• Title/Summary/Keyword: Visual Programming

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Making 2.5D with Vanishing Point in Photoshop (Photoshop Vanishing Point를 이용한 2.5D 제작에 관한연구)

  • Yoon, Young-Doo;Choi, Eun-Young
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.146-153
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    • 2009
  • Thanks to computer graphic technology development, graphic design programming is easily accessible by any home computer user today since it is free from the burdens of complicated 알고리듬 or the expensive graphic tools that were required in the past. The term 알고리듬 2.5 is commonly used by computer graphic designers to refer to 2D, a form of pseudo-3D. In this study, by using 2.5D, which was previously utilized for strengthening visual effects and engine efficiency, together with Adobe Photoshop along with After Effects, I will incorporate these into motion graphics. Today, motion graphics dominate the advertisement and image markets. Since viewers have developed higher expectations, a more dynamic 3D space graphic technology is preferred over the outdated 2D basis. In this study, I will produce a 2.5D image which is generated through a vanishing point filter of Adobe Photoshop and After Effects based on still image information and captured at an angle of Axonometric Projection. Also, I will compare the effectiveness of the production process and camera angle flexibility between the previous 3D process and new 2.5 D process.

TYME: Interactive Typography for a poetic expression in Multimedia Environment (TYME: 멀티미디어 환경에서 시적 표현을 위한 인터랙티브 타이포그래피)

  • Hwang, Sh-Mong
    • Archives of design research
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    • v.19 no.6 s.68
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    • pp.27-32
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    • 2006
  • TYME is an interactive typography program based on the ephemeral nature of time. It is a text based poetic tool, built with Processing. This project is presented as a performance that utilizes a computer with a display screen, a projector, and speakers. As the user types, white characters appear, flow on the score on the screen and trigger jazz sounds, then characters disappear into black space in several seconds on the screen like smoke. Typography from this invented instrument is evocative and wistful, and allows the user to associate with ephemeral time. While typing the characters as though playing an instrument at intervals of time, the user can freeze the motion and print out or save otherwise fleeting moment with a button. I intend to contain both characteristics: the amorphous shape of smoke and the elusive attribute of smoke for the expression of intangible and ephemeral time. Every alphabetic shape is derived from the video dips that I shot of smoke. The resulting alphabetic images are then programmed using the Processing scripting language and which can then be typed on the screen with a keyboard. TYME could be a model as a project that reflects the unfixed quality of digital typography, and as a design approach for interactive expressive typography by scripting code. This project also represents the characteristics of typographic play, which can be realized in an computational environment like this model.

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Animation Generation for Chinese Character Learning on Mobile Devices (모바일 한자 학습 애니메이션 생성)

  • Koo, Sang-Ok;Jang, Hyun-Gyu;Jung, Soon-Ki
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.12
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    • pp.894-906
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    • 2006
  • There are many difficulties to develop a mobile contents due to many constraints on mobile environments. It is difficult to make a good mobile contents with only visual reduction of existing contents on wire Internet. Therefore, it is essential to devise the data representation and to develop the authoring tool to meet the needs of the mobile contents market. We suggest the compact mobile contents to learn Chinese characters and developed its authoring tool. The animation which our system produces is realistic as if someone writes letters with pen or brush. Moreover, our authoring tool makes a user generate a Chinese character animation easily and rapidly although she or he has not many knowledge in computer graphics, mobile programming or Chinese characters. The method to generate the stroke animation is following: We take basic character shape information represented with several contours from TTF(TrueType Font) and get the information for the stroke segmentation and stroke ordering from simple user input. And then, we decompose whole character shape into some strokes by using polygonal approximation technique. Next, the stroke animation for each stroke is automatically generated by the scan line algorithm ordered by the stroke direction. Finally, the ordered scan lines are compressed into some integers by reducing coordinate redundancy As a result, the stroke animation of our system is even smaller than GIF animation. Our method can be extended to rendering and animation of Hangul or general 2D shape based on vector graphics. We have the plan to find the method to automate the stroke segmentation and ordering without user input.

Factors influencing metabolic syndrome perception and exercising behaviors in Korean adults: Data mining approach (대사증후군의 인지와 신체활동 실천에 영향을 미치는 요인: 데이터 마이닝 접근)

  • Lee, Soo-Kyoung;Moon, Mikyung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.12
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    • pp.581-588
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    • 2017
  • This study was conducted to determine which factors would predict metabolic syndrome (MetS) perception and exercise by applying a machine learning classifier, or Extreme Gradient Boosting algorithm (XGBoost) from July 2014 to December 2015. Data were obtained from the Korean Community Health Survey (KCHS), representing different community-dwelling Korean adults 19 years and older, from 2009 to 2013. The dataset includes 370,430 adults. Outcomes were categorized as follows based on the perception of MetS and physical activity (PA): Stage 1 (no perception, no PA), Stage 2 (perception, no PA), and Stage 3 (perception, PA). Features common to all questionnaires for the last 5 years were selected for modeling. Overall, there were 161 features, categorical except for age and the visual analogue scale (EQ-VAS). We used the Extreme Boosting algorithm in R programming for a model to predict factors and achieved prediction accuracy in 0.735 submissions. The top 10 predictive factors in Stage 3 were: age, education level, attempt to control weight, EQ mobility, nutrition label checks, private health insurance, EQ-5D usual activities, anti-smoking advertising, EQ-VAS, education in health centers for diabetes, and dental care. In conclusion, the results showed that XGBoost can be used to identify factors influencing disease prevention and management using healthcare bigdata.

Developing Maker Competency Model and Exploring Maker Education Plan in the Field of Elementary and Secondary Education (메이커 역량 모델 개발 및 초·중등 교육 현장에서의 메이커 교육 방안 탐색)

  • Yoon, Jihyun;Kim, Kyung;Kang, Seong-Joo
    • Journal of The Korean Association For Science Education
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    • v.38 no.5
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    • pp.649-665
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    • 2018
  • In this study, we extracted the core competencies of makers through the analysis of critical incident technique and behavioral event interview to explore the nature and attributes of maker education, and then we developed a maker competency model based on these core competencies. As a result, six competency groups and 23 sub-competencies were extracted. In other words, we were able to confirm the existence of integrated thinking competency group consisting of four competencies made up of 'analytic thinking', 'intuitive thinking', 'visual thinking', and 'empirical thinking' and that of collaborative competency group with four competencies of 'sharing', 'communication', 'conflict management', and 'scrupulosity'. In addition, we could also confirm the existence of making mind competency group, which is composed of four competencies namely 'interest in various areas', 'challenge consciousness', 'failure management', and 'pleasure of the making process'. We could also confirm that human-centered competence group consisting of two competencies of 'humanity' and 'user-oriented' and the problem-finding competence group consisting of two competencies of 'observation' and 'recognition of discomfort in daily life'. Lastly, the making practice competency group is composed of seven competencies: 'understanding making tool', 'understanding electricity', 'understanding programming', 'planning', 'hand knowledge', 'information search', and 'direct execution'. We discussed educational implications of these findings.

A Study on the Knowledge Acquisition from Local Companies and Job Seekers using Data Mining Techniques (데이터마이닝 기법을 이용한 지역 기업과 구직자로부터의 지식 도출에 관한 연구)

  • Kim, Jin-Sung
    • Journal of the Korean Institute of Intelligent Systems
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    • v.22 no.2
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    • pp.141-147
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    • 2012
  • The purpose of the study is the acquisitions of knowledge related in job searching from local companies and job seekers using data mining techniques. At the first step, for the study, we had selected the local companies their headquarters are located in Jeonbuk province. Then we had picked the graduating students out from the high schools, colleges, and universities in the same area as the job seekers. After the targeting of the sample, we had surveyed 560 local companies and 14 schools for the collecting of the preliminary data. As the result of the survey, we could collect 173 responses from the companies and 551 responses from the job seekers. At the second step using data mining, we had adapted the C5.0 algorithm to extract the inference rules. Then we had used the Visual Basic (VB) programming language to visualize the rules at the third step. At the fourth step, we transformed the inference rules into DB tables. At the final step, we had executed the rule inferences to support the development of the long-term human resources development (HRD) strategies. As the result of the study, we could suggest the helpful information to the HRD directors and job seekers in designing their strategies in managing their jobs and career development.

Design Strategies of Large Park in the International Design Competition for Central Open Space in Multi-Functional Administrative City, Korea (행정중심복합도시 중앙녹지공간 국제설계공모에 나타난 대형 공원의 설계 전략)

  • Park, Keun-Hyun;Pae, Jeong-Hann
    • Journal of the Korean Institute of Landscape Architecture
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    • v.36 no.5
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    • pp.13-25
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    • 2008
  • Although competitions for large parks are increasing rapidly across the world, theoretical research and critiques of these competitions are as yet insufficient. The 'International Design Competition for Central Open Space in Multi-functional Administrative City, Korea', a representative competition for large park design, can be a significant resource for examining the contemporary design strategies that go into the design of a large park. In this study, the authors make a framework for analysis by looking at the competition's design guidelines and literatures on 'large parks', and by then analyzing the ten finalists. Four questions that were derived from the framework were: 'what are the approaches to large parks?', 'what is the process of design?', 'what is the sustainability of the park?', and 'what are the relations between city and park?' The results of the study are as follows. First, the design concepts for large parks are primarily site-specific. It is particularly important in ensuring the identity of the large park. Second, it is difficult to find design proposals which satisfy the four main questions sufficiently, and works submitted tend to be visual-oriented, form-oriented, and results-centered. Third, the notion of 'sustainability' in large parks is a comprehensive one which includes various aspects such as ecology, finance, programming, and community. However, the notion remains ambiguous, and plans for operation and management are not concretely proposed. Finally, design proposals for large parks accompany positive relations with the city. Especially, 'productive parks' and 'city self-sufficiency' are very important demands in regards to large parks.

Development and Application of Siphon Breaker Simulation Program (사이펀 차단기 시뮬레이션 프로그램의 개발 및 활용)

  • Lee, Kwon-Yeong;Kim, Wan-Soo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.5
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    • pp.346-353
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    • 2016
  • In the design conditions of some research reactors, the siphon phenomenon can cause continuous efflux of water during pipe rupture. A siphon breaker is a safety device that can prevent water efflux effectively. However, the analysis of the siphon breaking is complicated because many variables must be included in the calculation process. For this reason, a simulation program was developed with a user-friendly GUI to analyze the siphon breaking easily. The program was developed by MFC programming using Visual Studio 2012 in Windows 8. After saving the input parameters from a user, the program proceeds with three steps of calculation using fluid mechanics formulas. Bernoulli's equation is used to calculate the velocity, quantity, water level, undershooting, pressure, loss coefficient, and factors related to the two-phase flow. The Chisholm model is used to predict the results from a real-scale experiment. The simulation results are shown in a graph, through which a user can examine the total breaking situation. It is also possible to save all of the resulting data. The program allows a user to easily confirm the status of the siphon breaking and would be helpful in the design of siphon breakers.

A Study on the Development of Software Education Program to Activate Employment for the Disabled

  • Lee, Won Joo
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.3
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    • pp.209-216
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    • 2022
  • In this paper, we propose an effective software education program to promote employment of the disabled and verify the effectiveness of SW education through pilot operation. In this SW education program, we develop a SW curriculum consisting of the basic course, Unity programming course, and the advanced course, AR/VR digital content development course. The SW education achievement standard develops the basic and advanced course achievement standards in consideration of the level of the virtual reality content production job of the National Competency Standards(NCS) and the SW education achievement standards of youth with visual, hearing, and physical disabilities. SW education materials are developed on a project basis so that one AR/VR digital content can be implemented step by step according to the intellectual level of the disabled based on Unity. SW education pilot training is conducted as online education based on Blended Learning due to COVID-19. In order to derive the SW education effect and each learner's individual SW education academic achievement for the SW education pilot training, a survey is conducted on learners, and the results are analyzed. In the basic course, 77.3% of learners achieved academic achievement above excellent(80-90), and in the advanced course, 48.8% of learners achieved academic achievement above excellent(80-90). These results verify that the SW education program for the disabled developed in this paper is effective in activating employment for the disabled.

What Did Elementary School Pre-service Teachers Focus on and What Challenges Did They Face in Designing and Producing a Guided Science Inquiry Program Based on Augmented Reality? (증강현실 기반의 안내된 과학탐구 프로그램 개발에서 초등 예비교사들은 무엇에 중점을 두고, 어떤 어려움을 겪는가?)

  • Chang, Jina;Na, Jiyeon
    • Journal of Korean Elementary Science Education
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    • v.41 no.4
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    • pp.725-739
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    • 2022
  • This study aims to analyze what elementary school pre-service teachers focused on and what challenges they faced in designing and producing a guided science inquiry program based on augmented reality (AR) and to provide some implications for teachers' professionalism and teacher education. To this end, focusing on the cases of pre-service teachers who designed and created AR-based guided inquiry programs, the researchers extracted and categorized the pre-service teachers' focus and challenges from the program design and production stages. As a result, in the program design stage, the pre-service teachers tried to construct scenarios that could promote students' active inquiry process. At the same time, drawing on the unique affordances of AR, the pre-service teachers focused on creating vivid visual data in a 3D environment and making meaningful connections between virtual and real-world activities. The pre-service teachers faced challenges in making use of the advantages of AR technology and designing an inquiry program due to a lack of background knowledge about CoSpaces, a content creation program. In the program production stage, the pre-service teachers tried to make their program easy to handle to improve students' concentration on inquiry activities. In addition, challenges of programming using CoSpaces were reported. Based on these results, educational implications were discussed in terms of the pedagogical uses of AR and teachers' professionalism in adopting AR in science inquiry.