 189 motion pictures were analyzed for this research. As a result, the physical environment, programs, preference area and finally the similarity and difference according to the gender were clarified for each countries' day-care center. The Korean preschoolers preferred the block area most, the second most favorite area being art for the younger class and language for older class. According to the gender, girls preferred language area while boys chose block area. On the other hand in American preschoolers' case, due to the large variety of play area, the play preference was distributed among various area except several high preference area. Based on this research, when designing indoor play area of day care centers, the area of block, language, and art which are popular play preferences should be considered firsthand, and gender preference is also needed to be thought of. These results may be used as an important data for planning the day care center play area in the future.

An Effective MC-BCS-SPL Algorithm and Its Performance Comparison with Respect to Prediction Structuring Method (효과적인 MC-BCS-SPL 알고리즘과 예측 구조 방식에 따른 성능 비교)

  • Ryug, Joong-seon;Kim, Jin-soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.7
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    • pp.1355-1363
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    • 2017
  • Recently, distributed compressed video sensing (DCVS) has been actively studied in order to achieve a low complexity video encoder by integrating both compressed sensing and distributed video coding characteristics. Conventionally, a motion compensated block compressed sensing with smoothed projected Landweber (MC-BCS-SPL) has been considered as an effective scheme of DCVS with all compressed sensing frames pursuing the simplest sampling. In this scheme, video frames are separately classified into key frames and WZ frames. However, when reconstructing WZ frame with conventional MC-BCS-SPL scheme at the decoder side, the visual qualities are poor for temporally active video sequences. In this paper, to overcome the drawbacks of the conventional scheme, an enhanced MC-BCS-SPL algorithm is proposed, which corrects the initial image with reference to the key frame using a high correlation between adjacent key frames. The proposed scheme is analyzed with respect to GOP (Group of Pictures) structuring method. Experimental results show that the proposed method performs better than conventional MC-BCS-SPL in rate-distortion.

The Relationship between the Information Posted on the Web and the Success of Funding in Crowdfunding Site (크라우드펀딩 사이트의 게시글 정보가 펀딩 성공에 미치는 영향)

  • Lee, Jeongeun;Shin, Hyung-Deok
    • The Journal of the Korea Contents Association
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    • v.14 no.6
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    • pp.54-62
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    • 2014
  • Crowdfunding, a way of raising small size investments or donations from numerous individuals, mostly through internet to fund a project, has attracted global interests. The growth of the social network platform has made crowdfunding easier especially for those in the arts and culture sector. Despite the growth of such vehicle, there has been not much empirical research on the subject. We investigated the relationships between the information in the web sites and its contribution to the success in fundraising. We have sampled 161 projects that were uploaded on Tumblbug.com and studied the type of information that lead to a successful fund raise. As a result, we fould that the contents characteristics including motion-pictures, images, and lengthy texts have positive impacts on the success of fundraising. Fundraising rewards did not show any impacts.

Soft-$golf^{TM}$ Shaft Kick Point and Stiffness due to the Difference in Performance Analysis (소프트 골프 샤프트의 킥 포인트와 강성의 차이에 따른 성능 분석)

  • Oh, H.Y.;Yu, M.;Kim, S.H.;Jang, J.H.;Kim, N.G.;Kim, D.W.
    • Journal of Biomedical Engineering Research
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    • v.31 no.3
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    • pp.227-233
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    • 2010
  • This study analyzed performance according to kick point and stiffness of Soft-$golf^{TM}$ shaft. This research team developed soft-$golf^{TM}$ as a new fusion sports with similar motions with golf and it can be learned safely for all age groups in 2002. The head of Soft-$golf^{TM}$ club is made of zinc alloy and has a mesh or a grid structure, and shaft uses carbon graphite to reduce the total weight of the club. To improve carry distance and to assure consistency of a ball during Soft-$golf^{TM}$ swing, this study manufactured shaft with various kick points (low, middle and high) and stiffness (stiff, regular, lady, morelady) and analyzed a swing motion with characteristics of each shaft presented in a dynamic condition such as a ball's speed, a head's torsion angle and a ball's deviation with ProAnalyst program through a high-speed camera taking pictures using a swing machine robot system(Robo-7). From all of the results, this study determined an appropriate shaft of Soft-$golf^{TM}$.