• 제목/요약/키워드: multimedia tools

검색결과 301건 처리시간 0.031초

텍스쳐맵 경로 재설정 툴의 개발에 관한 연구 (A Study of Reassigning Texture Map File for Correcting Directory)

  • 송밝음
    • 한국멀티미디어학회논문지
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    • 제21권4호
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    • pp.535-544
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    • 2018
  • Developing a new texture path tool is crucial in 3D industries to automatically manage and set up texture paths for characters and environment modelings. For a better study, I compare the problems, methods and functions of the new tool(SongRepath tool) with other commonly used tools such as File Path Editor, Genie, He Texture Path. Next, I analyze the top down method system for these commonly used tools, and create a new bottom-up algorithm for a better use and efficiency. Finally, analyzing and comparing SongRepath tool with other tools in terms of operation in convenience, steps for results, checking number of Texture files, checking the numbers of new paths, checking the numbers of files not found, checking the numbers of path not changed, errors or problems, and availability of cancelation while proceeding the result. As a result, this study shows that SongRepath tool has less errors and saves more time on the processing works.

2D 게임 툴을 이용한 효율적인 표현 연구 - 스파인 툴을 이용한 "슈팅몬스터" 게임제작을 중심으로 (An Efficient Study of Expression with 2D Game Tool -Focused on Production of a Game "Shooting Monster" with Spine Tool)

  • 이헌우
    • 한국멀티미디어학회논문지
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    • 제19권7호
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    • pp.1208-1215
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    • 2016
  • This study suggests efficient production of game with spine tool that is 2D game tool. For this, the researcher studies process and efficiency of game development by focusing on production of a game "Shooting Monster" Version 1 in service of Google Store at present. Production tools in a contents field are sharply changed. In addition, these tools are automatized into new version and efficient product. These tools help manufacturers in increasing quality of contents and time efficiency. Therefore, the researcher examines understanding of development process of existing 2D game and problems in development stage of graphic character, and analyzes production stage of character animation using spine tool, so suggests effective process of production in terms of production. The purpose of this study is to suggest the direction about graphic efficiency of tool by accessing production process to train working-level talented people in 2D mobile game field.

중학교 환경교육 학습방안에 관한 사례 비교 연구 (A Comparative Case Study on the Environment Lesson in a Middle School)

  • 김미정;조영민
    • 한국환경교육학회:학술대회논문집
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    • 한국환경교육학회 2005년도 후반기 학술대회 발표논문집
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    • pp.138-147
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    • 2005
  • In the present study, the middle school students' perception on the environment course was surveyed before and after three different lessons. It was found that most students were taking environment related issues mainly from mass media including internet and broadcasting. The young students were satisfied at practical experiments, but at the same time a few old fashioned experimental programs would not be preferred. Utilization of multimedia such as audio-visual tools was one of the effective tools for the environment class, because it could help to understand even the profound principles of the chemical and physical processes. However, some students did not concentrate on the display, causing frequent disturbance of the class. Since the school for this investigation did not choose the environment as a selective course, practical tools and materials for the experiment should not be sufficient, and thereby a further detailed work must be followed with the students who are taking environment lessons.

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In Search of Multimedia Courseware Development Environment for Effective Teaching Through Multimedia Courseware

  • Karaulia, D.S.;Agrawal, Sanjay;Kapoor, Ravi Kant
    • 한국멀티미디어학회논문지
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    • 제6권4호
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    • pp.658-667
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    • 2003
  • Developing tailor made Multimedia courseware ensuring effective implementation of instruction strategies is a challenge that manifests in myriad problems of software design and coding. In this paper an attempt has been made to analyse and identify coding and implementation problems, in the backdrop of using two different multimedia software development tools i.e. Visual Basic and Toolbook, which underpin the development and effectiveness of use of multimedia courseware. Solutions to such problems have been discussed in context of Tool book. The examples presented in this paper are based on the experience of designing and implementation of two large scale professional quality Multimedia courseware development projects.

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The Performance Evaluation of New Web Caching with Related Content using Colored Petri Net Simulation

  • Abdullaev, Sarvar;Ko, Franz I.S.
    • 한국전자거래학회지
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    • 제13권3호
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    • pp.67-83
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    • 2008
  • Web caching server is one of the important components of any web site, as it makes the access of users to web content much faster while balancing the network and server load. There are many caching approaches proposed in order to solve this problem. Classically, we know several caching algorithms like FIFO, LRU, LRU-min and etc. Most of them have their advantages and disadvantages based on specific context. The purpose of this paper is to introduce the new concept of caching objects along with their related content and test the performance of the proposed caching method using CPN Tools simulator program. It is generally known that the use of Colored Petri Nets(CPNs) for modeling the simulation of new idea is one of the popular methods of system evaluation throughout software development projects. Moreover it could be very handy in describing the overall logic of the system. The CPN Tools is one of the most robust simulator programs which supports all necessary tools and functions to build and run the simulation model for CPN. Therefore in this paper, we will use CPN Tools software in order to build a simulator for our innovative caching approach named as web caching with related content. Then we will analyze the results derived from the simulation of our model and will make corresponding conclusions.

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Development of 3D Stereoscopic Image Generation System Using Real-time Preview Function in 3D Modeling Tools

  • Yun, Chang-Ok;Yun, Tae-Soo;Lee, Dong-Hoon
    • 한국멀티미디어학회논문지
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    • 제11권6호
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    • pp.746-754
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    • 2008
  • A 3D stereoscopic image is generated by interdigitating every scene with video editing tools that are rendered by two cameras' views in 3D modeling tools, like Autodesk MAX(R) and Autodesk MAYA(R). However, the depth of object from a static scene and the continuous stereo effect in the view of transformation, are not represented in a natural method. This is because after choosing the settings of arbitrary angle of convergence and the distance between the modeling and those two cameras, the user needs to render the view from both cameras. So, the user needs a process of controlling the camera's interval and rendering repetitively, which takes too much time. Therefore, in this paper, we will propose the 3D stereoscopic image editing system for solving such problems as well as exposing the system's inherent limitations. We can generate the view of two cameras and can confirm the stereo effect in real-time on 3D modeling tools. Then, we can intuitively determine immersion of 3D stereoscopic image in real-time, by using the 3D stereoscopic image preview function.

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멀티미디어 데이터 처리를 위한 ODBC 드라이버 개발에 관한 연구 (A Study of Development ODBC Driver for Multimedia Data Processing)

  • 이말례;박일록
    • 한국컴퓨터정보학회논문지
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    • 제3권3호
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    • pp.23-30
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    • 1998
  • ODBC는 동적인 클라이언트/서버 환경에서 특히 효과적이다. ODBC는 멀티미디어데이터를 처리할 수 있는 특징 때문에 멀티미디어 서버로 지원할 수 있다. 본 논문에서는 관계형 DBMS 위한 ODBC 드라이버를 개발하였다. 이 드라이버는 클라이언트 모듈과 서버 모듈로 구성되었다. 클라이언트 모듈은 SRM 이라 하고 서버모듈은 CSM 이라 하였다. 이들 두 모듈은 NSM 이라 부르는 네트워크 모듈을 통해서 연결된다. 본 논문에서 개발한ODBC 드라이버 테스트는 기능과 정보처리 상호 운용 가능성을 테스트하였으며, 그 결과 드라이버는 클라이언트 DBMS 툴로서 성공적이었고, 멀티미디어 데이터 처리가 가능할 뿐만 아니라 DBMS 툴을 포함하는 클라이언트 응용 프로그래밍 인터페이스를 지원할 수 있는 것으로 나타났다.

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Zigbee-based Local Army Strategy Network Configurations for Multimedia Military Service

  • Je, Seung-Mo
    • Journal of Multimedia Information System
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    • 제6권3호
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    • pp.131-138
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    • 2019
  • With the rapid evolution of communication technology, it became possible to overcome the spatial and temporal limitations faced by humans to some extent. Furthermore, the quality of personal life was revolutionized with the emergence of the personal communication device commonly known as the smart phone. In terms of defense networks, however, due to restrictions from the military and security perspectives, the use of smart phones has been prohibited and controlled in the army; thus, they are not being used for any defense strategy purposes as yet. Despite the current consideration of smart phones for military communication, due to the difficulties of network configuration and the high cost of the necessary communication devices, the main tools of communication between soldiers are limited to the use of flag, voice or hand signals, which are all very primitive. Although these primitive tools can be very effective in certain cases, they cannot overcome temporal and spatial limitations. Likewise, depending on the level of the communication skills of each individual, communication efficiency can vary significantly. As the term of military service continues to be shortened, however, types of communication of varying efficiency depending on the levels of skills of each individual newly added to the military is not desirable at all. To address this problem, it is essential to prepare an intuitive network configuration that facilitates use by soldiers in a short period of time by easily configuring the strategy network at a low cost while maintaining its security. Therefore, in this article, the author proposes a Zigbee-based local strategic network by using Opnet and performs a simulation accordingly.

플래시 애니메이션 도구를 활용한 영어 학습 환경 연구 (English Learning with the Tools of Flash Animation)

  • 이일석
    • 디지털콘텐츠학회 논문지
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    • 제14권4호
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    • pp.537-544
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    • 2013
  • 인터넷을 통한 여러 학습 방법 중 언어를 자유롭게 구사할 수 있도록 교육하는 데에 필요한 가장 좋은 멀티미디어 도구가 무엇인지에 대한 많은 연구가 이루어져왔지만, 학습 방법을 새롭게 개선할 수 있는 미디어 도구의 도입을 개발하고 새로운 적용 방법을 만들어 가는 연구는 교육현장에 새로운 대안을 제시할 것이다. 미디어 도입을 통한 다양한 멀티미디어를 통한 수업은 현대사회의 학생에게 관심과 흥미를 가지고 학습하도록 동기유발에 많은 도움이 된다. 본 연구의 목적은 영어를 제2외국어로 학습하는 모든 학생들을 위하여 새로운 학습 방법의 일환으로 플래시 애니메이션을 도입하고 기존 수업방식에 새로운 접근 방법으로 수업방식을 새롭게 설계하여 그 학습 효과를 연구하고자 한다. 즉 플래시 애니메이션 도구의 교육적 활용에 대한 타당성을 기술하고자 하며, 자바 스크립트 프로그래밍과 함께 플래시 애니메이션을 통하여 대화형 미디어의 언어 교육에 그 효과를 보여주고자 한다. 이것은 학습 현장에서 그러한 도구와 멀티미디어 콘텐츠를 통하여 학습의 효과에 대한 검증이 되고 있다.

인터넷 검색도구의 기능에 관한 연구 (A study on the functions of internet search tools)

  • 성기주
    • 정보관리학회지
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    • 제14권2호
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    • pp.269-284
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    • 1997
  • 인터넷은 전세계에 걸쳐 광범위한 정보통신망으로 성장하였으며 웹브라우저의 등장으로 멀티미디어 서비스가 가능하게 됨에 따라 우리생활의 모든분야에 이용되고 있다. 본 연구는 국내인터넷서비스의 현황을 살펴보고 인터넷상의 정보에 효과적으로 접근할 수 있는 각종 검색도구들의 기능에 대하여 조사하였다. 조사한 결과 검색도구들의 기능과 특성이 다양하므로 이용자가 찾고자하는 정보의 성격에 따라 적절한 검색도구를 선택하여 사용하여야 하며 이러한 검색도구들에 대한 보완 및 개발이 지속적으로 이루여져야 할 것이다.

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