• Title/Summary/Keyword: Multimedia Principle

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Error-Diffusion Technique using Variable Principle Distances for LCD Monitor (액정디스플레이를 위한 가변 주거리 기반의 오차 확산 기법)

  • Yoon, Jo-Seph;Park, Gyeong-Mi;Kim, Young-Bong
    • Journal of Korea Multimedia Society
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    • v.12 no.3
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    • pp.362-371
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    • 2009
  • The key technology for developing high quality LCDs is about manufacturing BLUs with homogeneous dot distributions. Commonly, homogeneous dot distributions are obtained by the halftoning methods which convert a gray-scale image to a binary image. Among many halftoning algorithms, the error-diffusion technique based on the principle distance is known to show homogeneous dot distributions. However, this technique has a drawback; the extent of the principle distance at each pixel with respect to those of the neighboring pixels can be too small or big creating a gap or overlap. In this paper, we propose a new error diffusion algorithm based on the variable principle distance which improves the existing error diffusion technique based on the principle distance. The variable principle distance at a given pixel is calculated with gray-scale values of the pixel and its neighbors and thus the principle distance value is variable depending on the direction from that pixel. This variable principle distance technique helps BLUs obtain homogeneous dot distributions.

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Exploring the Applicability of the Cognitive Theory of Multimedia Learning for Smart Pad Based Learning with a Focus on Principles of Multimedia and Individual Differences (스마트 패드 기반 학습 프로그램에서 멀티미디어 학습에 관한 인지이론적 원리의 적용가능성 탐색: 멀티미디어 원리와 개인차 원리를 중심으로)

  • Kim, Bo-Eun;Lee, Ye-Kyung
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.986-997
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    • 2011
  • The purpose of this study is to verify the cognitive theory of Multimedia learning in a Smart Pad environment. Specifically, the viability of the multimedia principle and individual difference principle was tested for this study. To accomplish this, participants were divided into two groups based on their prior knowledge level (high/low), and members of each group were given one of two Smart Pad based programs, one text-based and the other text and image based. Results indicate that the use of images and the interaction between image use and prior knowledge did not have a significant effect on cognitive load levels. However, there were significant effects on learning achievement. This study implies that when developing Smart Pad based learning content, the small screen size compared to PC monitors, types and functions of images, and learning objectives should be considered.

A Study On The Facial Recognition System Using Principle Component Analysis (주성분 분석을 이용한 얼굴인식 연구)

  • 이성록;박윤경;조창석
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.11a
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    • pp.302-305
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    • 2003
  • 카메라를 이용하여 얼굴을 인식하는 방법은 현재까지 털러 가지 접근 방법들이 제시되어 왔지만, 제약 조건 없고 안정적인 인식 방법은 아직 도출되지 않은 상태이다. 본 연구에서는 얼굴영역을 몇 개의 주성분 변수로 변환하여 영상의 명암, 얼굴위치와 무관하게 얼굴의 영역을 추출할 수 있는 시스템을 연구하였고, 10명 이내의 소규모 집단과 실내 환경을 전제 조건으로 하여 응용하였다.

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Analysis of Squash & Stretch Principle for Animation Action (애니메이션 동작을 위한 Squash & Stretch 원칙의 분석)

  • Lee Nam-Kook;Kyung Byung-Pyo;Ryu Seoc-Ho
    • Journal of Game and Entertainment
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    • v.1 no.1
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    • pp.47-54
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    • 2005
  • Squash & Stretch principle is playing an essential principle for animation action. The application of this principle gives the illusion of weight and volume to an animation character, and makes it possible that an animation action be the smooth and soft by escaping from the stiffness and rigidity. If an action of human or object on animation is expressed like a real world, it seems to be unnatural. Any action without Squash & Stretch will look rigid, uninteresting and not alive. It can be applied to movement of all objects, characters' actions, dialogues and facial expressions with a basic rule of mass, volume and gravity. Any action will not be well expressed without this principle. To be a good animation action, it should be deeply applied in 3D animation, not only 2D animation. Thus, a systemic analysis of Squash & Stretch principle is required.

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Study on Performativity and Technology Use of Performance "Lost Missing and Forgotten" and "Trailer" ("Lost Missing and Forgotten"과 "Trailer"에 나타난 수행성과 테크놀로지 사용에 관한 연구)

  • Park, Na-Hoon
    • Journal of Korea Multimedia Society
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    • v.23 no.6
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    • pp.784-791
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    • 2020
  • A site-specific performance is a genre and a phenomenon that has recently emerged as a recent paradigm of performing arts: a communality. It involves the performativity of the audience and has various phenomena of contemporary performing art. This study aims to figure out methods of performativity. "Lost Missing and Forgotten," which is a collaboration from Finland and Korea created in 2012 and "Trailer," which is held in Copenhagen Denmark in 2010 by Kitt Johnson. Three principles of performativity which have borrowed as critical tools for this study are role reversal, community building, and contact, which based on "The Aesthetics of Performativity," written by Erika Fischer-Lichte in 2017. The study results show that performativity in the vertical structure and horizontal structure of site-specific performance can act as an environmental factor through the audience's body. Additionally, it turned out that role reversal principle was transformation audience to a creator; community building principle led to an interest in neighbors. Lastly, the contact principle was one of the methods to watch the performance.

A Study of Machinima and Fair Use Doctrine in MMORPGs (MMORPGs에서의 머시니마와 공정이용 원칙에 관한 연구)

  • Suh, Kye-Won
    • Journal of Korea Multimedia Society
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    • v.20 no.6
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    • pp.960-968
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    • 2017
  • Machinima is a new medium of artistic expression that allows creators to produce faster and cheaper 3D animated works than ever before. However, the software owner controls all rights in the game. The principle of fair use allows for limited use of works without permission of the copyright owner for certain purposes. The application of the principle of fair use to any particular machinima will depend on the specific circumstances. In conclusion, in order to maintain the balance between the copyright owner and the user, the reasonable role of the court in Korea seems to be more important in interpreting the fair use clause.

An Intrusion Detection System Using Principle Component Analysis and Support Vector Machines (주성분 분석과 서포트 벡터 머신을 이용한 침입 탐지 시스템)

  • 정성윤;강병두;김상균
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.05b
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    • pp.314-317
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    • 2003
  • 기존의 침입탐지 시스템에서는 오용탐지모델이 널리 사용되고 있다. 이 모델은 낮은 오판율(False Alarm rates)을 가지고 있으나, 새로운 공격에 대해 전문가시스템(Expert Systems)에 의한 규칙추가를 필요로 한다. 그리고 그 규칙과 완전히 일치되는 시그너처만 공격으로 탐지하므로 변형된 공격을 탐지하지 못한다는 문제점을 가지고 있다 본 논문에서는 이러한 문제점을 보완하기 위해 주성분분석(Principle Component Analysis; 이하 PCA)과 서포트 벡터 머신(Support Vector Machines; 이하 SVM)을 이용한 침입탐지 시스템을 제안한다. 네트워크 상의 패킷은 PCA를 이용하여 결정된 주성분 공간에서 해석되고, 정상적인 흐름과 비정상적인 흐름에 대한 패킷이미지패턴으로 정규화 된다. 이러한 두 가지 클래스에 대한 SVM 분류기를 구현한다. 개발하는 침입탐지 시스템은 알려진 다양한 침입유형뿐만 아니라, 새로운 변종에 대해서도 분류기의 유연한 반응을 통하여 효과적으로 탐지할 수 있다.

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Using Kirkpatrick's Evaluation Model in a Multimedia-based Blended Learning Environment

  • Embi, Zarina Che;Neo, Tse-Kian;Neo, Mai
    • Journal of Multimedia Information System
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    • v.4 no.3
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    • pp.115-122
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    • 2017
  • Over the years, there has been much research in blended learning. However, research regarding its use and evaluation is inconsistent, not following any specific evaluation method, and may not be applicable to local students. In this research, a case study was conducted to evaluate the environment based on three levels of Kirkpatrick's model. Methodological triangulation was the principle of data collection used in which multiple sources of evidence were triangulated to provide insights into this study. Instruments used include surveys, interviews, questionnaires and pre- and post-tests that are guided by Kirkpatrick's model. The results revealed that students were positive with the learning environment. Students enjoyed learning with multimedia and motivated to learn as well as engaged in the environment. The tests showed significant difference in their learning. Students also perceived that they have transferred their learning from face-to-face lecture into problem-based learning and learning outcome. This research contributes to the field by providing deeper insights into assessments in multimedia-based blended learning environment and empirical evidence on views, attitudes, learning and knowledge transfer of students in higher education.

A Human Action Recognition Scheme in Temporal Spatial Data for Intelligent Web Browser

  • Cho, Kyung-Eun
    • Journal of Korea Multimedia Society
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    • v.8 no.6
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    • pp.844-855
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    • 2005
  • This paper proposes a human action recognition scheme for Intelligent Web Browser. Based on the principle that a human action can be defined as a combination of multiple articulation movements, the inference of stochastic grammars is applied to recognize each action. Human actions in 3 dimensional (3D) world coordinate are measured, quantized and made into two sets of 4-chain-code for xy and zy projection planes, consequently they are appropriate for applying the stochastic grammar inference method. We confirm this method by experiments, that various physical actions can be classified correctly against a set of real world 3D temporal data. The result revealed a comparatively successful achievement of $93.8\%$ recognition rate through the experiments of 8 movements of human head and $84.9\%$ recognition rate of 60 movements of human upper body. We expect that this scheme can be used for human-machine interaction commands in a web browser.

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A Study on Anamorphosis variable Images Using Mobile Device (모바일 기기를 이용한 아나모포시스 가변형상 구현에 관한 연구)

  • Choi, Byongsu;Um, Jongseok;Cho, Youl
    • Journal of Korea Multimedia Society
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    • v.18 no.12
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    • pp.1555-1561
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    • 2015
  • This paper tries to converge computer and art by applying anamorphosis principle in drawing technique to mobile application. As comparing to current anamorphosis which shows one image at the round cup, we focus on the variability which shows several variable images at the mobile device according to the color board. The usage of the proposed algorithm is able to extended to various areas such as souvenir and public relation.