• Title/Summary/Keyword: Video program

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A Study on demands of education training about copyright for infant and early childhood education institutions (영유아교육기관을 위한 저작권 교육 연수 요구조사)

  • Oh, Eun-Sun;Lee, So-Hyun
    • Journal of Digital Contents Society
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    • v.17 no.5
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    • pp.349-357
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    • 2016
  • The purpose of this study is to analyze demands of education training about copyright for Infant and early childhood education institutions. This study investigated demands of education training about copyright for infant and early childhood education institutions targeting 248 directors and teachers. Using a questionnaire, research data was analyzed using the program spss. Demands of education training about copyright for infant and early childhood education institutions appeared differently depending on education institution type, position, education career, etc. copyright training topics include the highest demands for understanding of the copyright associated with the work of the early childhood education. Training contents had higher demands for using typeface(font) and video material. So these results reported that directors and teachers require copyright education relating to the work of Early childhood education. The results of this study suggest the implications for developing and implementing copyright training programs for Infant and Early childhood education institutions.

The Kinematic Analysis of the Last Stride landing and Release Phase in the Women Javelin (여자 창던지기 도움닫기 최종 1보 착지와 릴리즈 국면의 운동학적 분석)

  • Hong, Soon-Mo;Lee, Young-Sun;Kim, Tea-Sam
    • Korean Journal of Applied Biomechanics
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    • v.14 no.1
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    • pp.51-63
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    • 2004
  • The purpose of this study was to investigate a three dimensional kinematic variables about the last stride and the release phase of the throwing technique for female javelin throwers. For the motion analysis, Six female javelin throwers were used as subjects. Three-dimensional coordinates were collected using the Kwon3D Motion Analysis Package Version 2.1 Program. Two S-VHS Video Cameras were used to record the locations and orientations of control object and the performances of the subjects at a frequency of 6.0 HZ. After the kinematic variables such as the time, the distance, the velocity, and the angle were analyzed about the last stride and release phase, the followings were achieved; 1. For the effectively javelin throwing, the subjects appeared to do long the approach time in the phasel of landing phase, and short the delivery time in release phase 2. In the release event, the other subjects except for subject A appeared to throwing in the lower condition than the height of themselves. This result showed to slow the projecion velocity. 3. For increase the projection vcelocity of the upper extremity joint in the release event, it appeared to do extend rather the shoulder angle than increase the extension of elbow joint. 4. The body of COG angle showed to gradually increase nearly at the vertical axis in the release event. But the front lean angle of trunk showed a small angle compare to increase of the body of COG angle. Therefore for the effectively momentum transmission of the whole body in the javelin, the front and back lean angle of trunk appeared to do fastly transfer the angle displacement in the arch posture or the crescent condition during the deliverly motion of the release phase.

Changes of Impact Variables by the Change of Golf Club Length (골프 클럽에 따른 타격자세의 변화)

  • Sung, Rak-Joon
    • Korean Journal of Applied Biomechanics
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    • v.15 no.4
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    • pp.181-189
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    • 2005
  • To know the proper impact posture and changes for the various clubs, changes of impact variables according to the change of golf club length was investigated. Swing motions of three male low handicappers including a professional were taken using two high-speed video cameras. Four clubs iron 7, iron 5, iron 3 and driver (wood 1) were selected for this experiment. Three dimensional motion analysis techniques were used to get the kinematical variables. Mathcad and Kwon3D motion analysis program were used to analyze the position, distance and angle data in three dimensions. Major findings of this study were as follows. 1. Lateral position of the head remained more right side of the target up to 3.5cm compared to the setup as the length of the club increased. 2. Left shoulder raised up to 5cm and right shoulder lowered up to 2.5cm compared to setup. The shoulder line opened slightly (maximum 11 degrees) to the target line. 3. Forward lean angle of the trunk decreased up to 4 degrees (more erected) compared to setup. 4. Side lean angle of the trunk increased compared to setup and increased up to 16 degrees as the club length increased. 5. The pelvis moved to the target line direction horizontally and opened up to 31 degrees. Right hip moves laterally to the grip position at the setup. 6. Flexion of the left leg maintained almost constantly but the right leg flexed up to 11 degrees compared to setup. 7. Left arm is straightened but the right arm flexed about 20degrees compared to straight. 8. Center of the shoulders were in front of the knees and toes of the feet. 9. Hands moved to the left (8.7cm), forward (5.7cm) and upward (11.6cm) compared to the setup. This is because of the rotation of pelvis and shoulders. 10. Shaft angle to the ground was smaller than the lie angle of the clubs but it increased close to the lie of the clubs at impact.

Analysis of Features Related to Authentic Science Inquiry Appear in Open-ended Activities of the Elementary Science-gifted Students (초등과학 영재학생의 개방적 탐구 활동에서 나타난 참과학탐구의 특정 분석)

  • Kang, Eun-Ju;Kim, Sun-Ja;Park, Jong-Wook
    • Journal of Gifted/Talented Education
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    • v.19 no.3
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    • pp.647-667
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    • 2009
  • This study intends to analyze open-ended inquiry activities of elementary science-gifted students in terms of how similar they are to authentic science inquiry and suggest desirable ways to make more effective programs for the gifted. For this study, we selected a small group with five elementary science-gifted students who had participated in the open inquiry program of summer camp held in the Institute for Science Gifted Education and collected data through recording and video-taping their discussion and performance from planning to coordinating inquiry results. The data was analyzed in terms of epistemological features and cognitive process in authentic science inquiry. The results is as follows. In terms of epistemology, students' inquiry methods were theory laden and they constructed knowledge in collaborative groups. For example, the students often discussed about performing the thought experiment and scientific concept related to inquiry task or their opinion. And in terms of cognitive process, their designing inquiry was similar to authentic science inquiry especially selecting variables, planning procedures, controlling variables, planning measures.

Suggestion of Emotional Expression with Human Character in 3D Animation using Layering Method (레이어링을 사용한 3D 애니메이션 인간형 캐릭터의 감정 표현 방법 제안)

  • Kim, Joo-Chan;Suk, Hae-Jung
    • The Journal of the Korea Contents Association
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    • v.15 no.5
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    • pp.1-17
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    • 2015
  • In domestic game market, the video game market is getting smaller and also decreasing funds and high level developers. So we need the software that can help us to make more realistic and high quality contents by non-expert developer in poor environments. In this paper, we selected global studio's animations which were scored good evaluation by public and critics as a well-made emotional expression that can convey the emotion properly. We selected movements that express emotions from the animation scripts by using Ekman's 6 basic emotions and Greimas' dynamic predicate, and then we had analyzed and categorized with the data. We also analyzed the movements for which data we needed to create specific movements to express emotions by using 'Animation Layer' that used in Unity's blending process. And suggest concept of the program that to create the emotional expression movements by using those analyzed data.

The Effect of Chinese Adolescents' Motivation to Use Tiktok on Satisfaction and Continuous Use Intention (중국 청소년의 틱톡(Tiktok) 이용동기가 이용만족도와 지속사용의도에 미치는 영향)

  • Shao, JinHua;Lee, SangKhee
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.107-115
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    • 2020
  • This study verified the motivation to use Tiktok for Chinese teenagers. This paper investigated the influence of adolescents'use motivation on use satisfaction and continuous use intention. In addition, this study was to grasp the relationship between use motivation and sustained use intention as a mediating effect of use satisfaction. The survey was conducted online and offline, 315 adolescents were selected for analysis. For the data, factor analysis, multiple regression analysis, and effect analysis of parameters were conducted using the SPSS 25 program. As a result of the study, information/entertainment pursuit, communication, and self-expression were derived as motivation for use. Among these motivations, information/enterprise pursuit and communication were found to have a significant effect on use satisfaction and continued use intention. In addition, it was confirmed that use satisfaction has a mediating effect on intention to use continuously. But it is found that the self-expression factor handled as reuse intention have no significant influence on the use satisfaction and continuous use intention of Tiktok.

Research on Effects of Three Different Designs and Implementations on Cyber Education (정보활용기술 발전에 따른 효과적 사이버 교육을 위한 설계 및 구현의 차이에 대한 연구)

  • Ha, Tai-Hyun;Kang, Jung-Hwa
    • The Journal of Korean Association of Computer Education
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    • v.6 no.4
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    • pp.71-83
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    • 2003
  • This study is aimed to develop and evaluate different approaches for cyber education. The project involved the development of sample cyber education programs using different design approaches, with built-in evaluation mechanisms. The different design approaches depend on what delivery technologies are involved. In the First Generation, the delivery technologies use text, flash and animation, whereas the synchronized content to video and audio are used in the Second and the Third Generations but the difference is the delivery method used by the videoclip. Tests were carried out through self-assessment to measure and analyze the efficient teaching. The results show that the Third generation technologies were the most effective method for cyber education. However, since the Third generation program is developed in multimedia, it tends 10 require higher development costs, and more advanced hardware and software as well as a higher bandwidth for network. Therefore, the research indicates that the development of technical supports, like loading speed, has to be solved simultaneously with the development of multimedia products for effective cyber education.

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Tracking a Walking Motion Based on Dynamics Using a Monocular Camera (단일 카메라를 이용한 동역학 기반의 보행 동작 추적)

  • Yoo, Tae-Keun;Choi, Jae-Lim;Kim, Deok-Won
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.49 no.1
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    • pp.20-28
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    • 2012
  • Gait analysis is an examination which extracts objective information from observing human gait and assesses the function. The equipments used recently for gait analysis are expensive due to multiple cameras and force plates, and require the large space to set up the system. In this paper, we proposed a method to measure human gait motions in 3D from a monocular video. Our approach was based on particle filtering to track human motion without training data and previous information about a gait. We used dynamics to make physics-based motions with the consideration of contacts between feet and base. In a walking sequence, our approach showed the mean angular error of $12.4^{\circ}$ over all joints, which was much smaller than the error of $34.6^{\circ}$ with the conventional particle filter. These results showed that a monocular camera is able to replace the existing complicated system for measuring human gait quantitatively.

A General-Purpose Service Information Processing System for Integrated Data Broadcasting Environment (통합 데이터 방송 환경을 위한 범용 서비스 인포메이션 처리 시스템)

  • Jeon, Je-Min;Choi, Hyeon-Seok;Kim, Jung-Sun
    • The KIPS Transactions:PartC
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    • v.16C no.1
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    • pp.101-108
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    • 2009
  • The data broadcasting service, which is growing remarkably today, provides viewers with useful information as well as high quality video and audio. Service information is a kind of additional data that contains a wide range of information such as channel list and/or program title. Each service information is transmitted in the form of a table. And most standard committees have specified their own table list used for carrying the service information. Consequently, It causes incompatibility among services that each broadcast operators produce because the tables that they use differ from each other. In this paper, we propose a general-purpose service information processing system for an integrated data broadcasting middleware that is compatible with heterogenous broadcasting environments. The system is able to change its target table list dynamically without any code modification. Futhermore, we also adopted a thread pool model for efficient parsing and event dispatching.

A Study of Utilizing 2D Photo Scan Technology to Efficiently Design 3D Models (2D 포토 스캔 기술을 활용한 효율적인 3D 모델링 제작방법 연구)

  • Guo, Dawei;Chung, Jeanhun
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.393-400
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    • 2017
  • Generally, in special effect video and 3D animation design process, character and background's 3D model is built by 3D program like MAYA or 3DS MAX. But in that manual modeling mode, model design needs much time and costs much money. In this paper, two experimental groups are set to prove use 2D photo scan modeling mode to build 3D model is effective and advanced. The first experimental group is modeling the same object by different experimental setting. The second experimental group is modeling the same background by different experimental setting. Through those two experimental groups, we try to find an effective design method and matters need attention when we use photo scan design mode. We aim to get the model from whole experiment and prove photo scan modeling mode is effective and advanced.