• Title/Summary/Keyword: voice-acting

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Optimization of Voice Coil Motors for a Small Guided Missile Fin Actuator (소형 유도무기 날개 작동기용 보이스 코일 모터의 최적 설계)

  • Lee, Choong Hee;Kim, Gwang Tae;Lee, Byung Ho;Cho, Young Ki
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.47 no.1
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    • pp.59-65
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    • 2019
  • In this study, optimal design of direct-drive VCMs (Voice Coil Motor) for a missile fin actuator is carried out. The torque performance and the characteristics of the VCM are predicted by commercial electromagnetic analysis software, ANSYS Maxwell. The optimal design is obtained at the minimum and maximum actuating angles where the aerodynamic load acting on the fin is the largest in the operating range. The critical variables of the actuator is designed and the RSM (Response Surface Method) is used for the optimization. The response surface model consists of second-order functions and its experimental points are selected by a central composite design. This design is widely used for fitting a second-order response surface. The adjustment regression coefficients is computed for adequacy checking of the response surface model. Finally, the torque values obtained by the RSM and the ANSYS Maxwell are shown in good agreement.

Movement Disorders Affecting the Larynx (후두운동장애)

  • Kwon, Tack-Kyun;Son, Hee-Young
    • Journal of the Korean Society of Laryngology, Phoniatrics and Logopedics
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    • v.21 no.1
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    • pp.22-26
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    • 2010
  • Neuromuscular Disorders Affecting the Larynx are steadily important topics at laryngology. Physiology of larynx is controlled by the frame structure and neuromuscular dynamics to acting on the specialized soft tissue, Therefore, for a proper understanding of the larynx, it is needed the voice and swallowing, a series of prayers on the regulation of neurologic function and the correlation between systemic neuromuscular disease and laryngeal symptoms and clinical knowledge, We described that clinical findings and treatments of the 3 neurological diseases causing dysphonia well (Parkinson's disease, laryngeal tremor, spasmodic dysphonia) and vocal impairments for stoke patients.

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Studies of the Non-Realistic Acting in Absurd Drama 'Fando et Lis' (부조리극 환도와 리스에 나타난 비사실주의 연기에 관한 연구)

  • Park, Kun-Soo
    • The Journal of the Korea Contents Association
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    • v.14 no.4
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    • pp.78-85
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    • 2014
  • Europeans experienced the horror and cruelty of war through the first and second World Wars. They began to raise fundamental questions and doubt about the preexisting World Order of God and humans leading to the birth of Existentialism. The Theater of the Absurd is one of the genres in theater resulting from the existentialist theories. The Theater of the Absurd has a format opposed to the traditional Realist Theater and emphasize the absurdity of human and society's existence. In particular, Fernando Arrabal who is a French Absurdist playwright, expressed the absurd human conditions using his unique forms and contents and his work 'Fando et Lis' depicts the absurdity of the adult world through the eyes of a child. Many unrealistic elements typical and inherent in the Absurdist plays are present in his work. Especially, the actors were required to apply not only the realistic acting approach but also to study and analyze characteristics of all Absurdist plays and internalize them based on the creative foundation of recreation. Then, they were asked to examine the characters' personality, emotions, and actions and think hard about creating an unrealistic action of voice and movements. This creative process by actors is a must in developing the reliable and trustworthy Absurdist acting.

The Immersion Factors and Characteristics of Youtube Channels for Generation Z (Z세대가 즐기는 유튜브 채널의 몰입 요인과 특징)

  • Kang, MinJeong;Jeong, Eun-Ju;Cho, Hae-Yoon
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.150-161
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    • 2020
  • Generation Z(Gen Z), which is referred to people in their late teens to early 20s, becomes one of new major consumer groups in the society. More than 80 percent Gen Z use YouTube content as a main information channel. In this study, we investigate what kind of factors make Gen Z immersed when watching YouTube content. In the background study, we examined immersion and set the cognitive conditions of immersion as reality, fascination, control, and driving as a framework for analysis of case study. In the case study, we analyzed the most popular YouTube channels of each category among the Gen Z with the established framework and then identified 3 main factors: reality, 5 senses, and unpretentiousness and 8 characteristics of them. By conducting survey with Gen Z, we wanted to verify the validity of the characteristics and find out the difference among categories. Subjects answered on a five-point scale how the characteristics of each immersion factor corresponded to their favorite channels. As a result, seven characteristics: 1) familiarity of background, 2) reality of acting, 3)familiarity of material, 4)YouTubers' appearance and 5) voice, 6)multi-sensory, and 7)YouTuber's ability to resemble viewers influenced more than 50% of users' immersion. Although there was no significant difference among categories, the familiarity of the material and the five senses stimulus (YouTube's appearance, voice, audiovisual and surrogate taste) were the most important factors in the entertainment category.

Intelligent Intrusion Detection and Prevention System using Smart Multi-instance Multi-label Learning Protocol for Tactical Mobile Adhoc Networks

  • Roopa, M.;Raja, S. Selvakumar
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.6
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    • pp.2895-2921
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    • 2018
  • Security has become one of the major concerns in mobile adhoc networks (MANETs). Data and voice communication amongst roaming battlefield entities (such as platoon of soldiers, inter-battlefield tanks and military aircrafts) served by MANETs throw several challenges. It requires complex securing strategy to address threats such as unauthorized network access, man in the middle attacks, denial of service etc., to provide highly reliable communication amongst the nodes. Intrusion Detection and Prevention System (IDPS) undoubtedly is a crucial ingredient to address these threats. IDPS in MANET is managed by Command Control Communication and Intelligence (C3I) system. It consists of networked computers in the tactical battle area that facilitates comprehensive situation awareness by the commanders for timely and optimum decision-making. Key issue in such IDPS mechanism is lack of Smart Learning Engine. We propose a novel behavioral based "Smart Multi-Instance Multi-Label Intrusion Detection and Prevention System (MIML-IDPS)" that follows a distributed and centralized architecture to support a Robust C3I System. This protocol is deployed in a virtually clustered non-uniform network topology with dynamic election of several virtual head nodes acting as a client Intrusion Detection agent connected to a centralized server IDPS located at Command and Control Center. Distributed virtual client nodes serve as the intelligent decision processing unit and centralized IDPS server act as a Smart MIML decision making unit. Simulation and experimental analysis shows the proposed protocol exhibits computational intelligence with counter attacks, efficient memory utilization, classification accuracy and decision convergence in securing C3I System in a Tactical Battlefield environment.

Narrative Inquiry on Student Teacher Searching for Identity as a Teacher (교사로서의 정체성을 형성해가는 교육실습생에 대한 내러티브 탐구)

  • Jin, Hyung Ran;Yoo, Tae Myung
    • Journal of Korean Home Economics Education Association
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    • v.26 no.1
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    • pp.81-99
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    • 2014
  • Student teaching is equivalent to an egg just before oviposition. There is a growing acting voice that teaching profession is not necessarily required as the years go by. I developed a process that 55 student teachers search for their identity as a teacher during four-week student teaching program according to Clandinin and Connelly(2000)'s narrative inquiry. The procedure consisted of three stages such as access to the field, field text writing, and research text writing. The student teachers wrote journals by week to search for their identity as a teacher with a focus on what they observed in the field and what they were motivated by teachers and students. Free and truthful 220 stories conducted in a student teaching online cafe were collected as a field text. And the research text was reliving and retelling through poetic writing on each week's themes of exploration, growth, reflection, and pledge to complete the narrative inquiry. Student teachers, an absolute majority, including home economics student teachers aimed for the teaching profession and waited for their hatching.

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The Survey of Gifted Students' Scientific Integrity and Perception of Scientific Misconduct in R&E Program (R&E 수행과정에서 과학영재고 학생의 연구윤리 준수 실태 조사)

  • Lee, Jiwon;Kim, Jung Bog
    • Journal of Gifted/Talented Education
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    • v.25 no.4
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    • pp.565-580
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    • 2015
  • We investigated gifted students' scientific integrity, perception of scientific misconduct and needs for research ethics education. For this study, 267 science academy students who have participated in R&E program responded to questionnaire of those three parts. The major findings are as follows: First, 45.31% of gifted students answered that they had one or more experiences in five categories; fabrication, falsification, plagiarism, unfair authorship, and connivance of scientific misconduct. Second, almost 90% of gifted students responded that statements of questions are scientific misconduct except the self plagiarism. Third, 28.83% of gifted students needed to study research ethics and all of them were 1st graders. Fourth, they wanted to know specifically the limit of apt citation, writing skills of research notes, specific examples of scientific misconduct, and concrete acting method for scientific integrity, etc. In order to get gifted students to conduct their research responsibly, educators have to consider and reflect the voice of gifted students.

Design and Implementation of The Formation of Basic living habits and Basic English Conversation Education Robot for Children in Dual Income Households - focused children over five (맞벌이 가정 자녀를 위한 기초 생활습관 형성 및 기초 영어회화 교육 로봇 설계 및 구현 - 만 5세 이상 아동을 중심으로)

  • Kim, Gyeong-Min;Lee, Kang-Hee
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.1
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    • pp.507-513
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    • 2020
  • This paper aims to design and implement a robot that will help teach children living habits and English conversation education in dual-income families using the open platform robot Q.bo one based on raspberry pi3 of a single board computer. The first function of life habit formation is to help children to wash their hands, to brush their teeth, homework and sleep regularly. The child is then photographed listening to the notification and acting so that the parent can identify and provide feedback. The second basic conversation education feature uses Google's DialogFlow to help children learn English naturally through simple English conversation through the robot. The two-functioning robot allows children from working families to feel secure by printing their parents' voices even when they are not at home. At the same time, it allows them to get into basic lifestyle, to have basic English conversation with robots, and to be interested in English early.

A Study on the description of Puppet Performance History (인형연행사 기술의 새로운 모색)

  • Heo, Yong-ho
    • (The) Research of the performance art and culture
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    • no.19
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    • pp.379-418
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    • 2009
  • This study is a link in a chain which grope for the description of puppet performance history. This study imply my intention which is not a description of puppet performance 'history' but a description of 'puppet performance' history. Object materials of this study is materials connected with puppet performance from ancient times to Chosun dynasty. Object materials of this study include not only records but also remains and pictures. Discussion start with regulation of puppet performance materials and establishment of a classification criterion. As a result of that discussion, the age of puppet performance is as follows: 'the age of diverse use of puppet', 'the age of ritual puppet performance of worship', 'the age of play puppet performance of handling', 'the age of ritual puppet performance of display', 'the age of ritual puppet performance of expulsion', 'the age of ritual puppet performance of handling', 'the age of play puppet performance of display', 'the age of play puppet performance of handling and voice-acting'. According to the internal division of age, the description of puppet performance history which is spread chronologically is attempted. As a result of the description, I confirm that puppet performance reveal a one's unfolding process. And a distinct aspect from the general cultu! re history is found. The development process which is a changeover that is 'from ritual puppet performance to play puppet performance' is amended by a circulation of ritual puppet performance and play puppet performance'. And the development process which is a changeover 'from static puppet to dynamic puppet' is amended by a circulation of static puppet and dynamic puppet'. Like this the thing which is laid in the inside which is not a one sided changeover but is a circulation is said that from one age of puppet performance to other age of puppet performance is not a close of former puppet performance tradition. Unfolding from one age to other age, on the other hand former puppet performance reveal aspect which is a continuance and change with a one's vitality. And a relation of mutual influence is exist between the ritual puppet performance and the play puppet performance on a large scale, among the puppet performance types on a small scale. this also don't overlook in cas! e of a groping of puppet performance history.

Narrative Structure and Ludonarrative Dissonance in the Video Game, "Red Dead Redemption 2" (<레드 데드 리뎀션 2>의 서사 형식과 서사 부조화)

  • Chun, Bum-Sue
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.59-72
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    • 2020
  • Video games have become a powerful tool to tell a complex story realistically thanks to modern technology. Rockstar Games' Red Dead Redemption 2 (2018), is a video game title that touts cinematic qualities such as superb acting by the voice actors and jaw-dropping cinematography as well as a rich narrative following the protagonist, Arthur Morgan's quest for redemption. Using Aristotle's Poetics and Robert Mckee's Aristotelian theory on storytelling, this study highlights Arthur's gradual change from a ruthless gunman to an altruistic hero, from which it derives the theme of redemption, and his super-objective to protect those he cares about. Then, it also explains a variety of possibilities in the narrative of the game determined by the opened-ended game mechanics, particularly the "honor" system, which reflects Arthur's moral choices on the narrative presentation with different sets of dialogue and endings. However, the study ultimately argues Red Dead Redemption 2 to be incohesive in its storytelling due to "ludonarrative dissonance," a concept coined by Clint Hocking, which indicates a conflict between the narrative and game mechanics of a video game. It's mainly because the game's various narrative choices bring changes to neither the theme nor Arthur's super-objective. Furthermore, the double-standard of evaluation in the "honor" system, and its numeric ranking system of honor also lend themselves to ludonarrative dissonance even further. After all, the study ultimately claims ludonarrative dissonance in Red Dead Redemption essentially disrupts the game's narrative unity, which is Aristotle's one of most emphasized upon traits of any story and signifies the game's instability as a storytelling medium.