• Title/Summary/Keyword: Composing Process

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Fuzzy Set Based Agent System for Adaptive Tutoring (적응형 교수 학습을 위한 퍼지 집합 기반 에이젼트 시스템)

  • Choi, Sook-Young;Yang, Hyung-Jeong
    • The KIPS Transactions:PartA
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    • v.10A no.4
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    • pp.321-330
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    • 2003
  • This paper proposes an agent-based adaptive tutoring system that monitors learning process of learners' and provides learning materials dynamically according to the analyzed learning character. Furthermore, it uses fuzzy concept to evaluate learners' ability and to provide learning materials appropriate to the level of learners'. For this, we design a courseware knowledge structure systematically and then construct a fuzzy level set on the basis of it considering importance of learning targets, difficulty of learning materials and relation degree between learning targets and learning materials. Using agent, monitoring continually the learning process of learners 'inferencing to offer proper hints in case of incorrect answer in learning assesment, composing dynamically learning materials according to the learning feature and the evaluation of assesment, our system implements effectively adaptive instruction system. Moreover, appling the fuzzy concept to the system could naturally consider and ideal with various and uncertain items of learning environment thus could offer more flexible and effective instruction-learning methods.

Development and Application of the Metadata Element for the Digital Comic Content (디지털 만화 콘텐츠 메타데이터 요소개발 및 적용)

  • Oh, Sang-Hoon;Cho, Hyun-Joo;Lee, Yong-Bae;Kang, Ji-Hoon;Myaeng, Sung-Hyun
    • The KIPS Transactions:PartD
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    • v.11D no.5
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    • pp.1197-1204
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    • 2004
  • Rights process problem was stated among actors that participated in digital contents distribution while it was various type of digital content service. In order to solve it, It was expressed conceptual and technical elements by reflecting a system. Among them, the interoperability of metadata became a important issue. As for the metadata for contents service, necessity about standardization is stated as a basic framework composing a service system. This paper proposed the metadata element which focus on the rights process that is being a key factor of a DRM(Digital Right Management) system for digital comics contents service. Therefore, it was verified by using Context Model of MPEG-21 RDD with interoperability between metadata elements which developed a XML format and the existing MPEG-21 RDD elements. The study results will become basic materials in the system design that considered metadata element development and interoperability of digital contents of other field

The Design and Implementation of Real-time Virtual Image Synthesis System of Map-based Depth (깊이 맵 기반의 실시간 가상 영상합성 시스템의 설계 및 구현)

  • Lee, Hye-Mi;Ryu, Nam-Hoon;Roh, Gwhan-Sung;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.9 no.11
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    • pp.1317-1322
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    • 2014
  • To complete an image, it is needed to go through the process to capture the actual actor's motion and compose it with virtual environment. Due to the excessive cost for production or lack of post-processing technology, however, it is mostly conducted by manual labor. The actor plays his role depending on his own imagination at the virtual chromakey studio, and at that time, he has to move considering the possible collision with or reaction to an object that does not exist. And in the process of composition applying CG, when the actor's motion does not go with the virtual environment, the original image may have to be discarded and it is necessary to remake the film. The current study suggested and realized depth-based real-time 3D virtual image composition system to reduce the ratio of remaking the film, shorten the production time, and lower the production cost. As it is possible to figure out the mutual collision or reaction by composing the virtual background, 3D model, and the actual actor in real time at the site of filming, the actor's wrong position or acting can be corrected right there instantly.

A Study on the Classification of Role-playing as a Design Method and Its Utilization (디자인 방법으로서의 롤플레잉의 분류와 그 활용 기법에 관한 연구)

  • Hwang, Ga Young;Yeoun, Myeong Heum
    • Design Convergence Study
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    • v.16 no.3
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    • pp.51-68
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    • 2017
  • User-centered design and Experience Design are emerging in the design area. Therefore, the Role-Playing Method has been actively utilized in the process of design development. But the terms of Role-Playing Method which follow these trends. has not been integrated. Further, it is hard to utilize the process of design development because the process method is not settled yet. Therefore, this study is into two parts of the research: Defining the concept of Role-Playing and the experiment of Role-Playing. Firstly, defining concept part is to research the design method corresponds to a wide range of Role-Playing that has a similar definition. After then, analyzed the examples of Role-Playing Methods which was derived matrix from Role-Playing classification. With this process, two axes of the matrix have been produced such as role·scenario and puppet. Through the analysis of the utility and vulnerability of the Role-Playing classification matrix, this study was able to propose the using step of the Role-Playing in the double diamond model. Secondly, two experiments were conducted in the experiment part. Through the pilot experiment explored the possibility of a study of the Role-Playing Method. In the second experiment, the process was conducted with Role-Playing classification matrix. As a result, each Role-Playing has different insights. In terms of design, different aspects of composing elements were found. Plus, in the position of the user, Role-Playing are can observe different parts of user's cognition between acting and puppet. Thus, the role-playing was proven to be useful to find out the point of improvement and insight in service from different perspectives and it resulted in the role playing which can be utilized selectively according to the type of service.

Composed Animation Production Pipeline using Miniature Set (미니어처 세트를 이용한합성 애니메이션 제작 공정)

  • Kim, Jaejung;Kim, Minji;Seo, Jihye;Kim, Jinmo;Jung, Seowon
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.3
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    • pp.63-73
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    • 2016
  • Animation contents are gradually growing every year, but production period and budget for making one animation contents is insufficient as of now. In particular, in case of animation series that are broadcasted on television, many episodes should be made within a short period of production term. Hence, production pipeline of full three-dimensional animation is frequently chosen in this case. However, another problem emerges as the full three-dimensional animation also requires a lot of time for making high-quality background and for rendering. Composed animation is a production pipeline that attempts to solve such problem. It is a pipeline of producing animation by composing computer graphic (CG) character and real background. It requires relatively small number of human resources compared to the full three-dimensional animation pipeline. Hence, it has an advantage in that natural-looking image can be produced under efficient structure and time for rendering can also be reduced. This paper proposes an efficient process of producing composed animation by using miniature set and three-dimensional computer graphic.

The Study on Creative Tutoring Service Design to Improve Self-presentation and Learning Abilities for Kids Focusing on Visual Association and Storytelling

  • Lee, Dong-Min;Park, Hye-Jung;Cho, Sung-Bae
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.1
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    • pp.117-124
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    • 2012
  • Objective: The goal of this study is to design a creative tutoring service, which helps children gain confidence and creativity through learning activities. Background: Nowadays most kids are growing up in a very competitive environment under their parents' zeal for education. A stressful environment can deter a child from the confident undertaking of challenges, leading to depression, anxiety, and feelings of inadequacy. Art therapy helps children work through these issues, however the process led by instructors or parents, and kids still feel anxious studying adults' face to read their thought. Method: To help children address challenges, a creative tutoring service application can provide images with certain tasks instead of asking them to fill in blank areas. The tasks asked by the service system are 1) to visualize children's own experience utilizing visually associated images from given images and 2) to create an illustrated story modifying and re-composing given images. Another task is to learn basic math and words with numbers and alphabets in customized colors. By completing each task children collect awards, which allow them graduate to higher levels of challenges. The outcomes from the tasks are sent to the main server system and reviewed by analysts. Those results are sent to children's parents as a text message on smart phone. Results: Visual implication using images inspires children to make creative stories based on their own experience. Also, children can find their own patterns of reaching answers by using synaesthetic imagery through repetitive practices of creative thinking tasks. Conclusion: Understanding how they feel about doing tasks in certain environments and assessing them in varied situations should be carefully considered when designers approach service design for kids. By focusing on how to tutor children in creative ways, as opposed to focusing on the expected outcome, creative service applications can be designed to reduce children's stress and encourage self expression. Children are predicted to gain confidence through using the service without the concern of comparison by others. Application: The creative tutoring service needs to be developed and tested by varying types of children.

Development of the Instructional Design Guideline utilizing Goal-based Scenario for Culinary Practice Education

  • Ko, Beom-Seok;Na, Tae-Kyun
    • Culinary science and hospitality research
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    • v.22 no.1
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    • pp.141-152
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    • 2016
  • Recently, not only development of curriculum associated directly with job, the development of new education model is in great need. So, the purpose of this study is to develop the instructional design guideline utilizing goal-based scenario(GBS) for college students who major in culinary arts. First, to achieve this goal, we recognized the 7 core elements(learning goal, mission, cover story, role activity, scenario operating, resource, feedback) composing GBS through literature review and case study. Second, we drew a conclusion about the problem and guideline for traditional culinary practice course by conducting inspection about culinary practice environment and needs with professors who are teaching culinary arts. Third, we applied the instructional design guideline for culinary practice to regular classes according to GBS's factors, and then we did formative evaluation with content experts and educational technology expert. Finally, we designed the final instructional design guideline for culinary practice by modifying early model reflected the result of formative evaluation. The results of this study are as following. First, when we applied GBS to culinary practice, professors have to focus on process of materialization by developing easy scenario to students. Also, they have to prepare the class circumstance to feel about sense of realism in advance. Second, to give a conjugally new skill at working, professors's effort is important. culinary practice education at college has responsibility to carry out the vocational training that has competitiveness and difference with labor market's needs. Therefore, it is necessary for us to develop the teaching and learning model for culinary practice which is suitable for major based on the manpower demand for industry without causing job mismatch from demand for industry.

Development of Hi-Quality Bedding Items by Multi-Finishing System of Pile Knitted Fabrics - Physical Properties of Textile according to Yarn Types - (파일 니트의 복합 후가공 기술에 의한 고품위 침장제품 개발에 관한 연구 - 원사 종류에 따른 원단의 물리적 특성 고찰을 중심으로 -)

  • Son, Eun Jong;Hwang, Young Gu;Park, Shin Woong;Choi, Yun Seon;Jeong, Sung Hoon
    • Textile Coloration and Finishing
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    • v.29 no.4
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    • pp.231-238
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    • 2017
  • There are many kinds of elements and processes for the development of high quality bedding products like fiber, high-temperature heat treatment, dyeing process, tenter drying with softening agent and multiple final finishing. Especially we examined the mechanical characteristic properties of fabrics according to different yarn types. The critical physical properties of the yarn consisting the pile knitted fabrics were obtained for the development of the hi-grade bedding items. The material property and the exhaustion behaviour of the developed pile knitted fabrics composing of different yarns were measured and observed. The physical properties of the developed fabric were evaluated through the material property analysis of the yarn, the physical nature of the pile knitted fabrics and the data of the exhaustion performance; tensile strength, tensile elongation, tearing strength, cross section of yarn types, dyeing properties etc. And then high-class of bedding items were knitted using the double raschel machine to make the pile knitted fabrics.

Defining of Architectural Patterns through Formalization of Architectural Styles (소프트웨어 구조스타일의 정형화를 통한 조립형 구조패턴의 정의)

  • Kung, Sang-Hwan
    • The KIPS Transactions:PartD
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    • v.9D no.5
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    • pp.877-886
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    • 2002
  • The problem of software reuse is dealt in two approaches. One is to build a new software by composing of the built-in components, and the other is to reuse architectural patterns that most of software system is generally composed of. Although the two approaches are important in design of software architecture, we could find outstanding difference in what kind of building blocks they use. The component based software design makes uses of building blocks whose contents are filled in by someone, on the other hand, the architectural pattern based software design is not interested in the contents of building blocks, but in the framework for building blocks including relationship of the building blocks. The paper purposes to find architectural patterns which are commonly found in diverse applications and help software architects reuse them in the software design process. We refine the architectural styles which is the well-known concept for software architecture design, and refine them as architectural components or templates which can be parts of software architecture.

Variability Support in Component-based Product Lines using Component Code Generation (컴포넌트 코드 생성을 통한 컴포넌트 기반 제품 라인에서의 가변성 지원)

  • Choi, Seung-Hoon
    • Journal of Internet Computing and Services
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    • v.6 no.4
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    • pp.21-35
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    • 2005
  • Software product-lines is the software development paradigm to attain the rapid development of quality applications by customizing the reconfigurable components and composing them based on predefined software architectures. Recently various methodologies for the component-based product lines are proposed, but these don't provide the specific implementation techniques of the components in terms of variability resolution mechanism. In other hand, the several approaches to implement the component supporting the variabilities resolution are developed, but these don't define the systematic analysis and design method considering the variabilities from the initial phase. This paper proposes the integration of PLUS, the one of product line methodologies extending UML modeling, and component code generation technique in order to increase the efficiency of producing the specific product in the software product lines. In this paper, the component has the hierarchical architecture consisting of the implementation elements, and each implementation elements are implemented as XSLT scripts. The codes of the components are generated from the feature selection. Using the microwave oven product lines as case study, the development process for the reconfigurable components supporting the automatic variability resolution is described.

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