• Title/Summary/Keyword: Representation Elements

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Comparison of the Character Movements from Key-frame and Motion Capture Animation (키 프레임과 모션캡처 애니메이션의 캐릭터 움직임 비교)

  • Yoo, Mi-Ohk;Park, Kyoung-Ju
    • The Journal of the Korea Contents Association
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    • v.8 no.9
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    • pp.74-83
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    • 2008
  • In animation films, the movements of characters are exaggerated and comical. Traditional key-frame animation techniques allow to control exaggeration and comicality of characters at animators' wills. But, recently introduced motion capture techniques have limits on representing comicality and exaggeration although it is convenient to capture subjects' natural looks. This paper chooses two animations from key-frame and motion capture techniques and looks into comicality and exaggeration of characters by analyzing movements and motion of them Movements are classified as four fundamental motion elements - running, jump, gesture and walking - and are analyzed to compare the way of representation from two films. By studying similarity and differentiation of movements of two films, this paper discusses the advantages and disadvantages of key-frame and motion capture techniques in terms of exaggeration and comicality. Comparison of the character movements from two techniques shows that there are common differentiations of those movements.

A Study on Visual Contents Exhibition Design as Efficient Spatial Experience Utilizing Internet of Things (사물인터넷을 활용한 효율적인 공간체험 영상콘텐츠 전시 디자인에 대한 연구)

  • Ryu, Chang-Su
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.611-612
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    • 2017
  • Recently, exhibition space has incorporated a format in which visual contents providers and viewers can directly or indirectly experience the space with a sense of immersion. By offering more extended spatiality within a limited space, such exhibition design is now transcending physical limitations and expanding to visual reality; as such, exhibition design demands the implementation of not only visual elements but information services generated between people, contents, and objects. To this end, this study examines the changes and the development direction of exhibition techniques that use Internet of Things (IoT), which is a representation of environmental change in exhibition design of our times; it also explores the various forms of change based on the perception of the visual contents (visual exhibits) users during the act of accumulating and using information through the smartphone communication of viewers who experience the space through IoT. Finally, the study conducts a case study on the relationship between a regular exhibition and an exhibition design that makes use of IoT, in order to propose an exhibition design with which to verify whether the viewers are immersed in and experience a sense of realism from visual contents by identifying the viewers' visual and emotional changes.

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Introduction to 3D game character production skill for 3D on-line game (3D온라인게임을 위한 효율적인 3D게임캐릭터 제작기법)

  • 김미진;김재준
    • Journal of Korea Society of Industrial Information Systems
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    • v.8 no.4
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    • pp.55-63
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    • 2003
  • The game & multimedia industry is a high-valued industry comparing to any industry. Also, it has been shown the possibility as considerably bright future industry due to a development of the Internet, an explosive growth of on-line game market, and a union with virtual reality technology Since an on-line game having a clear profit model is expanding to PC and other platform, it brings to us a large change throughout the whole game industry. In order to develop a game, we need a number of elements. A game character among them delivers to a user the overall characteristics of a game as a visual representation and makes us access to a game directly and sensuously. A game character of on-line game is considerable in an operation in the volume of initial sales from a viewpoint of marketing. In addition, it affects to secure users and be immersed in a game. In this paper, we propose a production skill of an efficient 3D game character for 3D on-line game.

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An Analysis of Elements for Teacher Librarians' Educational Information Services Embedded in Common Inquiry Tasks of World History Territory in Korean Middle School History Studies (중학교 「역사」 교과서 세계사 영역의 공통 탐구 과제에 포함된 사서교사의 교육정보서비스 요소 분석)

  • Song, Gi-Ho
    • Journal of the Korean Society for Library and Information Science
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    • v.50 no.2
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    • pp.5-23
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    • 2016
  • The purpose of this study is to analyze common inquiry tasks of middle school history textbooks and find out it's implications on teacher librarians' educational information services. There are 84 common inquiry tasks according to examinations of inquiry tasks related to world history in 18 kinds of middle school history textbooks. Results of the analysis show that almost all of common inquiry tasks of world history make middle school students who should resolve them research the pictures and reading materials included in the textbooks individually and verbalize under the information literacy process. Compared with information literacy process of the "Library and Information Skills" for middle schools, the First step of task definition and figuring out information needs and the Third step of representation of information are being implemented. For this reason, teacher librarian could reduce history studies teachers' burden of running the class and promote students' inquiry activities by teaching skills of information analysis and interpretation, synthesis and organization and evaluation of their information literacy process and results.

Mixed-mode fatigue crack growth behaviors in 5083-H115 aluminum alloy (5083-H115 알루미늄 합금의 혼합 모우드 피로 균열성장 특성)

  • 옹장우;진근찬;이성근;김종배
    • Transactions of the Korean Society of Mechanical Engineers
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    • v.13 no.3
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    • pp.461-471
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    • 1989
  • For the mixed-mode crack problems the direction of crack growth, the crack path and the rational representation of fatigue crack growth rates should be studied to predict fatigue life and safety of structures. In this study, a round specimen which produce nearly identical effects in all loading directions is proposed to make an easy measurement of initial direction of crack growth. The mode I and mode II stress intensity factors of the specimen were calculated using finite element method, in which the square root singular stresses at the crack tip are modeled by means of four rectangular quarter-point eight-noded elements surrounding the crack tip. Experimental results for high strength aluminum alloy showed that the direction of mixed-mode crack growth agree well with maximum principal stress criterion as well as minimum strain energy density criterion, but not with maximum shear stress criterion. From data of fatigue crack growth rates using crack geometry projected on the line perpendicular to the loading direction it is easily established that mixed-mode fatigue crack growth in 5083-H115 aluminum alloy goes predominantly with mode I crack growth behaviors.

The Application of Geography Markup Language(GML) to the Maritime Information

  • Oh, Se-Woong;Park, Jong-Min;Suh, Sang-Hyun
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • v.1
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    • pp.519-524
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    • 2006
  • This paper describes an application of information presentation based geographic map for maritime information, including navigation information. The work is motivated by the need to prepare maritime information representation and distribution for future generation Web network technology. This works consist of map generation using GML and application to maritime information. GML 3.0 became an adopted specification of the Open Geospatial Consortium(OGC) in January 2003, and is rapidly emerging as the world standard for the encoding, transport and storage of all forms of geographic information. This paper looks at the application of GML to one of the more challenging areas of maritime information. Specific features of GML of interest to maritime information provider are discussed and then illustrated through a series of maritime information case studies. The first phase of the work consists of the construction of GML application schema for using as a base map of maritime information. Maritime information is acquired from multiple sources, including standards documents, database schemas, lexicons, collections of symbol definition. The sources of GML ontological knowledge and the contribution of each source to the overall ontology are described in this paper. In the second phase, the prepared GML is used to create a prototype of the mixed maritime information as a base map - for tagging documents within the maritime domain. An overview of this prototype is included. One application area for these information elements described here is the integrated retrieval of maritime information from diverse sources, ranging from Web sites to nautical chart databases and text documents.

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An XML Access Control Method through Filtering XPath Expressions (XPath 표현식의 필터링을 통한 XML 접근 제어 기법)

  • Jeon Jae-myeong;Chung Yon Dohn;Kim Myoung Ho;Lee Yoon Joon
    • Journal of KIISE:Databases
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    • v.32 no.2
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    • pp.193-203
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    • 2005
  • XML (extensible Markup Language) is recognized as a standard of data representation and transmission on Internet. XPath is a standard for specifying parts of XML documents anda suitable language for both query processing and access control of XML. In this paper, we use the XPath expression for representing user queries and access control for XML. And we propose an access control method for XML, where we control accesses to XML documents by filtering query XPath expressions through access control XPath expressions. In the proposed method, we directly search XACT (XML Access Control Tree) for a query XPath expression and extract the access-granted parts. The XACT is our proposedstructure, where the edges are structural summary of XML elements and the nodes contain access-control information. We show the query XPath expressions are successfully filtered through the XACT by our proposed method, and also show the performance improvement by comparing the proposed method with the previous work.

Sustainable Slow Design in Contemporary Fashion Design (현대 패션에 표현된 지속가능한 느린 디자인)

  • Lee, Youn-Hee;Lee, Hyun-Ah;Park, Jae-Ok
    • Journal of the Korean Society of Clothing and Textiles
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    • v.31 no.1 s.160
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    • pp.21-32
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    • 2007
  • The purpose of this study is to establish the idea of sustainable slow design by analyzing literatures and preceding cases, based on the external elements of a design including forms, the methods of expression, materials and colors. This study reviewed the previous literature of books and pictures related to the research for case studies and content analysis. fashion books, magazines, and web-sites published from 2000 to 2005 were analyzed for this research. The sustainable slow design trends in fashion can be summarized as follow. The first is a timeless style which has sustain ability in design independently of the versatile fads and relies on functionality, serving the purpose of design. One of the examples is both clothes designed by Burberry and suits by Chanel. The second is a hand-touch style which the more time for outputs can be positively tolerated, in favor on eco-friendly design through the techniques of manual arts. The third is a renewable design which the combined values of design with reuse and renewal result in recreation of past ecology as shown in the technique of designs by mix & match. The forth is a transformable design which features the multi-purpose and multi-forms, eventually extending the lift cycle of products. As a result of analysis of the four designs above, it can be inferred that the representation of past styles, the mixture of old design with new design, the appropriate combination of conventional fabrics with advanced ones, the ecological trends of sports look was emerging.

Implementation of SMIL Editor for Multimedia Broadcasting (멀티미디어 방송을 위한 SMIL 편집 시스템 구현)

  • 장대영;김창수;정회경
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.8 no.3
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    • pp.622-629
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    • 2004
  • Recently, as digital broadcasting and internet are spreaded out of the world, we can easily use informations with less restrictions of time and space. According to the current trends, concerns for the ways of representing multimedia data has been rapidly increased, and users demand the services with integrated document that takes not only simple text and image but also time varying audio-visual data. Therefore, in 1998, W3C presented an international standard, SMIL in order to solve multimedia object representation and synchronization problems. By using SMIL, various multimedia elements can be integrated as a multimedia document with proper view in a space and time. Using this SMIL document, we can create new internet radio broadcasting service that delivers not only audio data but also various text, image and video. In this paper, we describe on a SMIL document editor for the common users to be able to represent time varying multimedia data with special layout and synchronization of time and space.

An Analysis of Elements of the Information Literacy Process within Common Inquiry Tasks of Textbooks in Korean Middle Schools Social Studies (중학교 「사회」 교과서의 공통 탐구 과제에 포함된 정보활용과정 요소 분석)

  • Song, Gi-Ho
    • Journal of the Korean Society for Library and Information Science
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    • v.49 no.3
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    • pp.233-252
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    • 2015
  • The purpose of this study is to analyze inquiry tasks of textbooks in middle schools social studies under the information literacy process and find out teacher librarians' educational information service on the side of information literacy education. Results of the analysis show that middle school students who carry out the inquiry tasks of social studies should select sources, seek its' related information and create their products through writing reports or presentation. Compared with information literacy process of the "Library and Information Skills", the First step of task definition and figuring out information needs and the Third step of representation of information are being implemented. For this reason, teacher librarian could reduce social studies teachers' burden of class and promote students' inquiry activities by teaching skills of suitable materials seeking strategies for solving their task, understanding and synthesizing the information and evaluating their process and result. Therefore, it is necessary to activate collaborative teaching between the teacher librarian and the social studies teacher based on the information literacy.