The purpose of animation is to give interesting stories to an audience through motion. To achieve the purpose, over the past century since its inception, animation has adopted many kinds of technologies, and thus developed diverse narrative methods and visual expression techniques. In addition, with the advancement of expression techniques, all elements making up animation have gradually been systemized, and at the same time, have helped express the worlds beyond the reality. As a result, people have faced the era when an audience can watch everything imaginated by an animation director on a big screen. These days, more efforts have been made in order for the audience to feel much more than enjoy pictures moving in a frame. In other words, the purpose of the animation is changing from the passive viewing of animation to feeling and sensing stuffs through the animation. In the center of the changing process is 3D technology which gives new interesting to an audience. Sometime ago, a 3D animation movie was produced in Korea. But it did not bring out box-office profits, for it failed to give satisfaction to an audience who expected high perfection and beauty being able to be rivalled to those of international 3D animation movies. The failure is attributable to the fact that the domestic 3D animation production industry is merely in the early stage, and has not sufficient human resources, technology, and experiences in producing 3D animation films. Moreover, the problem is that most studies on 3D focus on the technologies related to reenactment, but that few studies on the images, which an audience directly faces, have been conducted. Under the domestic circumstance, the study on stereoscopic image screen of , a 3D stereoscopic animation film which was released in 2010 and has been seen as the best successful 3D stereoscopic animation, is worthwhile. Thus this thesis conducted theoretical consideration and case analysis focusing on the visual direction that creates the pictures to deliver abundant three dimensional effect so that it can be used as a basic data when producing high quality-domestic 3D animation and training professional labor forces. In the result, it was found that the 3D animation was not a new area, but the area which has been expanded and changed by applying the characteristics of 3D image based on the principles of the existing media aesthetics. This study might be helpful to establish the foundation of the theoretical studies necessary for producing 3D animation contents for realizing the sense of reality.
This paper is a study of the changing nature of software for virtual Cyborg self and the virtual body that occur in the game from a philosophical point of view. Looking broadly, the cyborg concept refers to the combination of man and machine. Specifically, there is a hardware cyborg organism to combine human and restoration of machine In addition, there is software cyborg by electronic the human brain of converting a virtual body. Virtual games are cases software-Cyborg applied. In the game , There seems to have characteristics of virtual body and ego that different from general cyborg meaning. To analyze the features, I applied the concept of software-cyborg of Hans morabek and the multiple selves in cyberspace properties of Kim Sun-Hee. generally, software cyborg cloning the brain type tended to invalidate the body due to the nature of the virtual world. But If you look at third-person's view and the game character that made from real actors, it is pursuing the realism of photographic images and it stressed the need for a virtual body in order to maintain the psychological identity of the player. And, The game player crosses the eight characters to choose while completing the mission. This is a big role in the reality ego leads to the desired final ending with the selection and experience to be experienced as self-replication to multiple. These cyber multi-ego looks for an active and positive features compared to the multi-ego in the real world and highlights the advantages of the software cyborg. Game The characteristics of the final result varies depending on the selection of the player. The life and death of a friend is determined by the relationship between the characters friendship. In this case, the virtual self is empirically through trial and error, moral, and try to select the desired setting the standard for intuitive and self own choice. Also It can be fused to the knowledge of multiple selves as one step is formed by a high spiritual introspection. This process is a positive interpretation of the world and their own forms of mental reflection through self-overcoming human, Nietzsche is said that the process is Wibeomenswi.
The environment of images in VR-based animation is constructed to generate and promote interactivity between the images and the viewer without any physical space like a screen, or a monitor. In this process, the images and the viewer are combined as a complex through the media technology, that is, an interface. And it is far more in the case of the animation consisted of the bio-feedback interface closely connecting with the body of viewer. As a result, the viewer experiences a permeable interaction between ego and images world, namely virtual reality. That is different from the way of seeing and interpreting the images from a distance. So it needs to analyse the perception of viewer in the world of virtual images. This paper examines the complex phenomena of both the VR-based animation and the viewer mediated by the interface in light of Media Aesthetics. Media Aesthetics is effective in analysing the phenomena of VR-based animation, for it is concerned with the perception of viewer mediated by the media technology. The perception in VR-based animation is a full-body immersion, or embodied immersion, and it is different from the contemplative immersion in that it is remediated continuously by the technological apparatus. The viewer as an immersant, especially with a bio-feedback interface, can immediately touch and control the images in VR-based animation. Such an immersion, therefore, is new every single moment. And the world of VR-based animation is ultimately constructed through the viewer's full-body, or embodied immersion crossing between the virtual and the real. So the animation is not interpreted, but embodied. And the meaning of it is constructed and reconstructed by the viewer's embodied immersion as an immersant. Here, a new frame of animation more oriented to the viewer's participation as an full-body immersant can be created.
With the media's shift into the digital era in the 2000s, comic book publishers attempted a transition into the new medium by establishing a distribution structure using internet networks. But that effort shied from escaping the parallel-page reading structure of traditional comics. On the other hand, webtoons are showing divers changes by redesigning the structure of traditional sequential art media; they tend to separate and allot spaces according to the vertical scroll reading method of the internet browser and include animations, sound effects and background music. This trend is also in accordance with the preferences of modern readers. Modern society has complicated social structures with the development of various media; the public is therefore exposed to different stimuli and shows characteristics of differentiated perceptions. In other words, webtoons display more relevant and entertaining characteristics by inserting sounds and using moving texts and characters in specific frames, while traditional comics require an appreciation of withdrawal and immersion like other published media. Motions in webtoons are partially applied for dramatic tension or to create an effective expression of action. For example, hand-drawn animation is adopted to express motions by dividing motion images into many layers. Sounds are also utilized, such as background music with episode-related lyrics, melodies, ambient sounds and motion-related sound effects. In addition, webtoons provide readers with new amusement by giving tactile stimuli via the vibration of a smart phone. As stated above, the vertical direction, time-based nature of animation motions and tactile stimuli used in webtoons are differentiated from published comics. However, webtoons' utilization of innovative techniques hasn't yet reached its full potential. In addition to the fact that the software used for webtoon effects is operationally complex, this is a transitional phenomenon since there is still a lack of technical understanding of animation and sound application amongst the general public. For example, a sound might be programmed to play when a specific frame scrolls into view on the monitor, but the frame may be scrolled faster or slower than the author intended; in this case, sound can end before or after a reader sees the whole image. The motion of each frame is also programmed to start in a similar fashion. Therefore, a reader's scroll speed is related to the motion's speed. For this reason, motions might miss the intended timing and be unnatural because they are played out of context. Also, finished sound effects can disturb the concentration of readers. These problems come from a shortage of continuity; to solve these, naturally activated consecutive sounds or animations, like the simple rotation of joints when a character moves, is required.
While recent economic stagnation has left consumers dispirited, rapid growth has been seen in the domestic coffee industry recently. With the growth in coffee consumption, a tremendous increase in the number of specialty coffee shops has been seen in the domestic coffee market. The expectation that markets specializing in coffee will continue to grow for a long time will cause existing enterprises to expand their shops and increase the rate of entry of new shops. Intense competition in the domestic coffee market will force companies to create a competitive advantage through differentiated marketing strategies. This paper focuses on how the shopping value and repatronage intention of customers using coffee shops is affected by service quality. Moreover, this paper intends to examine the service quality that is critical for the successful management of relationships and the values that are important to consumers. For these purposes, the discriminative effect of service quality on shopping value was analyzed and the effect of utilitarian and hedonic value on repatronage intention was reviewed. The results of this study are detailed below. First, interaction and outcome quality can positively affect the hedonic value, whereas environment quality is not meaningful for utilitarian value. Considering the relative effect on utilitarian value outcome, the effect of outcome quality is greater than that of interaction. This result shows that the role of outcome quality is most important for improving utilitarian value. Second, outcome and environment quality positively affect hedonic value; however, interaction quality does not meaningfully increase hedonic value. These results indicate that customers recognize hedonic value on the basis of their evaluation of the service outcomes and the background to delivery service. In particular, it was revealed that the relative effect of outcome quality on hedonic value is greater than that of environment quality. Third, both utilitarian value and hedonic value had a positive effect on repatronage intention. The relative influence of the hedonic value is that the shopping value affects the repatronage intention more than the utilitarian value. These results mean that customers recognize coffee shops as spaces for satisfying utilitarian and hedonic values, and they place more importance on the benefits of the emotional experience than functional needs. Finally, this study suggests that output quality is more important than other service factors, and the results of this paper give some implications to the coffee shop industry that customers seek utilitarian needs based on economic value and place more weight on hedonic value, such as that offered by relationship media.
The 1 $km^2$ area studied is located in Sukchun-ri, Hwasung-koon, the southern part of Kyeonggi-do. Even though this site has been known as a contaminated area caused by seawater intrusions, geophysical and geochemical surveys have never been carried out at the site to determine the extent of the seawater contamination and to investigate whether the seawater intrusion is in progress. The purpose of this study is to determine the extent of seawater contamination and a preferred channel of the seawater intrusion using geophysical methods such as DC resistivity surveys with Schlumberger array and a dipole-dipole array. In order to determine whether the seawater intrusion is in progress in the area, DC resistivity monitoring with Schlumberger array was performed. According to the resistivity map obtained from the inversion of the resistivity data measured with Schlumberger array, the study area is divided into two districts as relatively lowly resistive (less than 30 ohm-m) and highly resistive (more than 30 ohm-m) areas. The distribution of the lowly resistive area is consistent with the distribution of the layer composed of clay minerals, and the resistivity of this layer decreases slowly as approaching to the old seashore. Hydrogeological analysis shows that the clay layer within a distance of about 200 m from the seashore has been already contaminated by sea-water and its electric conductivity is 8 times higher than that of the sand layer covered by the clay layer. According to the results of the 2-dimensional DC resistivity surveys with a dipole-dipole array, there are two preferred channels of the seawater intrusion in the site, and both the channels are in the NW-SE direction from the old seashore. The lowly resistive zone in the southern channel extends to a depth of 80 m. The DC resistivity monitoring with Schlumberger array was carried out along the preferred channel which has the low resistivity Bone (fracture zone) that extended to a depth of 80 m. The time series of apparent resistivity, measured at a distance of 260 m from the old coast line, fluctuates with a period of 12 hours. From these observations, it can be concluded that the seawater intrusion caused by tidal action is still in progress along the fractured zone interpreted by the DC resistivity surveys with a dipole-dipole array.
The borehole radar methods used to tunnel detection are mainly classified into borehole radar reflection, directional antenna, crosshole scanning, and radar tomography methods. In this study, we have investigated the feasibility and limitation of each method to tunnel detection through case studies. In the borehole radar reflection data, there were much more clear diffraction signals of the upper wings than lower wings of the hyperbolas reflected from the tunnel, and their upper and lower wings were spreaded out to more than 10m higher and lower traces from the peaks of the hyperbolas. As the ratio of borehole diameter to antenna length increases, the ringing gets stronger on the data due to the increase in the impedance mismatching between antennas and water in the boreholes. It is also found that the reflection signals from the tunnel could be enhanced using the optimal offset distance between transmitter and receiver antennas. Nevertheless, the borehole radar reflection data could not provide directional information of the reflectors in the subsurface. Direction finding antenna system had a advantage to take a three dimensional location of a tunnel with only one borehole survey even though the cost is still very high and it required very high expertise. The data from crosshole scanning could be a good indicator for tunnel detection and it could give more reliable result when the borehole radar reflection survey is carried out together. The images of the subsurface also can be reconstructed using travel time tomography which could provide the physical property of the medium and would be effective for imaging the underground structure such as tunnels. Based on the results described above, we suggest a cost-effective field procedure for detection of a tunnel using borehole radar techniques; borehole radar reflection survey using dipole antenna can firstly be applied to pick up anomalous regions within the borehole, and crosshole scanning or reflection survey using directional antenna can then be applied only to the anomalous regions to detect the tunnel.
Recently as the interest in the development of domestic ore deposits has increased, we can easily find some studies on exploration geophysics-based ore deposit survey in literature. Geophysical surveys have been applied to the investigation of both metallic and non-metallic ore deposit. For metallic ore-deposit survey, the 2D electrical resistivity method has been popularly used, because metallic mineral deposits are generally more conductive than surrounding media. However, geological structures are 3D rather than 2D structures, which may lead to misinterpretation in 2D inversion section. In this study, 3D effects are examined for several 3D structures such as a width-varying dyke model and a wedge-shaped model. We also investigate the effects of the direction of survey line. Numerical results show that the width-varying dyke model yields some low resistivity zone in the deep part, which is independent of real ore-body location. For the wedge-shaped model, even though the survey line is located apart from the ore body, the 2D inversion section still shows low resistivity zone in the deep part. When the survey line is not perpendicular to the strike of the ore body, the low resistivity zone is slightly broader but shallower than that obtained along the survey line perpendicular to the strike. For the survey lines that have an angle smaller than $45^{\circ}$ with the strike of the ore body, the inversion results are totally distorted. From these results, we conclude that 2-D survey and interpretation can lead to misinterpretation of subsurface structures, which may be linked to economical loss. Eventually, we recommend to apply 3-D rather than 2-D electrical resistivity survey for ore-deposit survey.
The site effects of seismic stations were evaluated by conducting a simultaneous inversion of the stochastic point-source ground-motion model (STGM model; Boore, 2003) parameters based on the accumulated dataset of horizontal shear-wave Fourier spectra. A model parameter $K_0$ and frequency-dependent site amplification function A(f) were used to express the site effects. Once after a H/V ratio of the Fourier spectra was used as an initial estimate of A(f) for the inversion, the final A(f) which is considered to be the result of combined effect of the crustal amplification and loca lsite effects was calculated by averaging the log residuals at the site from the inversion and adding the mean log residual to the H/V ratio. The seismic stations were classified into five classes according to $logA_{1-10}^{max}$(f), the maximum level of the site amplification function in the range of 1 Hz < f < 10 Hz, i.e., A: $logA_{1-10}^{max}$(f) < 0.2, B: 0.2 $\leq$$logA_{1-10}^{max}$(f) < 0.4, C: 0.4 $\leq$$logA_{1-10}^{max}$(f) < 0.6, D: 0.6 $\leq$$logA_{1-10}^{max}$(f) < 0.8, E: 0.8 $\leq$$logA_{1-10}^{max}$(f). Implication of the classified result was supported by observing a shift of the dominant frequency of average A(f) for each classified stations as the class changes. Change of site classes after moving seismic stations to a better site condition was successfully described by the result of the station classification. In addition, the observed PGA (Peak Ground Acceleration)-values for two recent moderate earthquakes were well classified according to the proposed station classes.
The study was carried out to determine the growth and biomass production of major deciduous trees including Betula platyphylla var. japonica, Betula schmidtii, Zelkova serrata, Acer mono, Prunes sargentii, and Ligustrum obtusifolium subjected to artificial shade treatment in nursery field. The six deciduous trees seedlings grow for 2 years under different light intensity of 100%, 38-62%, 22-28%, 7-20%, and 2-6% of the full sun light intensity. The results were as follows; In the seedling heights and root collar diameters of shade intolerant species like Betula platyphylla var. japonica and Betula schmidtii, the relative growth rates of seedlings grown in full sun showed 2 times as compared with those subjected to the shade treatment of 2-6% light intensities of full sun. In the shade tolerant species like Acer mono ant Ligustrum obtusifolium, the growth performances were better in the seedlings grown in 38-62% light intensities of full sun. Total dry mass including the dry mass of leaves, shoot and root were as a whole decreased with shade treatment. The ratio of the dry mass of leaves and stem increased the dry mass of root. T/R ratio of the seedlings increased by decreasing the relative light intensity. And the T/R ratio of 2-6% light intensities of full sun was ranged from 1.1~5.0 were greater in the full sun light was ranged from 0.6~3.2. Light intensity by artificial shade treatment decreased in deciduous trees when compared on the whole, it showed tendency that SLA increases, increased that seeing resemblant tendency in LAR and LWR and changed of light intensity is strong, it increased that showed difference as statistical. But, LWR of Betula platyphylla var. japonica increased gradually and showed tendency that decreases rapidly in the shade treatment of 2-6% light intensities of full sun. This result is thought that biomass production decreased by shading treatment influenced in physiological characteristics such as leaf area and decrease of the leaf amount.
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