• Title/Summary/Keyword: space time editing

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Design and Implementation of web based cyber counseling system (웹기반 사이버 상담시스템의 설계 및 구현)

  • Lee Jae-Inn
    • The Journal of Information Systems
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    • v.12 no.2
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    • pp.21-39
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    • 2003
  • Many people including teachers and students' parents must assist each student who will be a hero of future to develop their potential abilities and acquire various skills. Counseling is a fundamental thing to achieve this goal. But, in reality, it is usually difficult to do counseling which makes it possible to establish desirable self-view and world view expertly and systema tically because of burdensome task of teachers, spatial and time limit and students' extracurri cular activities. Taking advantages of computer networking, this research was designed to solve various problematic situations we can usually face with in school and home, to reduce limitations among three parties: teachers, parents and students, and to keep record continuously on the process and contents of counseling. And, also, this research is focused to web-based counseling network that makes possible to build database system easily adapts to specialty of each schools. Web based counseling system will provide these advantages: 1. Through analyzing and editing which will be done by expert In of accumulated database, to realize more systematic and expert database will be possible. 2. Owing to the physical characteristic of cyber space, counseling will be done any time and anywhere the computer is. 3. Because it is possible to minimize social limitations on physical condition, communication channel and anonymity of cyber space, counseling will be relatively easy to perform. 4. The contents of counseling will be automatically recorded on the database.

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Design and Implementation of a Hypermedia System with Dynamic Nodes (동적 노드를 갖는 하이퍼미디어 시스템의 설계 및 구현)

  • Park, Jong-Hun;Choi, Ki-Ho
    • The Transactions of the Korea Information Processing Society
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    • v.1 no.3
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    • pp.327-338
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    • 1994
  • In this paper, we propose a time relation model among media with the concept of time and space under hypermedia environments. The model explains time relations of node proceedings among media by time and proceedings among media connected with link. Using this model, hypermedia system which constructs dynamic nodes with time proceeding is designed and implemented. And this hypermedia system provides editing tool and controllers to edit dynamic node information, link tool to construct associative relations among nodes and navigaton tool to do node movement freely, various time controls and node proceedings.

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Design and Implementation of a Hypermedia System for Hypermedia Presentation (하이퍼미디어 프리젼테이션을 위한 하이퍼미디어 시스템의 설계 및 구현)

  • Park, Jong-Hoon;Choi, Ki-Ho
    • The Journal of the Acoustical Society of Korea
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    • v.14 no.1
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    • pp.90-107
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    • 1995
  • In this paper, we propose the time relation model among the media with the concept of time and space on hypermedia system. This model classifies time proceeding relations in the node and among media connected with the link which is extended to internal link (while a current node remains, a destination node of internal link proceeds) and external link(a current node is replaced by a destination node of external link). Using this model, hypermedia system for hypermedia presentation is designed and implemented. This hypermedia system provides editing tools and controllers to created and edit nodes with time relation information, link tool to construct associative relations among nodes and navigation tool to control context flows.

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Cinematic Time and Space in Maya Deren's Films: 'Artificial Reality' (마야 데렌의 영화적 시간과 공간: '인위적 리얼리티')

  • Huh, Eunhee
    • Journal of Korea Multimedia Society
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    • v.21 no.10
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    • pp.1211-1220
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    • 2018
  • Maya Deren is well known as the 'mother' of the American avant-garde films by her first short, Meshes of the Afternoon (1943). One of the major contributions of Maya Deren's theoretical body of work to the visibility was the invention of a new vocabulary for independent film-making such as 'film-poems', and 'choreo-cinema'. To create experimental film forms, she chose poetry, dance, architecture and music as a metaphor to describe her images. On the top of these arts, Maya uses camera works and editing system to achieve an 'artificial reality' whose character is miraculous in that living whole, in order to help the audience to experience a protagonist's psychological journey.

A Real-time Motion Adaptation Method using Spatial Relationships between a Virtual Character and Its Surrounding Environment

  • Jo, Dongsik;Choi, Myung Geol
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.4
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    • pp.45-50
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    • 2019
  • Recently, character motion have been used extensively in the entertainment business, and researchers have investigated algorithms of reproducing, editing, and simulating mimic human movements. Also, many recent researches have suggested how a character interacts with its surrounding environment in terms of motion. Specially, spatial relationships of the environment have been introduced for adapting and preserving character motion. In this paper, we propose a motion adaptation technique preserving a spatial property between a virtual character and the configuration of its surrounding space. Additionally, we report on experimental results of smoothly adapted motions in various environmental structures with original motions such as walk, jump, and tumbling.

Investigation of Reflectance Distribution and Trend for the Double Ray Located in the Northwest of Tycho Crater

  • Yi, Eung Seok;Kim, Kyeong Ja;Choi, Yi Re;Kim, Yong Ha;Lee, Sung Soon;Lee, Seung Ryeol
    • Journal of Astronomy and Space Sciences
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    • v.32 no.2
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    • pp.161-166
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    • 2015
  • Analysis of lunar samples returned by the US Apollo missions revealed that the lunar highlands consist of anorthosite, plagioclase, pyroxene, and olivine; also, the lunar maria are composed of materials such as basalt and ilmenite. More recently, the remote sensing approach has enabled reduction of the time required to investigate the entire lunar surface, compared to the approach of returning samples. Moreover, remote sensing has also made it possible to determine the existence of specific minerals and to examine wide areas. In this paper, an investigation was performed on the reflectance distribution and its trend. The results were applied to the example of the double ray stretched in parallel lines from the Tycho crater to the third-quadrant of Mare Nubium. Basic research and background information for the investigation of lunar surface characteristics is also presented. For this research, resources aboard the SELenological and ENgineering Explorer (SELENE), a Japanese lunar probe, were used. These included the Multiband Imager (MI) in the Lunar Imager/Spectrometer (LISM). The data of these instruments were edited through the toolkit, an image editing and analysis tool, Exelis Visual Information Solution (ENVI).

Feature-Based Light and Shadow Estimation for Video Compositing and Editing (동영상 합성 및 편집을 위한 특징점 기반 조명 및 그림자 추정)

  • Hwang, Gyu-Hyun;Park, Sang-Hun
    • Journal of the Korea Computer Graphics Society
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    • v.18 no.1
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    • pp.1-9
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    • 2012
  • Video-based modeling / rendering developed to produce photo-realistic video contents have been one of the important research topics in computer graphics and computer visions. To smoothly combine original input video clips and 3D graphic models, geometrical information of light sources and cameras used to capture a scene in the real world is essentially required. In this paper, we present a simple technique to estimate the position and orientation of an optimal light source from the topology of objects and the silhouettes of shadows appeared in the original video clips. The technique supports functions to generate well matched shadows as well as to render the inserted models by applying the estimated light sources. Shadows are known as an important visual cue that empirically indicates the relative location of objects in the 3D space. Thus our method can enhance realism in the final composed videos through the proposed shadow generation and rendering algorithms in real-time.

A Fast Writing Technique of Large-sized Edited Multimedia Files based on the Ext3 File System (Ext3 파일 시스템 기반의 편집된 대용량 멀티미디어 파일의 고속 저장 기법)

  • Jung, Seung-Wan;Nam, Young-Jin;Seo, Dae-Wha
    • The KIPS Transactions:PartA
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    • v.16A no.2
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    • pp.89-100
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    • 2009
  • With the advance in digital technologies and the increasing prevalence of high quality multimedia contents, there is a growing user demand for multimedia devices, such as mobile phones, digital TV, PMP, digital camcoders, digital cameras. Such devices provide various services associated with multimedia file manipulation, including multimedia contents playback, multimedia file editing, etc. Conventional file systems exhibit a performance-related drawback that requires considerable amount of time and disk I/Os in order to store large-sized edited multimedia files. This paper proposes a fast, efficient writing technique for large-sized edited multimedia files by using data block sharing with adjustment of inode block pointers. Our experiments show that the proposed scheme not only improves write performance of the Ext3 file system on average by 16 times with various types of edited multimedia files, but also reduces consumed disk space dramatically through the data block sharing.

A Concurrency Control and a Collaborative Editing Mechanism in a Collaborative Virtual Environment for Designing a Game Map (게임 맵 디자인을 위한 협업 가상 환경에서의 동시성 제어 및 공동 편집 방법)

  • Park, Sung-Jun;Lee, Jun;Lim, Min-Gyu;Kim, Jee-In
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.15-26
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    • 2011
  • Game level design is a collaborative work to create a virtual world for a computer game including maps, agents, monsters, objects, players and events based on predefined its game scenario. It is a promising collaborative design application. The game level design generally requires much time and cost, as the size of its target game space becomes huge. However, traditional game level design tools do not provide concurrency control mechanisms among multiple participating game designers. They do not provide consistency of undo and redo mechanisms for erroneous collaborative tasks during iterative modifications and updates of collaborative tasks among multiple designers. In this paper, we propose a concurrency control and a collaborative editing mechanism to enhance productivity of the collaborative game level design. The proposed system provides hierarchical structures of shared objects and a concurrency control mechanism for each object. The proposed system also provides a consistent undo and redo mechanism to enhance modifications and updates on intermediate results of the level design procedures.

Harmony Arrangements using B-Spline Tension Curves (B-스플라인 텐션 곡선을 이용한 음악 편곡)

  • Yoo, Min-Joon;Lee, In-Kwon;Kwon, Dae-Hyun
    • Journal of the HCI Society of Korea
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    • v.1 no.1
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    • pp.1-8
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    • 2006
  • We suggest a graphical representation of the tension flow in tonal music using a piecewise parametric curve, which is a function of time illustrating the changing degree of tension in a corresponding chord progression. The tension curve can be edited by using conventional curve editing techniques to reharmonize the original music with reflecting the user's demand to control the tension of music. We introduce three different methods to measure the tension of a chord in terms of a specific key, which can be used to represent the tension of the chord numerically. Then, by interpolating the series of numerical tension values, a tension curve is constructed. In this paper, we show the tension curve editing method can be effectively used in several interesting applications: enhancing or weakening the overall feeling of tension in a whole song, the local control of tension in a specific region of music, the progressive transition of tension flow from source to target chord progressions, and natural connection of two songs with maintaining the smoothness of the tension flow. Our work shows the possibility of controlling the perceptual factor (tension) in music by using numerical methods. Most of the computations used in this paper are not expensive so they can be calculated in real time. We think that an interesting application of our method is an interactive modification of tension in background music according to the user's emotion or current scenario in the interactive environments such as games.

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