• Title/Summary/Keyword: Video production

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Heart rate variability and behavioral alterations during prepartum period in dairy cows as predictors of calving: a preliminary study

  • Tomoki Kojima;Chen-Yu Huang;Ken-ichi Yayou
    • Animal Bioscience
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    • v.37 no.5
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    • pp.944-951
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    • 2024
  • Objective: Parturition is crucial for dams, their calves, and cow managers. The prediction of calving time, which assists cow managers to decide on the relocation of cows to maternity pens and necessity of human supervision, is a pivotal aspect of livestock farming. However, existing methods of predicting calving time in dairy cows based on hormonal changes and clinical symptoms are time-consuming and yield unreliable predictions. Accordingly, we investigated whether heart rate variability (HRV) which is a non-invasive assessment of autonomic nervous system (ANS) activity and behavior during the prepartum period would be useful for predicting calving time in dairy cows. Methods: Eight pregnant cows were surveilled under electrocardiogram and video recordings for HRV and behavioral analyses, respectively. HRV parameters in time and frequency domains were evaluated. A 24-h time budget was calculated for each of six types of behavior (standing and lying with or without rumination, sleeping, and eating). Results: Heart rate on calving day is considerably higher than those recorded on the days preceding calving. Low frequency power declined, whereas high frequency power escalated on the calving day compared to the period between 24 and 48 h before calving. The time budget for ruminating while lying decreased and that while standing increased markedly on the calving day compared to those allocated on the preceding days; nonetheless, the total time budget for ruminating did not differ during the prepartum period. Conclusion: We elucidated the ANS activity and behavioral profiles during prepartum period. Our results confirm that HRV parameters and behavior are useful for predicting calving time, and interestingly indicate that the time budget for ruminating while standing (or lying) may serve as a valuable predictor of calving. Collectively, our findings lay the foundation for future investigations to determine other potential predictors and formulate an algorithm for predicting calving time.

A Discussion on AI-based Automated Picture Creations (인공지능기반의 자동 창작 영상에 관한 논구)

  • Junghoe Kim;Joonsung Yoon
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.723-730
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    • 2024
  • In order to trace the changes in the concept and understanding of automatically generated images, this study analogously explores the creative methods of photography and cinema, which represent the existing image fields, in terms of AI-based image creation methods and 'automaticity', and discusses the understanding and possibilities of new automatic image creation. At the time of the invention of photography and cinema, the field of 'automatic creation' was established for them in comparison to traditional art genres such as painting. Recently, as AI has been applied to video production, the concept of 'automatic creation' has been expanded, and experimental creations that freely cross the boundaries of literature, art, photography, and film are active. By utilizing technologies such as machine learning and deep learning, AI automated creation allows AI to perform the creative process independently. Automated creation using AI can greatly improve efficiency, but it also risks compromising the personal and subjective nature of art. The problem stems from the fact that AI cannot completely replace human creativity.

A Study on the Method and Work Measurement for Productivity Improvement of Clothing Products-With concentration in MTM Analysis- (의류제품의 생산성 향상을 위한 방법 및 작업측정에 관한 연구-MTM법을 중심으로-)

  • 김옥경;이순흥
    • Journal of the Korean Society of Costume
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    • v.41
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    • pp.185-206
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    • 1998
  • The purpose of this study was to improve productivity for maximum effects with the present equipments and staff. This study compared and analyzed the mea-sured time by using stop watch method and MTM, which was the new measuring method. The flow and results of this study were as follows: 1. This study investigated the theoretical background the efficiency for production management, and the way of productivity improvement through documentary research. 2. Setting up the standard flow on the experi-mental company production, making out a process chart and measuring the actual working hour. 3. The study measured the allowance time applying work sampling. 4. Each process of the movement analysis was filmed by video to use basic data. 5. MTM analysis was taken by choosing 10 processes from front bodice according to the basic movement of MTM. Through the results, this study exclude unneccesary movements and suggest a method for working ways. 6. Using the actual working hour measured by a stop watch calculated the pitch time and presumed the amount of daily productivity. 7. The result of the work sampling came out as 38% of allowance rate. It was 13% higher than the standard amount of woman's jacket allowance rate, which was 25%. The most influencing factor was work discussion. That was because there were commuication problem of the work way between the operator and leader. More adequate use of flow table and level passing table was needed. There were the problems that inappropriate places and sizes made the distance of movements longer and often needed more adjustment of works and surroundings. To prevent breakdowns equipments check ups were necessary before works. 8. The results of MTM analysis were as follow : the time was reduced 40% than the actual measured time by a stop watch. This was because the leveling of the operator was included in the real calculation. Also, leveling was included in MTM analysis and all the conditions were standarized. Therefore MTM method was a scientidic measuring way of establishing the standard time. The presented method of this study, suggested an ideal method eliminating unneccesary motions, and presented standardization of works. Improvement of working methods, work condition and simplifying motions in each 10 processes reduced the working time from total 656 seconds to 301 seconds. 9. The way and time of working was linked together in the MTM analysis methods. Thus data from MTM help suggest not only establishing standard time but also establishing stan-dard work. Plus it includes various ability for improvements of working ways. So it is an objective method which can be widely used in other work studies. 10. The function of a time study is to determine the amount of work produced with a given method. The work rate is used to establish the cost of labor. The wage of worker must be calculated per unit time which is deter-mined before the time study is made. This study tried to introduce the incentive rule for deciding wages according to the standard time by MTM method.

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Coarticulation Model of Hangul Visual speedh for Lip Animation (입술 애니메이션을 위한 한글 발음의 동시조음 모델)

  • Gong, Gwang-Sik;Kim, Chang-Heon
    • Journal of KIISE:Computer Systems and Theory
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    • v.26 no.9
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    • pp.1031-1041
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    • 1999
  • 기존의 한글에 대한 입술 애니메이션 방법은 음소의 입모양을 몇 개의 입모양으로 정의하고 이들을 보간하여 입술을 애니메이션하였다. 하지만 발음하는 동안의 실제 입술 움직임은 선형함수나 단순한 비선형함수가 아니기 때문에 보간방법에 의해 중간 움직임을 생성하는 방법으로는 음소의 입술 움직임을 효과적으로 생성할 수 없다. 또 이 방법은 동시조음도 고려하지 않아 음소들간에 변화하는 입술 움직임도 표현할 수 없었다. 본 논문에서는 동시조음을 고려하여 한글을 자연스럽게 발음하는 입술 애니메이션 방법을 제안한다. 비디오 카메라로 발음하는 동안의 음소의 움직임들을 측정하고 입술 움직임 제어 파라미터들을 추출한다. 각각의 제어 파라미터들은 L fqvist의 스피치 생성 제스처 이론(speech production gesture theory)을 이용하여 실제 음소의 입술 움직임에 근사한 움직임인 지배함수(dominance function)들로 정의되고 입술 움직임을 애니메이션할 때 사용된다. 또, 각 지배함수들은 혼합함수(blending function)와 반음절에 의한 한글 합성 규칙을 사용하여 결합하고 동시조음이 적용된 한글을 발음하게 된다. 따라서 스피치 생성 제스처 이론을 이용하여 입술 움직임 모델을 구현한 방법은 기존의 보간에 의해 중간 움직임을 생성한 방법보다 실제 움직임에 근사한 움직임을 생성하고 동시조음도 고려한 움직임을 보여준다.Abstract The existing lip animation method of Hangul classifies the shape of lips with a few shapes and implements the lip animation with interpolating them. However it doesn't represent natural lip animation because the function of the real motion of lips, during articulation, isn't linear or simple non-linear function. It doesn't also represent the motion of lips varying among phonemes because it doesn't consider coarticulation. In this paper we present a new coarticulation model for the natural lip animation of Hangul. Using two video cameras, we film the speaker's lips and extract the lip control parameters. Each lip control parameter is defined as dominance function by using L fqvist's speech production gesture theory. This dominance function approximates to the real lip animation of a phoneme during articulation of one and is used when lip animation is implemented. Each dominance function combines into blending function by using Hangul composition rule based on demi-syllable. Then the lip animation of our coarticulation model represents natural motion of lips. Therefore our coarticulation model approximates to real lip motion rather than the existing model and represents the natural lip motion considered coarticulation.

A Study on Element Features and Research Frames of Game Trailers (게임 트레일러의 유형 및 산업적 연구 프레임에 관한 고찰)

  • Kwon, Jae-Woong
    • Cartoon and Animation Studies
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    • s.41
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    • pp.187-222
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    • 2015
  • The quantitave increase and qualitative development in the game industry leads to bitter competition and makes game companies struggle to find better ways promoting their own games. The game trailer is one of the critical ways to publicize diverse games by showing visual images directly. There are three reasons why the game trailer comes into the spotlight these days; the rapid growth of the Internet speed handling the large size of files, the remarkable development of visual image quality just like digital movies, and the advent of video websites such as You Tube that shows huge amount of videos regardless of the type and size. However, there are not enough amount of research on the game trailer because using game trailers as the marketing source is still at an early stage. Therefore, this research focuses on providing characteristics of game trailers that are available for practical market analysis. First, this research shows that game trailers can be divided by the category of display, style, and contents type. Second, this research provides the component parts of game trailers that are divided into contents factors such as characters, backgrounds, events and promotional factors such as title, production company name, distribution company name. Third, this research explores research frames that would be needed to analyze marketing strategies, effects of game trailers, production pipelines and so on. These categorizations would be useful for producing game trailers efficiently and utilizing them effectively.

Evaluation of marginal fidelity of copy-milled and CAD/CAM all ceramic crowns

  • Jeong Seung-Mi;Kang Dong-Wan;Wolf Christoph
    • The Journal of Korean Academy of Prosthodontics
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    • v.39 no.3
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    • pp.243-249
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    • 2001
  • Statement of the problem. The interest in all-ceramic restorations has increased as more techniques have become available. With the introduction of machinable dental ceramics and CAD/CAM systems or Copy-milling systems there is a need for evaluating the quality levels of these new fabrication techniques. Purpose. This study was to evaluate the fitting accuracy of machined all-ceramic crowns made out of an industrially prefabricated feldspathic porcelain. Material and Methods. Three master models with different cutting depth (0.8mm/1.0mm/1.2mm)were produced using a palladium-silver alloy. A total of 36 working dies, 12 of each form, was used for the modellation of prototype resin copings and 36 additional crowns, 12 of each cutting depth, were produced by using the $CEREC^{(R)}2$ system for all crowns. The maginal fit of all 72 crowns was then evaluated on their respective master die at 54 circularly staggered points of measurement per crown under a fixation pressure of 30 N by using a computerized video image system. Results. The medians of the copy-milled $CELAY^{(R)}$ crowns ranged from 29 to $36{\mu}m$. The highest value for the marginal gap was found in group B (cutting depth 1.0mm) at $107{\mu}m$. The median for the $CEREC^{(R)}2$ crowns was found between 43.5 and $70{\mu}m$. The maximum values for all three groups ranged from $181{\mu}m$ to $286{\mu}m$. With $286{\mu}m$ the highest value for marginal gap was found in group C. the Kruskal-Wallis test and multiple comparisons analysis procedure revealed a significant influence of the production technique on the marginal fit in all three groups (p<0,02). Conclusion. 1. The $CELAY^{(R)}$ system is capable to produce all-ceramic crowns with a significantly better marginal fit than the $CEREC^{(R)}2$ system. 2. As far as premolar crowns produced with the $CEREC^{(R)}2$ system are concerned, the cutting depth has a significant influence on fitting accuracy. 3. The production of crowns with an acceptable marginal fit is possible with both systems. However, adhesive luting is recommended for milled feldspathic porcelain crowns.

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A Flow of Generative Change and Ideological Convergence in Chinese Media Policies (중국 미디어 관리의 생성적 변화와 이데올로기적 수렴)

  • Ko, Yoon-sil
    • Cross-Cultural Studies
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    • v.44
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    • pp.123-145
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    • 2016
  • A flow of generative change has existed in the Chinese media following political, economic, and institutional changes. Since a market system was introduced to the field of drama production, people called 'zhipianren' who act as government agents as well as market administrators have spontaneously emerged. The government, by granting legal qualifications and authority to these 'zhipianren', have institutionalized and absorbed them within the system. Through this process, the 'drama zhipianren system', under the unique environment of a socialist market economy, demonstrates a Chinese administrative model that effectively reveals the changing process from a direct administration by the government to indirect administration and self-censorship. Furthermore, with the widespread adoption of the internet, various types of media including grassroots media have emerged, and the participation and production activities of netizens has enabled the development of a new genre of literature called internet literature. Furthermore, some websites that functioned as platforms for video and grassroots media came to self-produce contents so as to function as media in and of themselves. Originally, the internet was cultivated as a portion of the IT industry, but when it began to function as media, forming a new media landscape, regulations and institutions were gradually established and subsequently advanced in the direction of supervision and regulation over all internet media contents. A flow of generative change in the field of media has emerged, and the pattern of generation-convergence repeats itself as the official media policies converge.

A Study on Promotion and Improvement of YouTube Music Contents Through the User Evaluation of Card Live ('명함라이브' 사용자 평가를 통한 유튜브 음악 콘텐츠 홍보 및 개선방안 연구)

  • You, Jae-Sun
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.4
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    • pp.105-120
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    • 2020
  • This study explores the process of the actual content production and distribution, by creating a YouTube channel to promote the popular music contents produced by the researcher, which thus reflects the reality where the production of video contents rapidly increases. A YouTube channel titled "Alida Music", of which the focus was to promote indie musicians, was created on February 2019. The contents of 10 indie musicians were produced in one-take live format. The information of the indie musicians was displayed in the form of a screen business card, with their e-mail address and SNS account at the top. Therefore, this promotional design was named "Card Live". Promotional video contents marked with the QR code in the lower right on the screen were produced, along with the promotional phrase "Communicate directly with the artist through the QR code", which allows viewers to watch other contents of the indie musician when they scan the QR code. This research conducted a study on how to improve and promote "Card Live" contents of "Alida Music", which were produced through this process. A group interview targeting five indie musicians, among whom one participant deemed significant was selected to conduct a one-to-one in-depth interview. As a result of the study, the following three conclusions were drawn. First, YouTube was found to be the medium with the greatest influence and highest efficiency at the lowest cost. Second, the evaluation of the participants on "Card Live" were divided into the three categories: need for one-take live, the design elements of "Card Live", and scanning issues of the QR code. Third, there is a need for promotional methods that can effectively utilize the media aspects of YouTube: the channel management issues such as raising public awareness as well as the number of subscribers of "Alida Music" should be resolved and measures to effectively use various media including other SNS should be developed. In terms of its content, it is imperative to recruit diverse performers to make various contents, as well as to come up with ways to link "Card Live" contents with offline. Based on these results, "Card Live" contents should be further revised and complemented in order to provide interesting contents to consumers, which will further develop "Alida Music" as a platform where various musicians and companies meet, thereby inducing contracts with popular music agencies and generating advertising revenues. However, since this study was carried out only with the limited number of participants, future studies should include more participants to bring forth a variety of promotional plans and improvement measures. Also, in the era of consuming contents through smart devices, the fact that some features of "Card Live" were available only on PC, did not fully reflect the characteristics of the times. In the future research, various contents that smartphone users can access and view freely without PC should be produced.

Implementation of Radiotherapy Educational Contents Using Virtual Reality (가상현실 기술을 활용한 방사선치료 교육 콘텐츠 제작 구현)

  • Kwon, Soon-Mu;Shim, Jae-Goo;Chon, Kwon-Su
    • Journal of the Korean Society of Radiology
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    • v.12 no.3
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    • pp.409-415
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    • 2018
  • The development of smart devices has brought about significant changes in daily life and one of the most significant changes is the virtual reality zone. Virtual reality is a technology that creates the illusion that a 3D high-resolution image has already been created using a display device just like it does in itself. Unrealized subjects are forced to rely on audiovisual materials, resulting in a decline in the concentration of practices and the quality of classes. It used virtual reality to develop effective teaching materials for radiology students. In order to produce a video clip bridge using virtual reality, a radiology clinic was selected to conduct two exposures from July to September 2017. The video was produced taking into account the radiology and work flow chart and filming was carried out in two separate locations : in the computerized tomography unit and in the LINAC room. Prior to filming the scenario and the filming route were checked in advance to facilitate editing of the video. Modeling and mapping was performed in a PC environment using the Window XP operating system. Using two leading virtual reality camera Gopro Hero, CC pixels were produced using a 4K UHD, Adobe, followed by an 8 megapixel resolution of $3,840{\times}2,160/4,096{\times}2,160$. Total regeneration time was performed in about 5 minutes during the production of using virtual reality to prevent vomiting and dizziness. Currently developed virtual reality radiation and educational contents are being used to secure the market and extend the promotion process to be used by various institutions. The researchers will investigate the satisfaction level of radiation and educational contents using virtual reality and carry out supplementary tasks depending on the results.

Suggestion of Similarity-Based Representative Odor for Video Reality (영상실감을 위한 유사성 기반 대표냄새 사용의 제안)

  • Lee, Guk-Hee;Choi, Ji Hoon;Ahn, Chung Hyun;Li, Hyung-Chul O.;Kim, ShinWoo
    • Science of Emotion and Sensibility
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    • v.17 no.1
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    • pp.39-52
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    • 2014
  • Use of vision and audition for video reality has made much advancement. However use of olfaction, which is effective in inducing emotion, has not yet been realized due to technical limitations and lack of basic research. In particular it is difficult to fabricate many odors required for each different video. One way to resolve this is to discover clusters of odors of similar smell and to use representative odor for each cluster. This research explored clusters of odors based on pairwise similarity ratings. 300 diverse odors were first collected and sorted them into 11 categories. We selected 152 odors based on their frequency, preference, and concreteness. Participants rated similarity on 1,018 pairs of odors from selected odors and the results were analyzed using multi-dimensional scaling (MDS). Based on the idea that low odor concreteness would support valid use of representative odor, the MDS results are presented from low to high smell concreteness. First, flowers, plants, fruits, and vegetables was classified under the easy categories to use representative odor due to their low smell concreteness (Figure 1). Second, chemicals, personal cares, physiological odors, and ordinary places was classified under the careful categories of using it due to their intermediate concreteness (Figure 2). Finally, food ingredients, beverages, and foods was classified under the difficult categories to use it because of their high concreteness (Figure 3). The results of this research will contribute to reduction of cost and time in odor production and provision of realistic media service to customers at reasonable price.