• Title/Summary/Keyword: Source Animation

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Segmentation and Transition Techniques for Plausible Dance Motion Generation (자연스러운 춤 동작 생성을 위한 분절화와 전이기법)

  • Kang, Kyung-Kyu;Choung, Yu-Jean;Han, Kwang-Pa;Kim, Dong-Ho
    • Journal of KIISE:Computer Systems and Theory
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    • v.35 no.8
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    • pp.407-415
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    • 2008
  • This paper presents novel segmentation and transition techniques for dancing motion synthesis. The segmentation method for dancing motions is based on Laban Movement Analysis (LMA). We assume a dance sequence as a set of small dancing motions. To segment a dancing motion is a subjective, psychological, and complex problem, so we extract the shape factor of LMA from a dance motion and observe shape's changes to find the boundaries of dance segments. We also introduce a transition method that meets constraints on the feet. This method that is based on a linear interpolation modifies the intermediate posture motion after analyzing footprint positions. The posture could be a key-frame between source motion and target motion on the transition. With the proposed techniques, it would be easy for multimedia applications to generate plausible dance motions.

Design and Implementation of Multimedia CAI Program for Learning about Electricity in the Mechanics Curriculum (기술과 전기 학습을 위한 멀티미디어 CAI 프로그램 설계 및 구현)

  • Lee, Hyae-Joung;Shin, Hyun-Cheul;Joung, Suck-Tae
    • Convergence Security Journal
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    • v.7 no.2
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    • pp.9-16
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    • 2007
  • In today's society, the paradigm is converted to information where both this and knowledge become the source of value added. In order to answer societies' needs school education is subject to a large change, that is 'from supplier-centered learners to demand-centered learners'. This study is the design and implementation of multimedia CAI program for learning about electricity in the meddle school the mechanics curriculum with a focus in generating electricity. Based on multimedia, software, educational utilization of the multimedia, CAI, learning theory and form, both technology and multimedia elements related to curriculum are analyzed. This title is composed of object, contents, evaluation and related sites every chapter for students to study. Also, it is designed for students to take interest and participate in the learning process actively by combining lots of media such as characters, sound, images and animation. Specially it is composed in a way of repetition according to the student's level.

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A Study on Development of Hypermedia Couseware for Fashion Design Education (의상디자인 교육용 하이퍼미디어 코스웨어 개발 연구)

  • 조진숙;한명숙
    • The Research Journal of the Costume Culture
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    • v.8 no.5
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    • pp.629-637
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    • 2000
  • This paper focuses on the development of a fashion design educational program that will foster the talent and aesthetic consciousness of fashion design students. The goal of progressive educational methods with cutting edge technology is to elevate educational efficiency, and ultimately rear creative designers. To fulfill its objective, this paper presents a courseware program on fashion design education utilizing hyper media that include animation, photographs, pictures, sounds and characters. By the utilization of such comprehensive source of information media, a hypermedia courseware was developed for elementary education in fashion design with the following conclusions : 1. The program enables the students to customize their fashion design education. The students of fashion design education programs are able to choose and adjust their own programs to suit their requirements and intellectual level. 2. The program effectively motivates. Much like a constant sequence of various images on a screen that can provoke profound heart-felt emotions and inspire creativity, the program can stimulate and motivate the students. 3. The program provides a consistent education. To advance the overall quality of fashion design education, the problem of dissonance in educational content should be resolved and possible individual errors in delivery rectified. The present program will solve such problems, and establish coherent standards that will withstand the test of time regardless of time or place. 4. The program is cost effective. Since the present program frees the teacher from the time consuming drudgery of preparing various texts and lesson plans, have the materials delivered and handled, it reduces the time and cost previously required. 5. The program has the capability to be upgraded. The accumulated know-how of teachers and the total experience of the program can be linked with other programs for limitless expansion.

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On Visualization of Trajectory Data for Traffic Flow Simulation of Urban-scale (도시 스케일의 교통 흐름 시뮬레이션을 위한 궤적 데이터 시각화)

  • Choi, Namshik;Onuean, Athita;Jung, Hanmin
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.582-585
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    • 2018
  • As traffic volume increases and road networks become more complicated, identifying for accurate traffic flow and driving smooth traffic flow are a concern of many countries. There are various analytical techniques and studies which desire to study about effective traffic flow. However, the necessary activity is finding the traffic flow pattern through data visualization including location information. In this paper aim to study a real-world urban traffic trajectory and visualize a pattern of traffic flow with a simulation tool. Our experiment is installing the sensor module in 40 taxis and our dataset is generated along 24 hours and unscheduled routes. After pre-processing data, we improved an open source traffic visualize tools to suitable for our experiment. Then we simulate our vehicle trajectory data with a dots animation over a period of time, which allows clearly view a traffic flow simulation and a understand the direction of movement of the vehicle or route pattern. In addition we further propose some novel timelines to show spatial-temporal features to improve an urban environment due to the traffic flow.

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A Study on the Multimedia Design of Samkuk Yusa (삼국유사의 멀티미디어화에 관한 연구)

  • 홍석일
    • Archives of design research
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    • v.17 no.3
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    • pp.157-166
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    • 2004
  • Samguk Yusa is a important historic record about the dynasties of ancient Korea. It consists of information about the hidden, mythical history, old languages and poems. This historical book has been translated many times since the Liberation of Korea in 1945. However, these books are the result of academic research so we are restricted in our usage of them to understand Korean history. There are many historical documentaries and TV series on Samguk Yusa. However, these programs can be viewed only and not be utilized in any way by the audience. Since the computer was introduced to the public, multimedia technology has been a good source to combine text, image, moving picture, sound, animation and graphic. Producing the CD-ROM about historical books not only produce digital images but also a valuable high quality digital information. Digitalization process also keeps the original content of the historical books as well as provide value as a research material as historical, artistic and archaeological item. Furthermore, its information would be provided through a network, like internet, to share and to promote more advanced studies. The purpose of this study is to produce the basic method of multimedia design of Samguk Yusa. This study also researches the problems of multimedia process for more effective usage.

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A Numerical Model for the Movement of Spilled Oil at Ocean (해상누유 확산의 수치해석)

  • Dong-Y. Lee;Hang-S. Choi
    • Journal of the Society of Naval Architects of Korea
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    • v.31 no.1
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    • pp.94-101
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    • 1994
  • This paper describes a short-term prediction model for the movement of an oil slick in shallow waters. Under the assumption that the initial movement of the oil slick is governed by spreading and advection, the model has been developed and applied to Kyungki-Bay near Incheon Harbor. The initial spreading is estimated by using an empirical formula. The depth-averaged momentum equations are solved numerically for the volume transport velocities, in which the $M_2$ tide is the main driving source. A staggered grid system is adopted fur spatial discretization and the half-time method is implemented for time marching. The numerical result is visualized with the help of animation and thus the contaminated area is displayed on a monitor in time sequence. The input data are the time, the location and the volume of spill accident as well as environmental data such as md and $M_2$ tide.

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A Study on Repetition and Multiplicite of Superhero Comics (슈퍼히어로 코믹의 반복과 다양체적 형식에 관한 연구)

  • Park, Seh-Hyuck
    • Cartoon and Animation Studies
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    • s.28
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    • pp.27-53
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    • 2012
  • American superhero comics are being produced in numerous different forms for multiple, and cross-platform media. In cinema, films based on superhero comics top the list of all time box office records. The same phenomenon of the 'Invasion of Superhero' is duplicated in Korean box office 2012, however, the korean fans are not familiar with the superheroes from the publication which provides the original source of characters and stories for other superhero related media products. Based on observing the multiple and vastness of world building characteristics of superhero comic, this paper attempts to associate the continuous creative nature and the infinite repetition of superheroes and comic texts with the identity of superhero on ontological level. First, chapter 2 examines how one superhero exists in multiple and different worlds individually by utilizing the concept of 'multi-universe' or 'multiverse' in comic texts. Initially, duplicating a superhero on multiple settings and series destroyed continuity and allowed contradiction and paradox confused narrative as a whole, but it also gave chances for comics to be more vibrant and experimental with their stories and characters. Chapter 3 analyzes the superhero comic texts in the light of repetition, concept developed by french philosopher Gilles Deleuze, and make the argument that the superheroes and texts are not repeated to generate surplus of source for economic utilitarian purposes, but it is, first and foremost, a repetition of creativeness and capability. Many concepts introduced by Deleuze in his early masterpiece, $\acute{e}$rence et R$\acute{e}$p$\acute{e}$tition> are taken to support this argument. Mainly, his critical views on generality of the identity and his effort to replace the Plato's system of representation with vibrant creative, and renewal energy of r$\acute{e}$p$\acute{e}$tition. According to Deleuze, repetition is similar concept, if not identical, to what Nietzsche called the 'eternal return' which allows the return of the Overhuman or the Superhuman, and he extends his idea that the returning Overhuman is the singular simulacre which opposes the generalization of identity, in the likes of Plato's Idea. Thus, the superhero's identity is ever changing, ever returning, and ever renewing Overhuman. The superhero must be repeated to fully actualize his/her existence. Also, based on Deleuze's reading of Bergson's texts on the Virtual, the superhero, for example Superman, is actualization of his/her multiplisit$\acute{e}$, the internally multiple, and differentiated variations from itself. These every Supermans' multiplisit$\acute{e}$ shares common memory, past, and duration, thus the Virtual of Superman. Superman becomes himself only by actualizing the movement and differentiation from these multiplisit$\acute{e}$ in his virtual on the surface of reality. On chapter 4, a popular Korean comic book character Oh, Hae-Sung's r$\acute{e}$p$\acute{e}$tition and multiplist$\acute{e}$ are analyzed, and makes comparison to that of Superman to distinguish the repetition from r$\acute{e}$p$\acute{e}$tition, and multiplicit$\acute{e}$ from diversity.

A Study of Sound Expression in Webtoon (웹툰의 사운드 표현에 관한 연구)

  • Mok, Hae Jung
    • Cartoon and Animation Studies
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    • s.36
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    • pp.469-491
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    • 2014
  • Webtoon has developed the method that makes it possible to express sound visually. Also we can also hear sound in webtoon through the development of web technology. It is natural that we analyze the sound that we can hear, but we can also analyze the sound that we can not hear. This study is based on 'dual code' in cognitive psychology. Cartoonists can make visual expression on the basis of auditive impression and memory, and readers can recall the sound through the process of memory and memory-retrieval. This study analyzes both audible sound and inaudable sound. Concise analysis owes the method to film sound theory. Three main factor, Volume, pitch, and tone are recognized by frequency in acoustics. On the other hand they are expressed by the thickness and site of line and image of sound source. The visual expression of in screen sound and off screen sound is related to the frame of comics. Generally the outside of frame means off sound, but some off sound is in the frame. In addition, horror comics use much sound for the effect of genre like horror film. When analyzing comics sound using this kinds of the method film sound analysis, we can find that webtoon has developed creative expression method comparing with simple ones of early comics. Especially arranging frames and expressing sound following and vertical moving are new ones in webtoon. Also types and arrangement of frame has been varied. BGM is the first in using audible sound and recently BGM composed mixing sound effect is being used. In addition, the program which makes it possible for readers to hear sound according to scroll moving. Especially horror genre raise the genre effects using this technology. Various methods of visualizing sound are being created, and the change shows that webtoon could be the model of convergence in contents.

Speech Visualization of Korean Vowels Based on the Distances Among Acoustic Features (음성특징의 거리 개념에 기반한 한국어 모음 음성의 시각화)

  • Pok, Gouchol
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.12 no.5
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    • pp.512-520
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    • 2019
  • It is quite useful to represent speeches visually for learners who study foreign languages as well as the hearing impaired who cannot directly hear speeches, and a number of researches have been presented in the literature. They remain, however, at the level of representing the characteristics of speeches using colors or showing the changing shape of lips and mouth using the animation-based representation. As a result of such approaches, those methods cannot tell the users how far their pronunciations are away from the standard ones, and moreover they make it technically difficult to develop such a system in which users can correct their pronunciation in an interactive manner. In order to address these kind of drawbacks, this paper proposes a speech visualization model based on the relative distance between the user's speech and the standard one, furthermore suggests actual implementation directions by applying the proposed model to the visualization of Korean vowels. The method extract three formants F1, F2, and F3 from speech signals and feed them into the Kohonen's SOM to map the results into 2-D screen and represent each speech as a pint on the screen. We have presented a real system implemented using the open source formant analysis software on the speech of a Korean instructor and several foreign students studying Korean language, in which the user interface was built using the Javascript for the screen display.

Twitter Issue Tracking System by Topic Modeling Techniques (토픽 모델링을 이용한 트위터 이슈 트래킹 시스템)

  • Bae, Jung-Hwan;Han, Nam-Gi;Song, Min
    • Journal of Intelligence and Information Systems
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    • v.20 no.2
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    • pp.109-122
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    • 2014
  • People are nowadays creating a tremendous amount of data on Social Network Service (SNS). In particular, the incorporation of SNS into mobile devices has resulted in massive amounts of data generation, thereby greatly influencing society. This is an unmatched phenomenon in history, and now we live in the Age of Big Data. SNS Data is defined as a condition of Big Data where the amount of data (volume), data input and output speeds (velocity), and the variety of data types (variety) are satisfied. If someone intends to discover the trend of an issue in SNS Big Data, this information can be used as a new important source for the creation of new values because this information covers the whole of society. In this study, a Twitter Issue Tracking System (TITS) is designed and established to meet the needs of analyzing SNS Big Data. TITS extracts issues from Twitter texts and visualizes them on the web. The proposed system provides the following four functions: (1) Provide the topic keyword set that corresponds to daily ranking; (2) Visualize the daily time series graph of a topic for the duration of a month; (3) Provide the importance of a topic through a treemap based on the score system and frequency; (4) Visualize the daily time-series graph of keywords by searching the keyword; The present study analyzes the Big Data generated by SNS in real time. SNS Big Data analysis requires various natural language processing techniques, including the removal of stop words, and noun extraction for processing various unrefined forms of unstructured data. In addition, such analysis requires the latest big data technology to process rapidly a large amount of real-time data, such as the Hadoop distributed system or NoSQL, which is an alternative to relational database. We built TITS based on Hadoop to optimize the processing of big data because Hadoop is designed to scale up from single node computing to thousands of machines. Furthermore, we use MongoDB, which is classified as a NoSQL database. In addition, MongoDB is an open source platform, document-oriented database that provides high performance, high availability, and automatic scaling. Unlike existing relational database, there are no schema or tables with MongoDB, and its most important goal is that of data accessibility and data processing performance. In the Age of Big Data, the visualization of Big Data is more attractive to the Big Data community because it helps analysts to examine such data easily and clearly. Therefore, TITS uses the d3.js library as a visualization tool. This library is designed for the purpose of creating Data Driven Documents that bind document object model (DOM) and any data; the interaction between data is easy and useful for managing real-time data stream with smooth animation. In addition, TITS uses a bootstrap made of pre-configured plug-in style sheets and JavaScript libraries to build a web system. The TITS Graphical User Interface (GUI) is designed using these libraries, and it is capable of detecting issues on Twitter in an easy and intuitive manner. The proposed work demonstrates the superiority of our issue detection techniques by matching detected issues with corresponding online news articles. The contributions of the present study are threefold. First, we suggest an alternative approach to real-time big data analysis, which has become an extremely important issue. Second, we apply a topic modeling technique that is used in various research areas, including Library and Information Science (LIS). Based on this, we can confirm the utility of storytelling and time series analysis. Third, we develop a web-based system, and make the system available for the real-time discovery of topics. The present study conducted experiments with nearly 150 million tweets in Korea during March 2013.