• Title/Summary/Keyword: Digital Virtual

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A Study on 3D Character Design for Games (About Improvement efficiency with 2D Graphics) (3D Game 제작을 위한 Character Design에 관한 연구 (3D와 2D Graphics의 결합효율성에 관하여))

  • Cho, Dong-Min;Jung, Sung-Hwan
    • Journal of Korea Multimedia Society
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    • v.10 no.10
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    • pp.1310-1318
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    • 2007
  • First of all, What was the modeling technique used to model 3D-Game character? It's a technique developed along several years, by experience... here is the bases Low polygons characters I always work in low polygon for two reasons -You can easily modify a low-poly character, change shapes, make morph for facial expressions etc -You can easily animate a low-poly character When the modeling is finished, Second, In these days, Computer hardware technologies have been bring about that expansion of various 3D digital motion pictured information and development. 3D digital techniques can be used to be diversity in Animation, Virtual-Reality, Movie, Advertisement, Game and so on. Besides, as computing power has been better and higher, the development of 3D Animations and Character are required gradually. In order to satisfy the requirement, Research about how to make 3D Game modeling that represents Character's emotions, sensibilities, is beginning to set its appearance. 3D characters in 3D Games are the core for the communications of emotion and the informations through their facial expression and characteristic motions, Sounds to Users. All concerning about 3D motion and facial expression are getting higher with extension of frequency in use. Therefore, in this study we suggest the effective method of modeling for 3D character and which are based on 2D Graphics.

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Roles and Discourse of Cryptocurrency's Online Community and YouTube : Using Focus Group Interviews (암호화폐 온라인 커뮤니티와 유튜브의 역할 및 담론분석 연구 : FGI 인터뷰를 중심으로)

  • Lim, Han Sol;Jung, Chang Won
    • The Journal of the Korea Contents Association
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    • v.20 no.10
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    • pp.615-629
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    • 2020
  • Conducting Focus Group Interview (FGI), this study examined the roles and discourses of cryptocurrency's online communities and media (legacy media and YouTube), and based on this, the study proposed the direction of cryptocurrency policy. By reviewing previous literature, this study analyzed the characteristics of investors, the online community, and YouTube, which is an investment environment factor. The study figured out the purpose of use and role of the community via interviews with cryptocurrency professional investors and online community members and analyzed main discussion themes of the five top-ranked YouTube channels related to cryptocurrency with the highest number of subscribers. The results suggested that cryptocurrency's investment was led by those who are in their 20s and 30s, the investors preferred and trusted information on new media than legacy media. The online community played the role of emotional homogeneity and empathy, and YouTube mainly performed the informational role. As a result of discourse analysis and interviews, this study argued that the legal stability of cryptocurrency's policy and protection of individual investors are needed. This study's significance indicates that it used various research methods such as literature research, interviews, content analysis of community/YouTube to analyze the informational role and emotional aspects of new media and suggested policy direction of the digital new deal blockchain technology and the fairness of financial industry.

Flight Test of Helicopter Landing System Using Real-time DGPS (실시간 DGPS를 이용한 헬리콥터 착륙 시스템 개발)

  • Park, Sung-Min;Kim, Jung-Han;Whang, Duk-Ho;Jang, Jae-Gyu;Kee, Chang-Don;Park, Hyoung-Taek;Park, Hong-Man;Lee, Chang-Hyo
    • Journal of Advanced Navigation Technology
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    • v.3 no.2
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    • pp.108-119
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    • 1999
  • In recent, there has been remarkable progress in the field of GPS applications. In a few years, an appreciable number of aircraft will adopt GPS as a landing guidance system because GPS is more economic, more reliable and more accurate than any other aviation systems. In this respect, we have performed several helicopter landing flight tests based on the real-time DGPS system made in SNUGL (Seoul National University GPS Laboratory). From the experimental results, we found several problems Which should be fixed to adopt DGPS as a aircraft landing guidance system. In this paper, we will introduce the problems found in tests and also suggest modifications to solve the problems. Our modifications can be classified into three parts. The first is about the attitude determination with single GPS antenna. The second deals with the cockpit display module. The display was devised to integrate the Instrument Landing System(ILS) with tunnel-the-sky using virtual reality. With the display, pilot can achieve more safe landings. The last part is the digital map. We inserted digital map into our system and put direction indicator on the map using position information from GPS. It is very useful for pilot to find airports even in bad weather. Using the newly designed DGPS landing system, we conducted flight test at Kimhae International Airport, Pusan, Korea. It was successful! Our system can also satisfy Category-I criterion for aircraft landing approach and determine attitude angle with a high level of reliability. It is supported by video materials.

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The Impact of Block Chain Characteristics on the Intention to Use Hotel Reservation System in China (중국에서의 호텔예약 시스템의 블록체인 특성이 사용의도에 미치는 영향)

  • JIN, Peng-Ru;LEE, Jong-Ho
    • The Journal of Industrial Distribution & Business
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    • v.10 no.8
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    • pp.33-44
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    • 2019
  • Purpose - As the scope of existing digital transformation expanded to various degrees, the Fourth Industrial Revolution came into being. In 2016, Klaus Schwab, Chairman of the World Economic Forum (WEF), said that the new technologies that lead the fourth industrial revolution are AI, Block chain, IoT, Big Data, Augmented Reality, and Virtual Reality. This technology is expected to be a full-fledged fusion of digital, biological and physical boundaries. Everything in the world is connected to the online network, and the trend of 'block chain' technology is getting attention because it is a core technology for realizing a super connective society. If the block chain is commercialized at the World Knowledge Forum (WKF), it will be a platform that can be applied to the entire industry. The block chain is rapidly evolving around the financial sector, and the impact of block chains on logistics, medical services, and public services has increased beyond the financial sector. Research design, data, and methodology - Figure analysis of data and social science analytical software of IBM SPSS AMOS 23.0 and IBM Statistics 23.0 were used for all the data researched. Data were collected from hotel employees in China from 25th March to 10th May. Results - The purpose of this study is to investigate the effect of the block chain characteristics of the existing hotel reservation system on the intention to use and to examine the influence of the block chain characteristics of the hotel reservation system on the intention to use, We rearranged the variables having the same or similar meaning and analyzed the effect of these factors on the intention to use the block chain characteristic of the hotel reservation system. 339 questionnaires were used for analysis. Conclusions - There are only sample hotel workers in this study, and their ages are in their 20s and 30s. In future studies, samples should be constructed in various layers and studied. In this study, the block chain characteristics are set as five variables as security, reliability, economical efficiency, availability, and diversity. Among them, Security and reliability made positive effects on the perceived usefulness. Also, security and economics did on the perceived ease. Availability and diversity did on both perceived usefulness and perceived ease. Perceived ease did on perceived usefulness. And perceived ease and perceived usefulness did on user intent. But security and economics did not on the perceived usefulness

Accuracy Evaluation of DGPS Service via Terrestrial Digital Multimedia Broadcasting (지상파 DMB 기반 DGPS 서비스 측위 정확도 평가)

  • Kim, Hye-In;Kim, Ji-Hye;Kim, Koon-Tack;Park, Kwan-Dong;Kim, Du-Sik
    • Journal of Navigation and Port Research
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    • v.36 no.6
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    • pp.437-442
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    • 2012
  • As of 2012, for service-area-widening and commercialization of DGPS service, the Ministry of Land, Transport and Maritime Affairs has completed a DGPS service via Terrestrial Digital Multimedia Broadcasting and doing experimental broadcasting. In this study, kinematic positioning tests were conducted based on DGPS service via T-DMB using low-cost GPS equipments in a dynamic environment. Standalone GPS, single-reference NDGPS via NTRIP, and virtual-reference DGPS via T-DMB surveys were conducted at the same time. And horizontal positioning errors were computed by comparing them with the result of high-precision positioning. As a result, when the DMB transmission interval was 3 seconds, horizontal positioning errors of standalone GPS, NTRIP-DGPS, and DMB-DGPS were 2.3m, 1.0m, and 0.7m, respectively. When the interval was 1 second, horizontal positioning errors were 2.0m, 1.2m, and 0.8m, respectively. Thus horizontal positioning accuracies improved with the DMB-DGPS compared to the traditional single-reference NDGPS.

Accuracy of Digital Impression Made from Different Elastomeric Impression Materials: Three-Dimensional Superimpositional Analysis (치과용 탄성 인상재를 기반으로 채득된 디지털 모형의 정확성 연구: 3차원 중첩 분석)

  • Kim, Ki-Baek;Jung, Jae-Kwan;Kim, Jae-Hong
    • Journal of dental hygiene science
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    • v.14 no.2
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    • pp.94-100
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    • 2014
  • The purpose of this study was to evaluate the accuracy of digitized elastomeric impression materials of crown abutment, using non-contact white light scanner and virtual three-dimensional superimpositional analysis. The stone models and impressions were digitized white light scanner to create three-dimensional surface models. Stone models were used as CAD reference model (CRM). The resulting point clouds (ASC file) from digitization of impressions using converting software. Discrepancies between the points in the point clouds and CRM were measured by superimpositional software. Mean and standard deviation of values of discrepancies were analyzed by one-way ANOVA and multiple comparison (${\alpha}=0.05$). The mean discrepancy between the impressions for the extra-light body (XLB), light body (LB), and heavy body (HB) group were $5.10{\pm}1.45{\mu}m$, $6.30{\pm}1.87{\mu}m$, $9.80{\pm}1.52{\mu}m$, respectively. The different impression materials affected the digitization of impressions significantly (p<0.05). As a result, digitization of elastomeric impression materials on dental scanner was influenced by material sort.

Real-Time Fixed Pattern Noise Suppression using Hardware Neural Networks in Infrared Images Based on DSP & FPGA (DSP & FPGA 기반의 적외선 영상에서 하드웨어 뉴럴 네트워크를 이용한 실시간 고정패턴잡음 제어)

  • Park, Chang-Han;Han, Jung-Soo;Chun, Seung-Woo
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.46 no.4
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    • pp.94-101
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    • 2009
  • In this paper, we propose design of hardware based on a high speed digital signal processor (DSP) and a field programmable gate array (FPGA) for real-time suppression of fixed pattern noise (FPN) using hardware neural networks (HNN) in cooled infrared focal plane array (IRFPA) imaging system FPN appears a limited operation by temperature in observable images which applies to non-uniformity correction for infrared detector. These have very important problems because it happen serious problem for other applications as well as degradation for image quality in our system Signal processing architecture for our system operates reference gain and offset values using three tables for low, normal, and high temperatures. Proposed method creates virtual tables to separate for overlapping region in three offset tables. We also choose an optimum tenn of temperature which controls weighted values of HNN using mean values of pixels in three regions. This operates gain and offset tables for low, normal, and high temperatures from mean values of pixels and it recursively don't have to do an offset compensation in operation of our system Based on experimental results, proposed method showed improved quality of image which suppressed FPN by change of temperature distribution from an observational image in real-time system.

Design of the Network Computer Architecture based on a Web Browser (웹 브라우저 기반의 네트워크 컴퓨터 아키텍쳐 설계)

  • Song, Min-Gyu
    • Journal of Digital Contents Society
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    • v.9 no.4
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    • pp.607-616
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    • 2008
  • By the advancement of computer & network technology, the paridigm of 'Network Computer' has been realizing`. In what is called network computer, computer system and computing resource is incomparably seem to be expanded compared with conventional network technology[1]. Network connected computer system consitute a massive virtual computer, it is possible for people to use an enourmous amout of computing resource distributed widely through the network. It is also possible that we make client lightweight by the use of computer system & all shared computing resources on the network in our computer processing and we call this type of client system as thin-client. Thin-client and network computer are on and the same network paradigm in that both paradigm featuring the active use of computer system and resource on the network[2]. In network computer paragem, network itself is regarded as a basic platform for the transfer of application, so it is possible that client access remote serve system to run remote applications through the network[3]. In this paper, we propose the system architecture for the implementation of network computer by the use of Web browser, X window system and Pyjamas. By the use of network computer proposed in this paper, it is possible for people to run application on the server system as if he run local application, and it is expected to improve the security and maintenance efficiency.

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Animation and Machines: designing expressive robot-human interactions (애니메이션과 기계: 감정 표현 로봇과 인간과의 상호작용 연구)

  • Schlittler, Joao Paulo Amaral
    • Cartoon and Animation Studies
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    • s.49
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    • pp.677-696
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    • 2017
  • Cartoons and consequently animation are an effective way of visualizing futuristic scenarios. Here we look at how animation is becoming ubiquitous and an integral part of this future today: the cybernetic and mediated society that we are being transformed into. Animation therefore becomes a form of speech between humans and this networked reality, either as an interface or as representation that gives temporal form to objects. Animation or specifically animated films usually are associated with character based short and feature films, fiction or nonfiction. However animation is not constricted to traditional cinematic formats and language, the same way that design and communication have become treated as separate fields, however according to $Vil{\acute{e}}m$ Flusser they aren't. The same premise can be applied to animation in a networked culture: Animation has become an intrinsic to design processes and products - as in motion graphics, interface design and three-dimensional visualization. Video-games, virtual reality, map based apps and social networks constitute layers of an expanded universe that embodies our network based culture. They are products of design and media disciplines that are increasingly relying on animation as a universal language suited to multi-cultural interactions carried in digital ambients. In this sense animation becomes a discourse, the same way as Roland Barthes describes myth as a type of speech. With the objective of exploring the role of animation as a design tool, the proposed research intends to develop transmedia creative visual strategies using animation both as narrative and as an user interface.

A Comparative Study on the Graphics Usage by Terrestrial Broadcasters TV News - Focusing on the Evening Main News of KBS, MBC, and SBS - (지상파방송사 TV뉴스의 그래픽 현황 비교 연구 -KBS, MBC, SBS 저녁 메인뉴스 중심으로-)

  • Kim, Sang-cheol;Kim, Kwang-Ho
    • Journal of Digital Contents Society
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    • v.16 no.3
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    • pp.397-406
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    • 2015
  • Terrestrial broadcasters are devoting great efforts in order to increase sense of reality that would help viewers feel as if they were watching events on site by producing-depth, differentiated news and offering a variety of information to them. They maximize news video graphic effects by replacing news set and install large display units, rail camera, and Jimmy Jib camera. This study aims to grasp whether there is any difference among the main evening news of the three major terrestrial broadcasters. KBS, MBC, and SBS used 18%, 15%, and 12% of graphic usage hours respectively while the number of graphic usage cases amounted to 267, 329, and 276 for each of them. The number of cases where in-depth news report hours exceeded three minutes that require increasingly more virtual reality graphic technology production was 16 for KBS, 7 for MBC, and 5 for SBS. MBC showed the highest number of uses in graphics while KBS showed more graphic use hours than the other two. There have been a number of preceding studies on news contents, but it is significant that this study looked at how much graphics technologies are used in such news video contents.