• Title/Summary/Keyword: Direct to Video animation

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Effects of a Discharge Education Program using Computerized Animation Video for Post-operative Colon Cancer Patients (대장암 수술 후 퇴원 환자에게 적용한 컴퓨터 기반 애니메이션 동영상 교육의 효과)

  • Kim, Young Mee;Kim, Min Young;Kwon, Won Kyoung;Kim, Ho Sook;Park, Seung Hyun;Chun, Myoung Sook;Han, Hye Jung
    • The Korean Journal of Rehabilitation Nursing
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    • v.16 no.1
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    • pp.37-46
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    • 2013
  • Purpose: This study was to identify the effects of a nurse-led education program using computerized animation video for post-operative colon cancer patients. Methods: a total of 163 patients and 51 nurses were participated in this study. With a non-equivalent control group post-test design, patients were divided into three groups (77 got traditional education, 46 were applying brochure, 40 were watching video). Twelve-item animation video and brochure about the management after discharge for post-operative colon cancer patients were developed based on patient survey and the items of Korea Healthcare Accreditation. Results: The computerized video watching group had better satisfaction than the others, but there was no significant difference about comprehension. When video was applied, satisfaction, usefulness, application, and perceived patients' comprehension of nurses were all increased. Conclusion: This video education program was developed by nurses and it had a special thing for patient to access the same program even after discharge using the authorization system. It would be helpful for nurses to be more concentrated on the direct care for hospitalized patients as well as for patients to provide self-care at home. This program would be adjusted into more various diseases and settings.

A Study of the Animation Production System on the Basis of the Media Window Strategy: Focusing on Examining the Direct to Video Superhero Animation (미디어 윈도우 전용 애니메이션 제작 활성화를 위한 연구: Direct to Video 슈퍼히어로 애니메이션 제작 시스템에 대한 고찰을 중심으로)

  • Kwon, Jae-Woong
    • Cartoon and Animation Studies
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    • s.49
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    • pp.53-85
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    • 2017
  • This study deals with the production system of the superhero animation that are based on DC comic books and are produced by Warner Brothers company, and tries to find out ways in order to vitalize the new window of the animation market. 28 superhero animations released from 2007 until 2017 are analyzed. Several critical points are drawn out and can be applied to the Korean animation industry. There are two categories, one is about the management of the production system, and the other is about the subcontract system. In managing the production system, there are three points: First, there are several people who play the role of either a producer or a director many times. Second, producers used to work as a group. Third, some people work not only as a producer but also as a director. In carrying out outsourcing contracts, there are six points: First, only Korean and Japanese companies participate as subcontract companies. Second, about two companies used to take part in the subcontract production in a year. Third, in case of number of people involved in production, there are more Japanese than Korean. Fourth, Japanese companies deal with some parts of the pre-production as well as the main production in . Fifth, a Japanese company has a sub-subcontract with a Korean company in one episode of . Sixth, Korean companies mostly focus on the production part of key animation. Important points that the Korean production system has to consider are also suggested under the two categories. In the production system management, there are two points. It is needed to make use of the group producer system, and it is critical to develop the story line of universe type such as DC Universe. In case of the outsourcing production system, it is essential to keep up educating 2D type of animation and, at the same time, to participate actively in the global outsourcing production. By considering these crucial points, it is expected to keep producing animation that can be used for the media window such as IPTV.

Development of the Real-Time Multiplex Channel Media Player to Heighten the Dramatic Effect of an Advertisement (광고 효과 증대를 위한 실시간 다중 채널 미디어 재생기의 개발)

  • Kim, Sung-Ho
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.50-55
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    • 2011
  • This paper describes methodology which enables user in order to play multiplex channel media at realtime to augment a various advertisement effect efficiently. This method implemented from the computer environment where DirectX SDK, DirectShow and MS Visual Studio 2008 etc. are established. This media player have or hide the menu interface for reads the media. The experimental data which are used in the media player is mostly video. We added the area where has the function of Banner Ticker and GIF Animation in the media player in order augmenting an advertisement effect. All medias come to separate with video and audio by Splitter. Then that respectively execute Decoder and Render. Also the media player are possible video mixing using an alpha channel. This paper used VMR-9 of DirectShow for this. The player which sees to use multiplex channel, to remake the various medias simultaneously. Therefore, this player which sees advertisement effect of the form which is various positively in the users, has the advantage which is the possibility to recognize. This paper use tried the media player using experimental data and compare the existing media player and the media player which proposes from functional differences for an advertisement effect.

The Type of Format and Content Expression of Fashion Film (패션필름의 형식과 내용표현의 유형)

  • Chang, Yewan Mariel;Suh, Seunghee
    • Journal of Fashion Business
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    • v.21 no.2
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    • pp.45-60
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    • 2017
  • This study analyzed the type of format and content expression of fashion films, from the perspective of promotion and advertisement. For the analysis, a reference research and case study were employed. Our results showed that the format type of fashion films are categorized as movie type; films that convey a story through lines and provide an interesting element as well as artistic value;, video clip films which consist of intriguing sections in a short-length film;, animation type; films that deliver a message through the virtualized world and a created character;, and music video fashion films that use the musical technique to convey how the story of fashion film is structured. The type of content expression of fashion films are divided into direct expression, which exposes the collection of clothes and accessories directly in fashion films;, metaphorical type; which visually delivers the brand image and product;, and the documentary type; that delivers the brand story and historical facts related to the brand. The study on the analysis of fashion films through type of format and content expression shows how fashion brands effectively and strongly promote their products, enhance their brand values, and increase an interest among the customers.

A Study on the 3-D Information Abstraction of object using Triangulation System (물체의 3-D 형상 복원을 위한 삼각측량 시스템)

  • Kim, Kuk-Se;Lee, Jeong-Ki;Cho, Ai-Ri;Ba, Il-Ho;Lee, Joon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2003.05a
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    • pp.409-412
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    • 2003
  • The 3-D shape use to effect of movie, animation, industrial design, medical treatment service, education, engineering etc... But it is not easy to make 3-D shape from the information of 2-D image. There are two methods in restoring 3-D video image through 2-D image; First the method of using a laser; Second, the method of acquiring 3-D image through stereo vision. Instead of doing two methods with many difficulties, I study the method of simple 3-D image in this research paper. We present here a simple and efficient method, called direct calibration, which does not require any equations at all. The direct calibration procedure builds a lookup table(LUT) linking image and 3-D coordinates by a real 3-D triangulation system. The LUT is built by measuring the image coordinates of a grid of known 3-D points, and recording both image and world coordinates for each point; the depth values of all other visible points are obtained by interpolation.

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A simple clinical assessment of breast animation deformity following direct-to-implant breast reconstruction

  • Dyrberg, Diana Lydia;Gunnarsson, Gudjon Leifur;Bille, Camilla;Sorensen, Jens Ahm;Thomsen, Jorn Bo
    • Archives of Plastic Surgery
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    • v.46 no.6
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    • pp.535-543
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    • 2019
  • Background A high incidence of breast animation deformity (BAD) has been reported following immediate breast reconstruction with subpectorally placed implants. The aim of this study was to assess and compare the incidence of BAD in women who underwent either subpectoral or prepectoral immediate breast reconstruction. Therefore, we developed a grading tool and tested its reproducibility in a clinical setting. Methods Video recordings of 37 women who had undergone unilateral or bilateral immediate breast reconstruction were evaluated by two consultant plastic surgeons. The degree of BAD was assessed by our grading tool, named the Nipple, Surrounding Skin, Entire Breast (NSE) grading scale, which evaluates the degree of tissue distortion in three areas of the breast. Blinded assessments were performed twice by each observer. Results Eighteen patients were reconstructed with subpectoral implant placement and 19 with prepectoral implant placement. Using the NSE grading scale, we found a significant difference in the degree of BAD between the groups, in favor of patients who underwent prepectoral immediate breast reconstruction (0.2 vs. 4, P=0.000). Inter- and intraobserver agreement was moderate (74%) to strong (88%). Conclusions The incidence and severity of BAD was significantly lower in women reconstructed with a prepectorally placed implant than in those who underwent subpectoral immediate breast reconstruction. All patients reconstructed using the subpectoral technique had some degree of BAD. The inter- and intraobserver agreements were high when using the NSE grading scale, suggesting it is an easy-to-use, reproducible scale for assessing BAD in women who undergo immediate breast reconstruction.

Real 3-D Shape Restoration using Lookup Table (룩업 테이블을 이용한 물체의 3-D 형상복원)

  • Kim, Kuk-Se;Lee, Jeong-Gi;Song, Gi-Beom;Kim, Choong-Won;Lee, Joon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.8 no.5
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    • pp.1096-1101
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    • 2004
  • The 3-D shape use to effect of movie, animation, industrial design, medical treatment service, education, engineering etc.... But it's not easy to make 3-D shape from the information of 2-D image. There are two methods in restoring 3-D video image through 2-D image; First the method of using a laser; Secondly the method of acquiring 3-D image through stereo vision. Instead of doing two methods with many difficulties, I figure out the method of simple 3-D image in this research paper. We present here a simple and efficient method, called direct calibration, which doesn't require any equations at all. The direct calibration procedure builds a lookup table(LUT) linking image and 3-D coordinates by a real 3-D triangulation system. The LUT is built by measuring the image coordinates of a grid of known 3-D points, and recording both image and world coordinates for each point; the depth values of all other visible points are obtained by interpolation.