• Title/Summary/Keyword: 비주얼도구

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Development of process-oriented education tool for Statistics with Excel Macro (엑셀 매크로를 이용한 절차 중심 통계교육도구 개발)

  • Choi, Hyun-Seok;Ha, Jeong-Cheol
    • Journal of the Korean Data and Information Science Society
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    • v.22 no.4
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    • pp.643-650
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    • 2011
  • Recently the needs for education on Statistics is growing bigger, but a mathematics-oriented education makes college students loose interest in Statistics. On the hypothesis that motivating interest is the key factor for learning, we need to develop an education tool for Statistics that makes learners to study independently but throughly. By using Excel Macro, we develop and introduce add-in program, called PETS, which supplies not only results but also process to get them.

A Study on Classification System for Narrative use of Visual Effects in Film (영화 비주얼 이펙트의 내러티브에 의한 분류체계 연구)

  • Suk, Hae-Jung
    • Cartoon and Animation Studies
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    • s.13
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    • pp.237-253
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    • 2008
  • Visual Effects have been revered as 'Spectacular' film elements for a long time, and once there was a misunderstanding that they destroyed the actual 'Story'. But, now they are becoming a valuable tool for storytellers. A film pursues a perfect narrative structure and visual reality so that the audience can believe the story as a real. Giving a narrative motif to the audience, they use Visual Effects that provide the technical solutions and -at the same time- they create and preserve the diegetic world that Is either believable or not. This research suggests that we analyze precisely and make a classified table of the narrative use of Visual Effects based on the previous research of Shilo T. McClean. First, we can ask if the narrative motif would be there in front of the camera, From there, we then can get two desired answers. One is, if there is nothing to visually stand up, Visual Effects can intervene as an alternative tool for creating the diegetic world. The other is that Visual Effects can be used for preserving the diegetic world as a necessary tool. Then, in the latter, we can consider whether there is a storyteller's purpose to be added, so we can distinguish the details. This classified Visual Effects for the narrative is able to dispense proof that they can be worthy as to provide a 'Spectacuiar' aura as to create and preserve the diegetic world. I would like to argue that this research could be a foundation for the inter-progress of future studies for visual effects as well as for their amazing technological improvements.

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Development of Visualization Tool for Sorting Programming Instruction (정렬 프로그래밍 교육을 위한 시각화 도구의 개발)

  • Jeong, InKee
    • The Journal of Korean Association of Computer Education
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    • v.7 no.6
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    • pp.27-35
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    • 2004
  • Data structure and algorithm are primary courses for computer programming instruction. However, now those are not interesting courses for students because the programming instruction methodologies that used these courses are not the proper methodologies for the visual and windows programming. The Sorting programming is the same as other data structures. Therefore, we developed the VTSPI (Visualization Tool for Sorting Programming Instruction) which is a software component to instruct sorting program effectively for solving these problems. As a result, students can code, understand and debug their programs because VTPSI is software components based on visual programming.

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A Contents for Project-Based Instruction using Flash and Photoship (플래시와 포토샵을 이용한 프로젝트 중심 교육 컨텐츠)

  • 김민정;박두순
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.11b
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    • pp.1043-1046
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    • 2003
  • 학습자 중심의 다양한 수업 방법의 모색을 시도하는 교육 여건에 부응하여 학습자로 하여금 학습 동기를 유발하고 학생들 스스로 해결해 나가는 자기 주도적인 학습 방법인 프로젝트 중심 교육법을 비주얼 베이직 수업에 적용하여 프로젝트를 완성해 가는 과정을 통해 문제 해결력을 신장시키고자 한다. 그래서 상호작용이 가능한 멀티미디어 교육컨텐츠를 개발하여 학생들에게 흥미를 유발시켜 학습의 효과를 높일 수 있는 방안이 마련되어야 한다. 본 논문에서는 최근 웹 저작 도구로 알려진 FLASH와 PHOTOSHOP 프로그램을 이용하여 정지화면인 교육컨텐츠와 차별성을 두어 애니메이션의 적극적인 활용으로 학습자의 흥미와 집중력을 유도하고 컴퓨터와 학습자 사이의 상호작용 가능한 프로젝트 중심 교육의 비주얼 베이직 교육컨텐츠를 설계 및 구현한다.

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Efficient Browsing Method based on Metadata of Video Contents (동영상 컨텐츠의 메타데이타에 기반한 효율적인 브라우징 기법)

  • Chun, Soo-Duck;Shin, Jung-Hoon;Lee, Sang-Jun
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.5
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    • pp.513-518
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    • 2010
  • The advancement of information technology along with the proliferation of communication and multimedia has increased the demand of digital contents. Video data of digital contents such as VOD, NOD, Digital Library, IPTV, and UCC are getting more permeated in various application fields. Video data have sequential characteristic besides providing the spatial and temporal information in its 3D format, making searching or browsing ineffective due to long turnaround time. In this paper, we suggest ATVC(Authoring Tool for Video Contents) for solving this issue. ATVC is a video editing tool that detects key frames using visual rhythm and insert metadata such as keywords into key frames via XML tagging. Visual rhythm is applied to map 3D spatial and temporal information to 2D information. Its processing speed is fast because it can get pixel information without IDCT, and it can classify edit-effects such as cut, wipe, and dissolve. Since XML data save key frame information via XML tag and keyword information, it can furnish efficient browsing.

The software configuration management system for image processing algorithm development (영상처리 알고리즘 개발을 위한 소프트웨어형상관리시스템)

  • Lee Jeong-Heon;Chae Ok-Sam
    • The KIPS Transactions:PartB
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    • v.12B no.1 s.97
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    • pp.1-8
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    • 2005
  • The importance of software is getting high in development of the digital device (digital camcoder, digital camera, mp3 player, ....). And because the sire of software becomes larger and complicated, the necessity of software configuration management (to solves a software crisis) is increased. The general software configuration management system shows lack of the property and features of software development environment for image processing algorithm due to its wide range to be covered. Image processing algorithm development environment has properties like repetitive analysis and simulation using visual programming environment where, beside support of elementary development functions. component(or library) can be combined and tested interactively. Moreover, the method to look fast and effectively for component having similar function is required. In this paper, we present the system which supports the software configuration management method for a simulation tool and the property in the visual programming environment. And we relate our system to real simulation tool so as to check its ability as the software configuration management system for image processing algorithm development environment.

Neural responses to sonic branding : an fMRI study (소닉 브랜딩에 대한 신경 반응 : fMRI 연구)

  • Sung, Young-Shin;Choi, Min-Jo;Chung, Sun-Joo;Kim, Chai-Youn
    • Science of Emotion and Sensibility
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    • v.14 no.1
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    • pp.93-100
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    • 2011
  • Sonic branding is defined as creation and management of brand value by using sounds. Among various methods of sonic branding, sonic logo, i.e., brand’s acoustic identification element, is the most widely used form and usually combined with visual logo. Although sonic branding has become an increasingly important tool for marketers, little academic research has been done on this topic. The current study investigates neural responses to sonic branding using functional Magnetic Resonance Imaging (fMRI). Brain activity of 15 right-handed participants was monitored with 3T MRI machine, while they viewed sequentially presented pictures of brand logos (20 visual logos usually accompanied by sonic logos and 20 visual logos unaccompanied by sonic logos) without sound. Results showed that brain areas known to be associated with auditory imagery (including superior temporal gyrus, STG), showed greater activation for the visual logos usually accompanied by sonic logos compared to visual logos unaccompanied by sonic logos, although actual sound was not presented during scanning. The degree of familiarity participants have with the brand and its advertisements was correlated positively with signal strength in these areas.

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CLOVES: a Virtual World Builder for Constructing Virtual Environments for Science Inquiry Learning (클로브스: 과학 탐구 학습을 위한 가상환경 저작도구)

  • Cho Yong-joo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.9 no.2
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    • pp.268-276
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    • 2005
  • This paper presents the motivation, design, and a preliminary evaluation of a virtual world builder, CLOVES. CLOVES is designed to support rapid construction of data-rich virtual environments and instruments for young children's science inquiry teaming. It provides a three-tiered programming Interface: a visual design environment, scripting layer, and low-level application programming interface targeting for multiple levels of programming expertise. It is also intended to be a collaborative medium among interdisciplinary domain experts such as educators, 3D modelers and software developers. A preliminary case study was conducted to evaluate the capabilities and effectiveness of CLOVES. The results showed that designers actively participated in decision making at every stage of the design process and shared knowledge among one another.

CEO 칼럼- 오드패밀리’와 함께 한 국산 애니메이션‘활로찾기’

  • Kim, Su-Hun
    • Digital Contents
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    • no.7 s.134
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    • pp.42-45
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    • 2004
  • 서태지 등이 인터뷰에서 종종‘창작의 고통을 덜기 위해 은퇴하고 싶다’란 말을 했던 것처럼 애니메이션에 있어서도 창작’이라는 요소는 그야말로 방대하고, 까다로우며, 결과를 예측하기 힘든 집단작업임이 분명하다. 소위 지난 시절 1억달러 이상 수출 효자노릇을 했던‘2D 하청제작’이란 것도 갓 출발한 3D 애니메이션과는 다소 거리가 있어 3D 제작사들에게는 처음부터 창작이라는 깃발이 무거우면서도 뭔가 한 번 도전해 볼만한 짐이 돼버린 것이다. 그러나 창작의 선언, 그리고‘3D’라는 작업도구는 무언가를 담을 그릇에 불과했다. 그릇이 번지르르하면 처음에는 시선을 끌 수 있으나 결국 사람들의 관심은 그 안을 채울 먹을거리가 아니겠는가. 자연스럽게 관심은‘새로운 컨셉, 새로운 캐릭터, 그리고 3D 안에서도 새로운 비주얼의 창작’이 됐다.

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The Implementation of Virtual Device Oliver Kit using Windows Device Model (WDM을 이용한 가상 디바이스 드라이버 구현)

  • 정재기;이상욱;김일곤
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.10a
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    • pp.343-345
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    • 2003
  • 본 논문은 windows 상에서 디바이스 드라이버 구현을 위하여 타겟 디바이스를 사용하기 이전에 가상의 범용 디바이스 드라이버 개발도구를 이용하여 시뮬레이션 함으로써 최종 타겟 디바이스 개발의 효율성을 증대하고 개발 기간의 단축 및 비용 절감하는데 목표를 둔다. 일반 PC에서 COM 포트를 이용하는 시리얼 통신으로 테스트 킷을 구현하여 드라이버를 개발하고 테스트할 수 있으며. 나아가 드라이버 연구에 있어서 실제 타겟 디바이스 없이 S/W 만으로도 올바른 드라이버를 개발할 수 있으며, 드라이버 동작과 내부 메커니즘을 비주얼하게 확인하여 초보 드라이버 개발자들에게도 도움을 주는데 목적이 있다. 이에 본 연구에서 새로운 개발 방향을 제시하고 실험을 하였다.

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