• Title/Summary/Keyword: Applying Contents

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Applying Multitexturing Techniques to Increasing the Image Qualify of Dynamical X3D Contents (동적 X3D 콘텐츠의 영상 품질 향상을 위한 다중텍스쳐링 기법의 적용)

  • Yoo Kwan-Hee;Ha Jong-Sung
    • Journal of Game and Entertainment
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    • v.2 no.1
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    • pp.71-77
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    • 2006
  • This paper is concerned with the techniques of multitexturing for increasing the image quality of 3D contents in the Internet, where the attributes of objects such as textures are dynamically changed. First we explain the empirical results of implementing the X3D nodes related with the multitexturing in the recent X3D viewers. Next we discuss the directions for developing the next-generation of X3D viewers that satisfy the user requirements and the advanced graphics accelerators.

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A Framework for Electroencephalogram Process at Real-Time using Brainwave

  • Sung, Yun-Sick;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Multimedia Society
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    • v.14 no.9
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    • pp.1202-1209
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    • 2011
  • Neuro feedback training using ElectroEncephalo Grams (EEGs) is commonly utilized in the treatment of Alzheimer's disease, and Attention Deficit Hyperactivity Disorder (ADHD). Recently, BCI (Brain-computer Interface) contents have developed, not for the purpose of treatment, but for concentration improvement or brain relaxation training. However, as each user has different wave forms, it is hard to develop contents controlled by such different wave. Therefore, an EEG process that allows the ability to transform the variety of wave forms into one standard signal and use it without taking a user's characteristic of EEG into account, is required. In this paper, a framework that can reduce users' characteristics by normalizing and converting measured EEGs is proposed for contents. This framework also contains the process that controls different brainwave measuring devices. In experiment a handling process applying the proposed framework to the developed BCI contents is introduced.

Robust Audio Watermarking Method Under Capturing Attacks (캡쳐링 공격에 강인한 오디오 워터마킹 방법)

  • Lee, Seung-Jae;Lee, Sang-Kwang;Seo, Jin-S.
    • Proceedings of the IEEK Conference
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    • 2006.06a
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    • pp.375-376
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    • 2006
  • In this paper, we propose a wavelet-based audio watermarking algorithm to be robust against capturing attack. Commercial capturing tools enable us to obtain audio contents without noticeable degradation in audio quality, and it is possible to be a source of illegal distribution. By adjusting mean values of the lowest subband in audio, the proposed method can survive after capturing attack including sampling rate conversion, random cropping and compression. By applying a simple human auditory model, the inaudibility of the watermark is achieved, and detection probability is improved based on the difference information. This is confirmed by experimental results.

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Controlling Position of Virtual Reality Contents with Mouth-Wind and Acceleration Sensor

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.4
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    • pp.57-63
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    • 2019
  • In this paper, we propose a new framework to control VR(Virtual reality) contents in real time using user's mouth-wind and acceleration sensor of mobile device. In VR, user interaction technology is important, but various user interface methods is still lacking. Most of the interaction technologies are hand touch screen touch or motion recognition. We propose a new interface technology that can interact with VR contents in real time using user's mouth-wind method with acceleration sensor. The direction of the mouth-wind is determined using the angle and position between the user and the mobile device, and the control position is adjusted using the acceleration sensor of the mobile device. Noise included in the size of the mouth wind is refined using a simple average filter. In order to demonstrate the superiority of the proposed technology, we show the result of interacting with contents in game and simulation in real time by applying control position and mouth-wind external force to the game.

Effects of Training Contents on the Work Effectiveness of Learning Workers in the Software field

  • Yoo, Hang-Suk;Seo, Jeong-Man
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.6
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    • pp.29-35
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    • 2019
  • In this paper, the effects of educational contents on job behavior, the effects of job behavior on job effectiveness and the effects of educational contents on job effectiveness were studied when working in the Software field. For this purpose, a questionnaire survey was conducted on the learning workers who conducted the training in the IT field, and 302 valid questionnaires were used for the analysis. The research model was set up to test exploratory factor and confirmatory factor analysis and hypothesis, and the research hypothesis was tested by applying structural equation. The effects of job behavior on job effectiveness were positively related to job satisfaction, customer orientation, and organizational commitment.

A study on Development of Practical BIM Library for Automated BIM Design in Port and Harbor Infrastructure (항만인프라의 설계 자동화를 위한 실무형 항만 BIM 라이브러리 개발에 관한 연구)

  • Kim, Hyeon-Seung;Lee, Heon-Min;Lee, Il-Soo
    • Journal of KIBIM
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    • v.9 no.4
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    • pp.21-30
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    • 2019
  • Many studies on BIM-based design, construction and operation have already been conducted on roads, railways, etc., but BIM research in the ports and harbors is still lacking. This research develops BIM Library and Technical contents focused on practical usability of ports and harbors infrastructure. We have developed technical content by applying various User Interfaces and workflows, considering the characteristics of ports and harbors design. In order to examine the practical utility of the developed library and contents, we tried modeling the breakwater using these. As a result, we confirmed that collaboration of BIM library and technical contents could significantly improve the productivity of BIM design by increasing library usage and automating repetitive tasks.

Construction of Learner's Differential Contents for Self-Directed Learning (자기주도적 학습을 위한 학습자 수준별 콘텐츠 구성)

  • Jeong, Hwa-Young;Hong, Bong-Hwa
    • The Journal of the Korea Contents Association
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    • v.9 no.7
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    • pp.402-410
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    • 2009
  • A lot of learning systems are applying self-directed learning to increase learner's learning effect. But most of this methods are hardly applied to fit the construction of learning contents considering learner's characteristics or it was processing the learning course without learner's choice. In this research, we proposed the recommendation method that can support the learning contents as calculate learner's preference contents based on learning history information when learner design the learning course. In the result, we chose test learner group and was able to know to generally increase average score of each learner after test between existing method and proposal one.

ADL based Construction of Dynamic Contents for Learner's Tailoring Learning (ADL기반의 학습수준별 동적 콘텐츠 구성)

  • Jeong, Hwa-Young;Hong, Bong-Hwa
    • The Journal of the Korea Contents Association
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    • v.9 no.7
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    • pp.371-378
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    • 2009
  • A lot of learning systems are applying and verify evaluating the item difficulty to increase learner's learning effect. But most of this methods ware calculated the item difficulty when it analyze the learning result before or after learning. So, it is hard to support learning contents with changing item difficulty during learning to learner. In this research, we proposed the method that system can support learning contents to next learning to fit leaner's level immediately as apply to calculate item difficulty during the proceed learning. Through this method, learner could supported learning contents by calculated difficulty through pre-test and it caused this method was helped learner to increase learning effect.

Quality Control of the Educational Contents based on Life Cycle (생명주기 기반 교육용 콘텐츠 질 관리)

  • Lim, Jae-Hyun;Kim, Chi-Su
    • Journal of The Korean Association of Information Education
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    • v.11 no.4
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    • pp.483-495
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    • 2007
  • In this paper, to establish a way controlling educational contents, range of contents for quality control are offered. And a life-cycle suitable for present circumstance has defined and successive quality control process has suggested supporting development and use of the contents through analyzing the life cycle of its software and previous contents. A life cycle is defined as whole process from formation of contents to its extinction. The developing process includes stages of planning, designing, manufacturing, and the applying process includes evaluation, circulation and management. Suitable quality control guidelines for each process have established and offered. Aim of this paper is also to develop a model which is applicable to developers as well as supporters who help the developing process.

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A Qualitative Study on the Learning Outcome of PBL Instruction (PBL 수업적용에 따른 학습 성과에 관한 질적 연구)

  • Kim, Kyung-Hwa
    • The Journal of the Korea Contents Association
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    • v.17 no.12
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    • pp.191-201
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    • 2017
  • The purpose of this study was to examine the learning outcome of problem-based learning as an efficient teaching method to improve the competencies of great talents for future society. A general education course of a university that was one of teaching profession courses titled "prevention of school violence and countermeasures" was provided in the form of PBL, and data were gathered, which were reflective journals, evaluation sheet and observational journals. As a result, PBL produced learning effects such as understanding and applying learning contents, fostering cooperativeness, problem-solving skills and a sense of responsibility, extended thinking and good understanding of PBL. Also, that provided a great opportunity for the students to build up their character by learning caring and by improving cooperativeness, a sense of responsibility and communicative competency, which preservice teachers should have. The findings of the study suggest that the expansion of PBL is necessary to bolster problem- solving skills, self-directed learning, cooperativeness and creativity that are competencies required in the era of the Fourth Industrial Revolution.