• Title/Summary/Keyword: Source Animation

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The Buck DC-DC Converter with Non-Linear Instantaneous Following PWM Control Method (비선형 순시추종형 PWM 제어기법을 적용한 강압형 DC-DC 컨버터)

  • Kim Sang-Don;Ra Byung-Hun;Lee Hyun-Woo;Kim Kwang-Tae
    • Proceedings of the KIPE Conference
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    • 2002.07a
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    • pp.470-475
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    • 2002
  • Instantaneous following PWM control technique is pulsed nonlinear dynamic control method. This new control technique using analog integrator is proposed to control the duty ratio D of do-dc converter. In this control method, the duty ratio of a switch is exactly equal In or proportional to the control reference in the steady state or in a transient. Proposed control method compensates power source perturbation in one switching cycle, and the average value of the dynamic reference in one switching cycle. There is no steady state error nor dynamic error between the control reference and the average value of the switched variable. Experiments with buck converter have demonstrated the robustness of the control method and verified theoretical prediction. The control method is very general and applicable to all type PWM

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Characteristic Analysis of Buck Converter by using the Non-Linear Instantaneous Following PWM Controller (강압형 컨버터의 비선형 순시추종 PWM 제어기의 특성 분석)

  • Ra, Byung-Hun;Kim, Sang-Don;Kwon, Soon-Kurl;Lee, Hyun-Woo
    • Proceedings of the KIEE Conference
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    • 2002.11c
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    • pp.378-381
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    • 2002
  • Instantaneous following PWM control technique is pulsed nonlinear dynamic control method. This new control technique using analog integrator is proposed to control the duty ratio D of DC-DC converter. In this control method, the duty ratio of a switch is exactly equal to or proportional to the control reference in the steady state or in a transient. Proposed control method compensates power source perturbation in one switching cycle, and the average value of the dynamic reference in one switching cycle. There is no steady state error nor dynamic error between the control reference and the average value of the switched variable. Experiments with buck converter have demonstrated the robustness of the control method and verified theoretical prediction. The control method is very general and applicable to all type PWM.

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Analysis of Korean and Foreign Special Effects Make-up in Representative Films by Period

  • Jung, Jeewon;Kim, Eun-Sil
    • Journal of Fashion Business
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    • v.22 no.3
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    • pp.57-66
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    • 2018
  • The purpose of this study is to gather basic data in the special effects make-up field and to provide a source of inspiration for creative make-up design by examining how special effects make-up is developed according to representative films. Two approaches are used in this study: a literature review and an empirical case analysis. In Korea, color TV was introduced in the 1980s, with the demand for a realistic image. Since the 2000s, 3D printing technology has been introduced to special effects make-up. Special effects make-up was first introduced in Hollywood films in the 1890s, and by the 1900s, artificial teeth and eyebrows were added and presented using general make-up techniques. Since then, 3D and 4D technologies and animation performance capture methods have been introduced and distributed due to the rapid development of computer technology.

Presentation for OSMU development method through the musical - Focused on the 'flying superboard' - (뮤지컬 공연을 통한 원소스멀티유즈의 개발방안 제시 - 뮤지컬 '날아라슈퍼보드'를 중심으로 -)

  • Lim, byung-suk;Ahn, seong-hye
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.680-684
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    • 2007
  • In Korea the musical was granted very close an art however recently it is rapidly take the position a new trend of the mass culture industry with some of promoted lifestyle due to increased income and with spreading consumer culture of well-being. This study is to consider the musical as a way of OMSU to observe how to produce the musical the with the original one that recorded as the best animation program with highly broadcasting rate as it is broadcasted on TV. It is belongs to a category of musical or a performance, has a good feature of children's program with arranging the broadcasting. Through this study, developing performance art to OSMU, it wishes to utilize people that produce the performance applying the contents of animations and cartoons, to make value added This study is for presenting an effective way of OSMU, with studying and researching the production process of the musical . The original source the cartoon and animation is transferred to a musical with a technical feature of digital audio-visual, with characterizing to an attractive musical characters from the original characters, and with humorize twisted story structure based on the basic storyline.

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Intertextuality between Comics and Films : A Case Study of (만화의 영화로의 전환 : 영화 <식객>의 사례연구)

  • Park, Seung-Hyun;Lee, Yun-Jin
    • Cartoon and Animation Studies
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    • s.17
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    • pp.97-115
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    • 2009
  • Most films have not made by original storytelling. They get their storylines and themes from diverse sources such as novels, comics, performing arts, and previous film products. Comics have become a primary source for film production since 1960s in such nations as Japan and USA. In the contemporary period, this becomes a more visible trend in many countries including Korea, China, and France. Unlike novel, comics combine words with images. Since a comic strip isa graphic medium in which visible images are created in order to express a sequential narrative, it seems more relevant when films adapt original comics in order to recreate new products. The progress of 3D graphics technology enables film creators to realize imagined images in screen, most of which were once imagined only in comics. Keeping an eye on the strength of comics, this study tries to tries to investigate the relationship between a comic strip and its adaptation to film. It will firstly discuss the cases of comics in Korea, which are adapted to film in Korea. And this study will discuss "Le Grand Chef"as a case study in order to investigate what is the difference between original comics and film adaptation.

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Feature-based Topological Mesh Metamorphosis (위상 변환을 통한 특징 기반 메쉬 몰핑)

  • An, Min-Su;Lee, Seung-Yong
    • Journal of the Korea Computer Graphics Society
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    • v.7 no.4
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    • pp.1-8
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    • 2001
  • 3D mesh metamorphosis (morphing) deals with two input polyhedral objects and generates an animation in which the source mesh gradually changes to the target through in-between meshes. The basic and common idea of previous mesh morphing techniques can be summarized as the construction and interpolation of a metamesh. However, an approach based on a metamesh has fundamental limitations of complicated in-between meshes and no topology (connectivity) changes in a metamorphosis. This paper presents a novel approach for 3D mesh morphing, which is not based on a metamesh and overcomes the limitations of previous work. The approach simultaneously interpolates the topology and geometry of input meshes. With the approach, an in-between mesh contains only the vertices from the source and target meshes. Since no additional vertices are introduced, the in-between meshes are much simpler than those generated by previous techniques.

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Nutrition education discouraging sugar intake results in higher nutrient density in diets of pre-school children

  • Yeom, Ma-Young;Cho, Youn-Ok
    • Nutrition Research and Practice
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    • v.13 no.5
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    • pp.434-443
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    • 2019
  • BACKGROUND/OBJECTIVES: The intake of sugar has increased worldwide, and it is well established that childhood experiences and food preferences affect lifelong eating habits. To discourage sugar intake, nutrition education was imparted, and the effectiveness of the nutrition education program was investigated by considering the nutrient density and major dietary sources of sugar intake. SUBJECTS/METHODS: Twenty four-hour dietary recall and sugar intake frequency of 96 pre-school children (educated n = 47; non-educated n = 49) were collected on 3 consecutive days (1 weekend day, 2 weekdays) after 11 weeks of imparting nutrition education. Dietary intake of nutrients and total sugar were analyzed, and the intake frequency of sugar source foods were identified. All nutrition education programs were focused on a hands-on education program, and consisted of cooking lab, play, activity, animation, and visual materials. The difference between the two groups was verified by the Chi-square test or t-test. All statistical analysis was performed with significance level at P < 0.05. RESULTS: Compared to the non-educated group, the intakes of protein (P < 0.001), fiber (P < 0.01), potassium (P < 0.05), iron (P < 0.05), zinc (P < 0.05), and iodine (P < 0.001) were significantly higher, and the intakes of carbohydrate (P < 0.01) and total sugar (P < 0.05) were significantly lower in the educated group. The cumulative percent of sugar intake of top 20 sugar source foods in the educated group (82.80%) was lower than that of the non-educated group (85.75%). The contribution of beverages on total sugar intake was lower in the educated group. The average frequency of consuming sugary foods was significantly lower in the educated group (P < 0.05). CONCLUSIONS: Our results indicate that nutrition education on discouraging sugar intake is effective in reducing the amount of total sugar consumed, resulting higher nutrient density in the diets of pre-school children.

Motion Map Generation for Maintaining the Temporal Coherence of Brush Strokes in the Painterly Animation (회화적 애니메이션에서 브러시 스트로크의 시간적 일관성을 유지하기 위한 모션 맵 생성)

  • Park Youngs-Up;Yoon Kyung-Hyun
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.8
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    • pp.536-546
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    • 2006
  • Painterly animation is a method that expresses painterly images with a hand-painted appearance from a video, and the most crucial element for it is the temporal coherence of brush strokes between frames. A motion map is proposed in this paper as a solution to the issue of maintaining the temporal coherence in the brush strokes between the frames. A motion map is the region that frame-to-frame motions have occurred. Namely, this map refers to the region frame-to-frame edges move by the motion information with the motion occurred edges as a starting point. In this paper, we employ the optical flow method and block-based method to estimate the motion information. The method that yielded the biggest PSNR using the motion information (the directions and magnitudes) acquired by various methods of motion estimation has been chosen as the final motion information to form a motion map. The created motion map determine the part of the frame that should be re-painted. In order to express painterly images with a hand- painted appearance and maintain the temporal coherence of brush strokes, the motion information was applied to only the strong edges that determine the directions of the brush strokes. Also, this paper seek to reduce the flickering phenomenon between the frames by using the multiple exposure method and the difference map created by the difference between images of the source and the canvas. Maintenance of the coherence in the direction of the brush strokes was also attempted by a local gradient interpolation to maintain the structural coherence.

A Study on the Development of a New OSMU Education Model Applying Local Content as a Source (지역 콘텐츠를 이용한 OSMU 교육모델 개발에 관한 연구)

  • Lee, Seung-Whan
    • Cartoon and Animation Studies
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    • s.21
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    • pp.51-69
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    • 2010
  • OSMU is now one of the most important keywords in the media industry. However, how to educate future media workers who can design and implement OSMU is an unsolved problem to media educators. In order to overcome the limitations of two perspectives of OSMU, namely economic perspective and storytelling perspective, this study propose a new OSMU education model for college students. Beginning with creating local content using MediaWiki, this model consists of five phases of media windowing, including MediaWiki, smartphone application, Web design, multimedia e-magazine for tablet PC, and publication. A Chuncheon-based university has been experimenting with this new OSMU education program. MediaWiki has played important role for creating local content collaboratively. All That Chuncheon application is now on service via SKT Tstore and Chuncheon Web pages has been designed successfully. Multimedia e-magazine and book publication is under preparation. The experiment has been successful so far, mainly due to the strategic choice of local content as the source of following media window. Also students have been strongly motivated for participating in this OSMU program.

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A Study of Trans-media in Fantasy Genre - Focusing on the Game of Thrones - (판타지 장르의 트랜스미디어 연구 -왕좌의 게임(Game of Thrones)을 중심으로-)

  • Jang, Dong-Gon;Kang, Ji-Young
    • Cartoon and Animation Studies
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    • s.48
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    • pp.173-197
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    • 2017
  • The purpose of this study is to investigate the extensibility of transmedia contents of fantasy genre, and then to examine the characteristics of trans-media contents and analyze how the contents of fantasy genre have become trans-media. The definition and characteristics of the trans-media are distinguished from the existing theories such as One Source Multi Use (OSMU) and Crossmedia. At the same time, this study analyzes the extensibility of the trans-media contents applied to the fantasy genre and it compares with other medias such as novels, videos, games, etc. This shows that the game of the throne was more like to the second order adaptation through video adaptations that succeeded in success compared to the original novels that in expanding into trans-media compared with existing fantasy genre contents represented by the Lord of the Ring. The difference is that although the game of the throne is a fantasy genre content, it does not inherit the existing database genre elements, and it has been found that it has a different aspect from the existing customary form from the role of the character to the whole narrative. The analyzes presented in this study are equally valid for single content, not just for transmedia specific elements.