• Title/Summary/Keyword: visuals

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Unity: A Powerful Tool for 3D Computer Animation Production

  • Ecole Luthermilla;Kim Won-Tae;Yoon Jeong-Shick
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.45-57
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    • 2023
  • Unity is a powerful game engine that can be used to create 2D or 3D content. The current study focuses on the use of Unity for 3D computer animations, covering the strengths, basic concepts and tools for creating and integrating 3D animations in Unity, including the use of keyframe animation, animation controllers, and blend trees. Also covering advanced topics such as skeletal animation, procedural animation and their applications in games, simulations, and other interactive media. Case studies that showcase the potential of Unity for 3D animation will be analyzed and discussed taking in the quality of visuals and the receptance by the public in general.

A Study on the Application of Information Design to Korean Cultural Heritage Education (한국 문화유산 교육의 정보디자인 적용 방법 고찰)

  • Barng, Keeung
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.11
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    • pp.475-489
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    • 2019
  • This study seeks to explore the method of imagination through creative new thinking in cultural heritage education and the most effective model of education in education. Research methods were organized by the methods of reviewing literature, browsing the Internet, and comparative analysis of prior research. We hope to realize the need for differentiated Korean cultural heritage and make efforts to incorporate our identity in the design. Through this study, we hope to realize the need for differentiated Korean cultural heritage and make efforts to incorporate our identity in the design. In the process of visualizing information, the focus should be on identifying the structure, characteristics, and the correlation between pattern and trend analysis, and the heterogeneity analysis, and should be made with the characteristics considered. Texting, graphics, sound, animation, lighting, and Navigation are often used as the expressive elements of information visualization for educational models. To facilitate the understanding of learners, accurate information transmission visuals should be presented. To do so, the use of infographic can be the answer. It is necessary to develop appropriate multimedia visual data, such as the use of infographic to be applied, and to develop various infographic multimedia visuals. These work should not be merely a research dimension, but should be carried out with the aim of helping develop actual cultural heritage educational content.

Development of Stream Cover Classification Model Using SVM Algorithm based on Drone Remote Sensing (드론원격탐사 기반 SVM 알고리즘을 활용한 하천 피복 분류 모델 개발)

  • Jeong, Kyeong-So;Go, Seong-Hwan;Lee, Kyeong-Kyu;Park, Jong-Hwa
    • Journal of Korean Society of Rural Planning
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    • v.30 no.1
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    • pp.57-66
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    • 2024
  • This study aimed to develop a precise vegetation cover classification model for small streams using the combination of drone remote sensing and support vector machine (SVM) techniques. The chosen study area was the Idong stream, nestled within Geosan-gun, Chunbuk, South Korea. The initial stage involved image acquisition through a fixed-wing drone named ebee. This drone carried two sensors: the S.O.D.A visible camera for capturing detailed visuals and the Sequoia+ multispectral sensor for gathering rich spectral data. The survey meticulously captured the stream's features on August 18, 2023. Leveraging the multispectral images, a range of vegetation indices were calculated. These included the widely used normalized difference vegetation index (NDVI), the soil-adjusted vegetation index (SAVI) that factors in soil background, and the normalized difference water index (NDWI) for identifying water bodies. The third stage saw the development of an SVM model based on the calculated vegetation indices. The RBF kernel was chosen as the SVM algorithm, and optimal values for the cost (C) and gamma hyperparameters were determined. The results are as follows: (a) High-Resolution Imaging: The drone-based image acquisition delivered results, providing high-resolution images (1 cm/pixel) of the Idong stream. These detailed visuals effectively captured the stream's morphology, including its width, variations in the streambed, and the intricate vegetation cover patterns adorning the stream banks and bed. (b) Vegetation Insights through Indices: The calculated vegetation indices revealed distinct spatial patterns in vegetation cover and moisture content. NDVI emerged as the strongest indicator of vegetation cover, while SAVI and NDWI provided insights into moisture variations. (c) Accurate Classification with SVM: The SVM model, fueled by the combination of NDVI, SAVI, and NDWI, achieved an outstanding accuracy of 0.903, which was calculated based on the confusion matrix. This performance translated to precise classification of vegetation, soil, and water within the stream area. The study's findings demonstrate the effectiveness of drone remote sensing and SVM techniques in developing accurate vegetation cover classification models for small streams. These models hold immense potential for various applications, including stream monitoring, informed management practices, and effective stream restoration efforts. By incorporating images and additional details about the specific drone and sensors technology, we can gain a deeper understanding of small streams and develop effective strategies for stream protection and management.

Learning Style and Self-directed Learning of Nursing Students at One University (일개 간호대학생의 학습유형과 자기주도적 학습)

  • Park, Jee-Won;Bang, Kyung-Sook
    • Perspectives in Nursing Science
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    • v.7 no.1
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    • pp.36-42
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    • 2010
  • Purpose: This study was done to identify the preferences for learning style and the degree of self-directed learning and influencing factors on it among nursing students working on a Bachelor of Science in a nursing program at Suwon. Methods: The study sample included 156 nursing students. A self-report questionnaire was used to assess the data. The data was analyzed using the SPSS/WIN program for descriptive and inferential statistics. Results: Most of the students preferred lectures rather than discussion or team projects as a teaching method. Students preferred deliberating, sensing, and the use of visuals for their learning style. In addition, they favored sequential learning over comprehensive learning. Self directed learning had better outcomes in 3rd and 4th year students than 1st or 2nd year students. Additionally, active learners and high achievers who had a good GPA showed higher self directed learning than the others. Conclusion: In order to maximize students' self-directed learning, study guidance will be necessary for freshmen and for some who experience difficulties in studying nursing courses. Nursing faculty members should pay close attention to facilitate student's self directed learning, and encourage more discussions in the classes.

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Technology Adoption of InnovViz 2.0 : A Study of Mixed-Reality Visualization and Simulation System for Innovation Strategy with UTAUT Model

  • Savetpanuvong, Phannaphatr;Tanlamai, Uthai;Lursinsap, Chidchanok;Leelaphattarakij, Pairote;Kunarittipol, Wisit;Choochaisri, Supasate
    • Journal of Information Technology Applications and Management
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    • v.18 no.3
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    • pp.1-30
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    • 2011
  • InnovVizwas designed and developed anew as avisualization and simulationtool to present innovation and strategy information. The InnovViz system employs two key types of technology, namely mixed reality (MR) and neural network (NN). An experiment was conducted to examine the usability, acceptance and possible adoption of this new system. Participants comprised 4 experts from 4 top performing entrepreneurial firms and 161 master degree students from 2 leading universities. The study used a modified UTAUT model and a cognition and perception model. The results revealed that when the InnovViz was introduced, the key drivers to adoption are Facilitating Conditions (FC) and Voluntary to Use (VOL). Adequate knowledge and sufficient resources were found to strongly affect FC construct. The expert's rating of a firm's innovation and performance was more congruent with senior students with a technology-background than with a finance and accounting-background. InnovViz was seen as providing complex information with an ease of use and usefulness for showing data and assessment. Among the three types of visuals depicted by InnovViz, experts rated their usefulness in descending order as follows: Cube, Tetrahedron and Saturn. Finally, experts found backward simulation to be slightly more useful for assessment than forward simulation.

A Study for Impact of Color Marketing in Traditional Markets

  • Park, Jong-Ho;Lee, Kyoung-Dong;Chung, Lak-Chae
    • Journal of Distribution Science
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    • v.15 no.3
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    • pp.39-47
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    • 2017
  • Purpose - The purpose of this study is to measure the effect of brand awareness by color marketing to purchase and revisit intentions in Traditional Markets. Research design, data, and methodology - For this study, 5 point Likert-scale was used based on previous research. Used SPSS ver.22, factor analysis and Cronbach's alpha, regression and correlation were tested. 254 samples were used for the analysis. Results - The three attributes of color marketing(symbolism, identifiability, association) exerted significant effects on brand awareness of traditional marketing explained 38.7% of the variance. Thus, , , and were supported. However, was not supported. Conclusions - Colors play important roles in establishing new images in consumers' minds. The visual sense affects emotions and attitudes and most of the visual sense is affected by colors. Colors that we see move people's heart and induce atmospheres thereby greatly affecting humans' physical and mental activities. To increase traditional market brand awareness, it is necessary for traditional markets to display a level of attractiveness through the use of colors and visuals. So to use color marketing in traditional market is very important for brand awareness which can cause purchase and traditional market revisit intension.

A Study on Producing Key Visuals Which are Motivated by the Ancient Myth of Goguryeo (고구려 고대신화를 모티브로 하는 키비주얼제작 연구)

  • Han, Myung-Hee;Kang, Tae-Wan;Kim, Chee-Yong
    • Journal of Digital Contents Society
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    • v.10 no.2
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    • pp.177-188
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    • 2009
  • The paper starts off with a notion that the most realistic problem in restoring cultural contents' archetype and developing contents industry based on it is the lack of understanding and production about key visual. Thus, with the premise that, in visualizing ancient fantasy as an original archetype subject material, one has to take into account design process for an actual content production, the paper aims for the suggestion of the necessity of key visual through visualization. For this, the paper made an artwork of archetype image based on literature and historical data with which to visualize fantasy elements of Goguryeo's ancient myth and tales that have high utilization value as various subject matters, such as animation and games.

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Comic-Book Style Rendering for Game (게임을 위한 코믹북 스타일 렌더링)

  • Kim, Tae-Gyu;Oh, Gyu-Hwan;Lee, Chang-Shin
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.81-92
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    • 2007
  • Nowadays, many computer games based on NPR(Non-photorealistic Rendering) techniques have been developed due to their distinctive visual properties. However, only limited methods of NPR techniques have been exploited in producing computer games and amongst them cartoon-style rendering techniques especially has had the special interest. In the paper, we suggest an effective rendering method of comic-book style that will be applicable to computer game. In order to do, we first characterize the properties of comic-book from comparing two visuals: celluloid animation and comic-book. We then suggest a real-time rendering method of comic-book style represented by outline sketch, tone, and hatching. We finally examine its effectiveness by observing the game developed using the method.

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Research of UT utilized the services for a disaster response system as role of u-Government (전자정부 역할로서 재난재해 대응체계를 위한 UT 활용서비스 연구)

  • Choung, Young-Chul;Bae, Yong-Guen
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.2
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    • pp.251-257
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    • 2015
  • Rationality only based on human experience and visuals takes huge toll on nation at the time of disasters. Accordingly, it is required to convert its system into national disaster-managing system based on governmental departments effective cooperation against catastrophic emergencies. Thus, this manuscript rejects empirical model of calamity measures and provides substituting prototype based on u-Gov which utilizes UT service from the developed countries' cases. Moreover, in order to provide nation's administrative services, the paper suggests alternative for politic issues which realizes a new incorporated control towel reflecting policies.

Qualitative Research Design: How Visual Design Marketing Strategy Can Increase Product Brand Value

  • Jae-Seong SEOL
    • The Journal of Industrial Distribution & Business
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    • v.14 no.5
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    • pp.1-9
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    • 2023
  • Purpose: Visual design has many prospective applications, including attaining business, social, educational, and political goals. The purpose of this study is to gain an understanding of how visual design influences consumer-facing brand values and marketing messages. In order to be successful in marketing, one must promptly attract the attention of the clients one is attempting to sell to. Research design, data and methodology: In order for the research to provide useful information, it will be necessary to sort the findings in descending order of importance and construct an integrated whole out of the knowledge gleaned from various books, papers, and other sources. This method is essential for establishing the degree of objectivity present in each piece of research and combining the results of those studies. Results: Visual marketing promotes a product or service through moving or still images, illustrations, logos, and other forms of digital content. The audience may comprehend your message better if you include visuals. Even if people only scan your content, they may be more likely to notice it if it is presented appealingly. Conclusions: In conclusion, this study found that visual design substantially influences both the demand for products and the awareness of brand values within their target audiences