• Title/Summary/Keyword: stop motion

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Simulacra Theory as a Conceptual Framework for Understanding Expression and Technology in (<수면의 과학>에 나타난 시뮬라시옹 표현기법 연구)

  • Bang, Yoon-Kyeong
    • Cartoon and Animation Studies
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    • s.24
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    • pp.135-154
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    • 2011
  • Simulacra theory as propounded by Jean Baudrillard in his seminal treatise, "Simulacra and Simulation," explores the significance of images, media and art in contemporary culture. Its central theoretical premise is the simulacrum, a sign or symbol that plays a crucial role in constructing perceived reality but which lacks a real-world referent. In Michel Gondry creates simulacra in the form of hallucinatory dream imagery by combining stop-motion animation and live-action elements. As experimental film-making that combines analog and minimum digital technologies, the result is a tour-de-force of synchronization. This study analyzes the film's technique and expressive content and, by adopting simulacra theory as a conceptual framework, aims to provide a better understanding of Gondry's work.

A Study on Implementation of an Intelligent Video Surveillance System for Effective Education Method of Image Processing (효율적인 영상 처리 교육방법을 위한 지능형 영상 감시 시스템 구현에 관한 연구)

  • Park, Ho-Sik
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.2 no.1
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    • pp.84-88
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    • 2010
  • Recently, it is essential to have the system which can track down and identity the random object in the space in which security is a high priority. Due to the fact that we mentioned above, in this paper. We suggest the intelligent video surveillance system effective image-process-education in this paper. The experiment was conducted to check and track down the entering vehicle. And, Pan-Tilt-Zoom camera was used to obtain the enlarged image of the object while a vehicle was making stop in target area. As a result, the experiment has shown the data as following. When the object is in motion, success rate is 97.4%, while success rate is 91% when the object is motionless. By using the suggested system, effective image-process-education is should be achieved because the students who participate in the class can have simultaneous access to the system for real time image data and camera control.

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Tribological Characteristics of proposed brake disk for Tilting train (틸팅차량용 제동 디스크의 트라이볼로지 특성 연구)

  • Park Kyung-sik;Kang Sung-woong;Cho Jeong-whan;Lee Hisung
    • Proceedings of the KSR Conference
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    • 2005.05a
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    • pp.491-497
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    • 2005
  • Brake system is indispensible functional part to the transportation machines such as railroad cars, and all of industrial machines. It is mechanical element to stop the movement or slow the speed, transforming kinetic energy of motion object into thermal energy through solid friction. According that recently the railroad cars have become high-speed, the technique in braking domain to secure the overall braking effort is making rapid progress. In particular, material development and manufacturing process are so important to secure friction performance, which is the core in braking performance of mechanical brake units. Wear of brake disk could mainly result in the diminishment of its life span due to thermal cracking, so the endurance against high temperature is required. On the other hand, in this case, the problem is that the side wear of pad, relative material is slightly increased because of enlargement of plastic deformation. It is necessary, therefore, to develop a disk material that will be used in the Tilting System mechanical brake units. The purpose of this paper is to make a study prior to developing brake disk of Tilting Train travelling at 200km/h and to propose the component of brake disk. Accordingly, I will conduct sufficient researches on technical documents of brake disk, that are basic documentations, analyze an impact on components, and further, considering braking degree of train, study for the basic proposal on brake disk's component of the train travelling at 200km/h, which has relatively minor influence of heat stress and maintains the friction. In this respect, I would like to investigate friction characteristics between disk and relative friction material via Test on some possible test segments, analyze and propose friction performance, temperature impact and so forth coming from the contact with pad, relative material to demonstrate the friction characteristics.

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AR Motion based game contents research for user healthcare (사용자의 헬스케어를 위한 AR기반 체감형 게임 콘텐츠 연구)

  • Jung, Suk-Ho;Ko, Jung-Woon;Heo, Seol-Hwa;Kyung, Byung-Pyo
    • Journal of Korea Game Society
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    • v.18 no.4
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    • pp.53-64
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    • 2018
  • The digital era opens with the changing times and many parts of life has become convenient. With this convenience of living, the obesity rate of people is gradually increasing, and the necessity of exercise is emerging. However, many studies have shown that many people do not exercise or stop exercising in three to six months. In this paper, we have designed and developed a "Walking Pet" prototype, a healthcare-inspired AR game, based on the theoretical background of exercise and the precedent studies to verify these facts. The developed "Walking Pet" provides exercise data to motivate the person to exercise and apply the pet system to eventually enjoy the exercise. In order to verify the effectiveness of the "Walking Pet" prototype developed in this paper, we surveyed 100 males and females in need of health care applications and surveyed the satisfaction of pure functional aspects.

A Study on the Establishment of a Production Pipeline Imported 3D Computer Graphics for Clay Characters (3D 컴퓨터그래픽을 도입한 클레이 캐릭터 제작 공정 개발에 관한 연구)

  • Kim, Jung-Ho
    • Journal of Korea Multimedia Society
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    • v.11 no.9
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    • pp.1245-1257
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    • 2008
  • The establishment of a production pipeline imported 30 computer graphics is suggested in this paper to improve the efficiency of existing production pipeline of clay animation. The point is that the process of building clay characters that remains labor intensive among the existing procedures is replaced by the process of creating computer generated characters. In order to create characters out of clay by means of 30 computer graphics, a diffuse map and displacement map are made of an oil-based clay according to the UVW coordination of polygon modeling, which is the same color and kind of clay used to make a clay character. In addition, a panoramic HDRI recording system is developed to record the lighting information of shooting environment for miniature sets, which is imported in 3D computer graphic tools as digital light source. On account of the new production pipeline, a hyper realistic rendering image can be produced, and at the same time it improves the traditional pipeline of stop motion animation that is know-how based procedure of a complete artist by the engineering approach to the automatic process.

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A Steepest-Descent Image Restoration with a Regularization Parameter (정칙화 구속 변수를 사용한 Steepest-Descent 영상 복원)

  • 홍성용;이태홍
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.19 no.9
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    • pp.1759-1771
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    • 1994
  • We proposed the iterative image restoration method based on the method of steepest descent with a regularization constraint for restoring the noisy motion-blurred images. The conventional method proposed by Jan Biemond et al, had drawback to amplify the additive noise and make ringing effects in the restored images by determining the value of regularization parameter experimentally from the degraded image to be restored without considering local information of the restored one. The method we proposed had a merit to suppress the noise amplification and restoration error by using the regularization parameter which estimate the value of it adaptively from each pixels of the image being restored in order to reduce the noise amplification and ringing effects efficiently. Also we proposed the termination rule to stop the iteration automatically when restored results approach into or diverse from the original solution in satisfaction. Through the experiments, proposed method showed better result not only in a MSE of 196 and 453 but also in the suppression of the noise amplification in the flat region compared with those proposed by Jan Biemond et al. of which MSE of 216 and 467 respectively when we used 'Lean' and 'Jaguar' images as original images.

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Object tracking based on adaptive updating of a spatial-temporal context model

  • Feng, Wanli;Cen, Yigang;Zeng, Xianyou;Li, Zhetao;Zeng, Ming;Voronin, Viacheslav
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.11
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    • pp.5459-5473
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    • 2017
  • Recently, a tracking algorithm called the spatial-temporal context model has been proposed to locate a target by using the contextual information around the target. This model has achieved excellent results when the target undergoes slight occlusion and appearance changes. However, the target location in the current frame is based on the location in the previous frame, which will lead to failure in the presence of fast motion because of the lack of a prediction mechanism. In addition, the spatial context model is updated frame by frame, which will undoubtedly result in drift once the target is occluded continuously. This paper proposes two improvements to solve the above two problems: First, four possible positions of the target in the current frame are predicted based on the displacement between the previous two frames, and then, we calculate four confidence maps at these four positions; the target position is located at the position that corresponds to the maximum value. Second, we propose a target reliability criterion and design an adaptive threshold to regulate the updating speed of the model. Specifically, we stop updating the model when the reliability is lower than the threshold. Experimental results show that the proposed algorithm achieves better tracking results than traditional STC and other algorithms.

Fabrication Methods of Porous Ceramics and Their Applications in Advanced Engineering - Large Flat Precision Plate for Flat Display Industries

  • Matsumaru, Koji;Ishizaki, Kozo
    • Proceedings of the Materials Research Society of Korea Conference
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    • 2009.05a
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    • pp.3.1-3.1
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    • 2009
  • Normal sintering process of producing porous ceramics is not to sinter perfectly, i.e., stop sintering in middle-process. Our porous ceramic materials are a product of complete sintering. For example if one want to make a porous carborundum, raw carborundum powder is sintered at either lower temperatures than normal sintering temperature or shorter sintering periods than normal sintering time to obtain incompletely sintered materials, i.e., porous carborundum. This implies normally sintered porous ceramic materials can mot be used in high vacuum conditions due to dust coming out from uncompleted sintering. We could produce completely sintered porous ceramic materials. For example, we can produce porous carborundum material by using carborundum particles bonded by glassy material. The properties of this material are similar to carborundum. We could make quasi-zero thermal expansion porous material by using carborundum and particles of negative thermal expansion materials bonded by the glassy material. We apply to sinter them also by microwave to sinter quickly. We also use HIP process to introduce closed pores. We could sinter them in large size to produce $2.5m{\times}2.5m$ ceramic plate to use as a precision plate for flat display industries. This flat ceramic plate is the world largest artificial ceramic plate. Precision plates are basic importance to any advanced electronic industries. The produced precision plate has lower density, lower thermal expansivity, higher or similar damping properties added extra properties such as vacuum vise, air sliding capacity. These plates are highly recommended to use in flat display industries. We could produce also cylindrical porous ceramics materials, which can applied to precision roller for polymer film precision motion for also electronic industries.

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A Delay and Sensitivity of Delay Analysis for Varying Start of Green Time at Signalized Intersections: Focused on through traffic (신호교차로의 출발녹색시간 변화에 따른 직진교통류의 지체 및 지체민감도 분식)

  • Ahn, Woo-Young
    • International Journal of Highway Engineering
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    • v.9 no.4
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    • pp.21-32
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    • 2007
  • The linear traffic model(Vertical queueing model) that is adopted widely in traffic flow estimation assumes that all vehicles have the identical motion before joining a queue at the stop-line. Thus, a queue is supposed to form vertically not horizontally. Due to the simplicity of this model, the departure time of the leading vehicle is assumed to coincide with the start of effective green time. Thus, the delay estimates given by the Vertical queueing model is not always realistic. This paper explores a microscopic traffic model(a Kinematic Car-following model at Signalised intersections: a KCS traffic model) based on the one dimensional Kinematic equations in physics. A comparative evaluation in delay and sensitivity of delay difference between the KCS traffic model and the previously known Vertical queueing model is presented. The results show that the delay estimate in the Vertical queueing model is always greater than or equal to the KCS traffic model; however, the sensitivity of delay in the KCS traffic model is greater than the Vertical queueing model.

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Implementation of autonomous driving algorithm and monitoring application for terrain navigation (지형 탐색 자율주행 알고리즘과 모니터링 애플리케이션 구현)

  • Kang, Jongwon;Jeon, Il-Soo;Kim, Myung-Sik;Lim, Wansu
    • Journal of IKEEE
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    • v.25 no.3
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    • pp.437-444
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    • 2021
  • In this paper, we propose an autonomous driving algorithm that allows a robot to explore various terrains, and implement an application that can monitor the robot's movement path during terrain search. The implemented application consists of a status unit that indicates the position, direction, speed, and motion of the mobile robot, a map unit that displays terrain information obtained through terrain search, and a control unit that controls the movement of the mobile robot. In order to control the movement of the robot, only the start and stop of the search/return is commanded by the application, and all driving for the search is performed autonomously. The basic algorithm for terrain search uses an infrared sensor to check for obstacles in the order of left, front, right, and rear, and if there is no obstacle and the path traveled is a dead end, it returns to the previous position and moves in the other direction to continue the search. Repeat the process to explore the terrain.