• Title/Summary/Keyword: 콘텐츠 선택기법

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Developing a Sensory Ride Film 'Dragon Dungeon Racing' (효율적인 입체 라이드 콘텐츠 제작을 위한 연구)

  • Chae, Eel-Jin;Choi, Chul-Young;Choi, Kyu-Don;Kim, Ki-Hong
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.178-185
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    • 2011
  • The recent development of 3D and its application contents have made it possible for people to experience more various 3D contents such as 3D/4D, VR, 3D ride film, I-max, sensory 3D games at theme parks, large-scale exhibitions, 4D cinemas and Video ride. Among them, Video ride, a motion-based genre, especially is getting more popularity, where viewers are immersed in and get indirect experiences in virtual reality. In this study, the production process of the genre of sensory 3D image getting attention recently and ride film are introduced. In the material selection of 3D images, the space and the setting up which is suitable to the fierce movement of rides are studied and some examples of the realization of creative direction ideas and effective technologies using the functions of Stereo Camera which has been first applied to MAYA 2009 are also illustrated. When experts in this 3D image production create more interesting stories with the cultural diversity and introduce enhanced 3D production techniques for excellent contents, domestic relevant companies will be sufficiently able to compete with their foreign counterparts and further establish their successfully unique and strong domains in the image contents sector.

Heterogeneous Sensor Coordinate System Calibration Technique for AR Whole Body Interaction (AR 전신 상호작용을 위한 이종 센서 간 좌표계 보정 기법)

  • Hangkee Kim;Daehwan Kim;Dongchun Lee;Kisuk Lee;Nakhoon Baek
    • KIPS Transactions on Software and Data Engineering
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    • v.12 no.7
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    • pp.315-324
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    • 2023
  • A simple and accurate whole body rehabilitation interaction technology using immersive digital content is needed for elderly patients with steadily increasing age-related diseases. In this study, we introduce whole-body interaction technology using HoloLens and Kinect for this purpose. To achieve this, we propose three coordinate transformation methods: mesh feature point-based transformation, AR marker-based transformation, and body recognition-based transformation. The mesh feature point-based transformation aligns the coordinate system by designating three feature points on the spatial mesh and using a transform matrix. This method requires manual work and has lower usability, but has relatively high accuracy of 8.5mm. The AR marker-based method uses AR and QR markers recognized by HoloLens and Kinect simultaneously to achieve a compliant accuracy of 11.2mm. The body recognition-based transformation aligns the coordinate system by using the position of the head or HMD recognized by both devices and the position of both hands or controllers. This method has lower accuracy, but does not require additional tools or manual work, making it more user-friendly. Additionally, we reduced the error by more than 10% using RANSAC as a post-processing technique. These three methods can be selectively applied depending on the usability and accuracy required for the content. In this study, we validated this technology by applying it to the "Thunder Punch" and rehabilitation therapy content.

Development of sumi-e effect from example image (예제 기반 수묵담채화 표현기술 개발)

  • Lee, Won-Yong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.7
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    • pp.3454-3459
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    • 2013
  • Sumi-e is one of the art work that uses not only ink line but also color painting. This technique is well known as a representative Asian painting style and widely used in movie, advertisement poster and various effect in camera device. In this paper, we propose an algorithm that can generate result image with Sumi-e effects of example image based on computer graphics and image processing techniques. For this, we pass two steps. The first is painting expression step. We used texture transfer technique to generate result with texture effect of reference image by analyzing numerically. The second step is ink-painting effect generation step. We express ink-painting effect in outline by considering intensity variation in edge of example image. Our algorithm can express various Sumi-e style based on selected reference image. So it can be utilized to various contents generating research.

Consumption Desire Reflected in Animation -Focused on Animation 'Wellbuying Shop' (애니메이션에 반영 된 소비욕망 -'Wellbuying Shop 1' 애니메이션을 중심으로)

  • Park, Sung-Won
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.154-160
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    • 2006
  • This study is performance thesis to examine structure of excessive consuming culture of modern people's desire turning away from modern people's original purpose of aiming life that is well-being. Method of the research is theological examination of people's desire into consuming and well-being culture is critically analyzed by creation of meanings and differences of showcase that symbolize consuming culture. Also my piece of work 'Well-buying Shop 1' that above theory is applied is selected for focused analysis of concept realization method in video configuration method and technique. The symbol Showcase in the animation represent laboratory of consuming culture and desire for ownership. The animation runs for 3 minutes and 50 seconds focused on animal characters raised in well-being farm. Through cut out animating environment, animal characters have life in the animation and they are completed with long take method and temperament editing type for effort of liberal devotion between audience and the animation. Lithographic technique is used for characters and background images for trial of pictural density by pressures and variety of colors. This study was conducted with the basis of above animation showing opportunity and it has significance on trial of various color of lithographic expression technique that are not commonly used in animation image production.

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Development study of New Weaving Structures by Korean Traditional Patterns - Focus on Tteoksal Patterns - (한국 문양을 활용한 직물 구조 디자인 개발 - 떡살무늬를 중심으로 -)

  • Yoo, Hyun-Ah
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.190-197
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    • 2008
  • Weaving design which is to be designed based on the machine words threading and treading is characterized by its strong limitation of expression. The concept of design has been set based on the patterns on the wooden rice-cake mold which arechosen from many Korean traditional patterns since the expressions of patterns limited by the wooden rice-cake mold is easy to be grafted upon each other. Particularly, literal patterns and geometrical patterns contain religious desire and wishes that are generated from man's fear and wonder about Nature rather than from the pursuit of beauty which is general characteristics of patterns. Based on these images, the twill technique, especially threading of Sally Nielson's rosepath which is easy in formal expressions is used to design Korean style patterns into the weaving structure. It is hoped that this study will provide an opportunity to introduce Korean style patterns to the weavers of the world and that the weaving designs will actively be utilized in the Korean industries so that they can acquire high value-added assets and commercialize our superior culture, thus being of great help to developing our cultural industr.

Statistical Analysis for Risk Factors and Prediction of Hypertension based on Health Behavior Information (건강행위정보기반 고혈압 위험인자 및 예측을 위한 통계분석)

  • Heo, Byeong Mun;Kim, Sang Yeob;Ryu, Keun Ho
    • Journal of Digital Contents Society
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    • v.19 no.4
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    • pp.685-692
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    • 2018
  • The purpose of this study is to develop a prediction model of hypertension in middle-aged adults using Statistical analysis. Statistical analysis and prediction models were developed using the National Health and Nutrition Survey (2013-2016).Binary logistic regression analysis showed statistically significant risk factors for hypertension, and a predictive model was developed using logistic regression and the Naive Bayes algorithm using Wrapper approach technique. In the statistical analysis, WHtR(p<0.0001, OR = 2.0242) in men and AGE (p<0.0001, OR = 3.9185) in women were the most related factors to hypertension. In the performance evaluation of the prediction model, the logistic regression model showed the best predictive power in men (AUC = 0.782) and women (AUC = 0.858). Our findings provide important information for developing large-scale screening tools for hypertension and can be used as the basis for hypertension research.

Real-time Scheduling on Heterogeneous Multi-core Architecture for Energy Conservation of Smart Mobile Devices (스마트 모바일 장치의 에너지 보존성을 높이기 위한 비대칭 멀티 코어 기반 실시간 태스크 스케쥴링)

  • Lim, Sung-Hwa
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1219-1224
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    • 2018
  • Nowaday, smart mobile devices on Internet of Things are required to process and deliver greate amount of data in real-time. Therefore, heterogeneous mult-core architecture such the big.LITTLE core architecture, which shows high energy conservation while guaranteeing high performance, are widely employed on up to date smart mobile devices. The LITTLE cores should be highly utilized to gain higher energy conservation because LITTLE cores have much higher energy efficiency than big cores. In this paper, we propose a core selection algorithm, which tries to firstly assign a real-time task on a LITTLE core rather a big core while the task can be finished within its own deadline. We also perform simulation as performance evaluation to show that our proposed algorithm shows higher energy conservation while guaranteeing the required performance.

Research about muscle ache curer design development for hospital (병원용 근육통증 치료기 디자인 개발에 관한 연구)

  • Oh, Sung-Jin
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.856-859
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    • 2006
  • Patient's position who muscle ache curer for hospital undergoes person entrance and treatment that take advantage of biological, physical force of low frequency and it is equipment that treat body muscle ache, but use equipment when use patient into compensation in hospital specially, that consider everybody is important first of all. This research question investigation with market survey of old product enforce because preference degree reflected officer a result and apply opinion tuned with product development connection engineers on DESIGN direction via typical product design development process close. This curer development research analyzed data involved directly taking advantage of FGI techniques with literature investigation collection. Investigation examined laying stress on muscle ache curer for hospital and a nurse than a doctor answered on question and purchase selection criterion or price portion to user focus. Direct market survey research that see item indicated by competition four provision shortcomings consequently in NEW MODEL development hereafter supplement and expectation. by contributing greatly in M/S security strategy hereafter because design development consisted for side that improve.

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Developing the On-line Game Industry's Changing Scenario and Establishing Business Strategy According to the Introduction of IPTV (IPTV 도입에 따른 온라인 게임 산업의 변와 시나리오 개발 및 경영 전략 수립)

  • Kim, Min-Kwan;Han, Chang-Hee
    • Information Systems Review
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    • v.10 no.2
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    • pp.21-48
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    • 2008
  • The Korean on-line game industry is going through a rapid change. The future business environments for potential on-line game companies are very uncertain due to the new service and the different market trends. In this paper, I propose the use of morphological analysis approach for scenario generation about the future of the On-line game industry. The stages of research process were as follows; Firstly, digital contents analysis and key issues were drawn on IPTV in the on-line game industry. Secondly, each key issue was analyzed and the influence factors and directivity flow were found. Thirdly, highly probable future on-line game industry scenarios were derived. In this case, morphological analysis. On the basis of the developed scenarios, I formulated some implications for business strategy of a potential on-line game companies.

Effective Exemplar-Based Image Inpainting Using Patch Extrapolation (패치 외삽을 이용한 효과적인 예제기반 영상 인페인팅)

  • Kim, Jin-Ju;Lee, Si-Woong
    • The Journal of the Korea Contents Association
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    • v.14 no.2
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    • pp.1-9
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    • 2014
  • Image inpainting is the widely used technique to restore a damaged region or to fill a hole in an image. The exemplar-based technique effectively generates new texture by copying colour values of the most correlated patch in the source into the empty region of the current patch. In traditional exemplar-based synthesis, the patch correlation is computed using only the already filled pixels of the current patch. Thus, by ignoring the correlation between the hole regions of the two patches, an undesirable patch which is highly correlated with the current patch in the already filled area but considerably dissimilar in the area to be filled can be selected, which results in bad texture propagation. To avoid such problems, a new exemplar-based inpainting method using patch extrapolation is proposed. The empty part of the current patch is extrapolated beforehand, and then the complete patch is used for finding its exemplar. Experimental results show that the proposed method provides more natural synthesis results than the conventional ones.