• Title/Summary/Keyword: 멀티위

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Study for making movie poster applied Augmented Reality (증강현실 영화포스터 제작연구)

  • Lee, Ki Ho
    • Cartoon and Animation Studies
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    • s.48
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    • pp.359-383
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    • 2017
  • 3,000 years ago, since the first poster of humanity appeared in Egypt, the invention of printing technique and the development of civilization have accelerated the poster production technology. In keeping with this, the expression of poster has also been developed as an attempt to express artistic sensibility in a simple arrangement of characters, and now it has become an art form that has become a domain of professional designers. However, the technological development in the expression of poster is keep staying in two-dimensional, and is dependent on printing only that it is irrelevant to the change of ICT environment based on modern multimedia. Especially, among the many kinds of posters, the style of movie posters, which are the only objects for video, are still printed on paper, and many attempts have been made so far, but the movie industry still does not consider ICT integration at all. This study started with the feature that the object of the movie poster dealt with the video and attempted to introduce the augmented reality to apply the dynamic image of the movie to the static poster. In the graduation work of the media design major of a university in Korea, the poster of each works for promoting the visual work of the students was designed and printed in the form of a commercial film poster. Among them, 6 artworks that are considered to be suitable for augmented reality were selected and augmented reality was introduced and exhibited. Content that appears matched to the poster through the mobile device is reproduced on a poster of a scene of the video, but the text informations of the original poster are kept as they are, so that is able to build a moving poster looked like a wanted from the movie "Harry Potter". In order to produce this augmented reality poster, we applied augmented reality to posters of existing commercial films produced in two different formats, and found a way to increase the characteristics of AR contents. Through this, we were able to understand poster design suitable for AR representation, and technical expression for stable operation of augmented reality can be summarized in the matching process of augmented reality contents production.

The Construction of QoS Integration Platform for Real-time Negotiation and Adaptation Stream Service in Distributed Object Computing Environments (분산 객체 컴퓨팅 환경에서 실시간 협약 및 적응 스트림 서비스를 위한 QoS 통합 플랫폼의 구축)

  • Jun, Byung-Taek;Kim, Myung-Hee;Joo, Su-Chong
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.11S
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    • pp.3651-3667
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    • 2000
  • Recently, in the distributed multimedia environments based on internet, as radical growing technologies, the most of researchers focus on both streaming technology and distributed object thchnology, Specially, the studies which are tried to integrate the streaming services on the distributed object technology have been progressing. These technologies are applied to various stream service mamgements and protocols. However, the stream service management mexlels which are being proposed by the existing researches are insufficient for suporting the QoS of stream services. Besides, the existing models have the problems that cannot support the extensibility and the reusability, when the QoS-reiatedfunctions are being developed as a sub-module which is suited on the specific-purpose application services. For solving these problems, in this paper. we suggested a QoS Integrated platform which can extend and reuse using the distributed object technologies, and guarantee the QoS of the stream services. A structure of platform we suggested consists of three components such as User Control Module(UCM), QoS Management Module(QoSM) and Stream Object. Stream Object has Send/Receive operations for transmitting the RTP packets over TCP/IP. User Control ModuleI(UCM) controls Stream Objects via the COREA service objects. QoS Management Modulel(QoSM) has the functions which maintain the QoS of stream service between the UCMs in client and server. As QoS control methexlologies, procedures of resource monitoring, negotiation, and resource adaptation are executed via the interactions among these comiXments mentioned above. For constmcting this QoS integrated platform, we first implemented the modules mentioned above independently, and then, used IDL for defining interfaces among these mexlules so that can support platform independence, interoperability and portability base on COREA. This platform is constructed using OrbixWeb 3.1c following CORBA specification on Solaris 2.5/2.7, Java language, Java, Java Media Framework API 2.0, Mini-SQL1.0.16 and multimedia equipments. As results for verifying this platform functionally, we showed executing results of each module we mentioned above, and a numerical data obtained from QoS control procedures on client and server's GUI, while stream service is executing on our platform.

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Activation of Sports Talent Cultivation for Elderly Sports Promotion (노인체육진흥을 위한 체육인재양성 활성화 방안)

  • Cho, Kyoung-Hwan
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.167-186
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    • 2021
  • The purpose of this study was to present a new direction for sports talent cultivation, determine the sports talent cultivation status in various types of sports and relevant areas, and present specific plans for activating practical sports talent cultivation in the elderly population in an effort to cope with the rapid changes of times. For this purpose, literature review was performed to analyze the elderly sports and sports talent cultivation status, analyze the problems with elderly sports and sports talent cultivation and development tasks, and present the following comprehensive plan for cultivating elderly sports talent cultivation in pursuit of elderly sports promotion: First, it is necessary to become more competitive in education by developing various programs for convergent and combined elderly sports talent cultivation as well as by changing into a convergent and combined way of thinking in the organizational culture environment of sports. Second, it is necessary to build more career education infrastructures for elderly sports talent cultivation in the elderly sports and relevant departments. Career education may become an issue in every area, which means building comprehensive DBs for undergraduates and graduates. Third, it is necessary to give greater support to research and development in the entire area of elderly sports. This means implementing relevant projects efficiently through governance with the Ministry of Culture, Sports, and Tourism in charge of elderly sports policies, the Ministry of Health and Welfare, and professionals in the private sectors. Fourth, it is necessary to make comprehensive, systematic, and mid- and long-term strategies for cultivating sports talent at the governmental level. This means sports talent cultivation and search, career and employment, reeducation (competence reinforcement training), and job and employment stability in the areas of education, health, and welfare as well as sports. Fifth, it is necessary to operate a tentatively-called elderly health agency under the influence of the Office of the Prime Minister. This requires expansion and qualitative improvement of education on the basis of greater efficiency in preventing any overlapped task from wasting the budget through inter-department cooperation and positive partnership.

Anti-religious Movements in Contemporary Korea (현대 한국의 안티 종교운동)

  • Kang, Donku
    • Journal of the Daesoon Academy of Sciences
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    • v.29
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    • pp.241-278
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    • 2017
  • This study aims to classify broadscale anti-religious movements in Korea based on critical public sentiment and analyze the meanings of these movements. To carry out the research, global religious changes that have occurred in modern times were closely looked into first. The world religions have had an influence on the world's religious awareness. As a result, they intend to acquire universality on their own individual grounds while keeping consistency with the past. This phenomenon used to appear to retain the identity, recreate tradition, transform itself to fit in the present times, pursue innovation, or even become overshadowed by other forms of thought such as when religions have collided with nationalism. How does Korean society perceive the changes that emerged in world religions? In general, the circumstances that Korea faces in this era tend to manifest themselves via the Internet, multimedia, and Youtube wherein they sound off on religion and this includes criticism of Christianity, demand for reformation, attack on minor religions, pro-reform academic circles and media, and the propagation of anti-theism. Criticism of religion is interpreted as an anti-religious movement. The secularism and anti-theism brought up by some Western scholars and critical theories of religion from scientific or historical perspectives are being spread through bookstores. Christianity is prone to reflecting on itself and trying to emphasizing a meta-religious spirituality. This in short, characterizes anti-religious movements in Korea. Indeed, criticism against particular religions has also emerged in the past. However, anti-religious movements that have recently come into existence in Korea are in some regards unprecedented when compared to that of the past in terms of their patterns and context. Especially, the active anti-Christianity movement in general is definitely a new phenomenon. This research mainly focused on Christianity, but on-going anti-religious movements will be a major topic for further research that aims to understand the religious changes unfolding in Korea.

Text Mining-Based Emerging Trend Analysis for e-Learning Contents Targeting for CEO (텍스트마이닝을 통한 최고경영자 대상 이러닝 콘텐츠 트렌드 분석)

  • Kyung-Hoon Kim;Myungsin Chae;Byungtae Lee
    • Information Systems Review
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    • v.19 no.2
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    • pp.1-19
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    • 2017
  • Original scripts of e-learning lectures for the CEOs of corporation S were analyzed using topic analysis, which is a text mining method. Twenty-two topics were extracted based on the keywords chosen from five-year records that ranged from 2011 to 2015. Research analysis was then conducted on various issues. Promising topics were selected through evaluation and element analysis of the members of each topic. In management and economics, members demonstrated high satisfaction and interest toward topics in marketing strategy, human resource management, and communication. Philosophy, history of war, and history demonstrated high interest and satisfaction in the field of humanities, whereas mind health showed high interest and satisfaction in the field of in lifestyle. Studies were also conducted to identify topics on the proportion of content, but these studies failed to increase member satisfaction. In the field of IT, educational content responds sensitively to change of the times, but it may not increase the interest and satisfaction of members. The present study found that content production for CEOs should draw out deep implications for value innovation through technology application instead of simply ending the technical aspect of information delivery. Previous studies classified contents superficially based on the name of content program when analyzing the status of content operation. However, text mining can derive deep content and subject classification based on the contents of unstructured data script. This approach can examine current shortages and necessary fields if the service contents of the themes are displayed by year. This study was based on data obtained from influential e-learning companies in Korea. Obtaining practical results was difficult because data were not acquired from portal sites or social networking service. The content of e-learning trends of CEOs were analyzed. Data analysis was also conducted on the intellectual interests of CEOs in each field.