• Title/Summary/Keyword: Real character

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A Study on virtual character from the viewpoint of E-branding (E-branding관점에서 본 감정이입 가상 캐릭터의 연구)

  • 이지희
    • Archives of design research
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    • v.17 no.3
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    • pp.81-90
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    • 2004
  • The reason of the appearance of Internet is regarded as a milestone since we have shared information globally in a mutual way. The important thing on this point is what contents we choose for ourselves. The Internet could be meaningless unless we use it in a certain way, which ultimately means that the Internet has to deliver something valuable to us humans. Therefore, we have looked at how we can deliver and share humanity and emotion through the Internet, also how we can instill vital power into our real life, through the Internet. Fortunately, the current study must essentially be ongoing due to its nature with perhaps a multidisciplinary team brainstorming ideas. The reason for that is that not only could we find new business models for companies, but also find out new ways to appease the human mind in the modern age. In addition, as consumers needs become more specialized and diversified, companies are expected to face up to fierce competition with the help of innovative ideas. The ever-intensifying competition requires companies to cultivate new strategic tools in order to have new, powerful and sustainable comparative advantages. The goal of this research will be to explore ways of finding a new approach. Specifically, this research is about how to use the EVC(empathetic virtual character), which, this researcher believes, can deliver emotional benefits so as to make e-branding successful. According to reports, it has been proven that this new concept including the EVC can result in tremendous success. So the goal of this research is to explore the current situation and to anticipate the future concerning virtual characters.

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Qualitative Analysis of the Creative Design Process of Elementary School Students in STEAM Class (STEAM 수업에서 나타난 초등학생의 창의적 설계 과정 질적 분석)

  • Jeon, Jeong-Hee;Shin, Young-Joon
    • Journal of Korean Elementary Science Education
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    • v.37 no.2
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    • pp.93-109
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    • 2018
  • The purpose of this study was to analyze the character of the creative design processes that appear at the creative design stage of the design thinking based on STEAM class and what factors affect the creative design process. Students who served as the subjects of this study were 4 elementary school students. We developed the design thinking based on STEAM program to look more specific the creative design process. The project was conducted with a total of 12 sheets of paper materials. The conclusions of this study are as follows. First, the problem solving process of the design thinking based on STEAM classes is not anticipatory and is cyclical and complex. So, teachers should provide sufficient time for students to create and simulate ideas and accept the solving problems through trial and error. Second, Having presented the STEAM class as a practical problem in the real world, there was less fear of students' failure and heightened motivation and enthusiasm. Providing with the real topic and open questions in classrooms can lead to students' voluntary participation in the classroom. Third, In the design thinking based on STEAM class, students develop concrete ideas through visualization courses. The group of students made the best solutions through communication.

Development of Augmented Reality Walking Navigation App using Dijkstra Algorithm

  • Jeong, Cho-Hui;Lee, Myung-Suk
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.2
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    • pp.89-95
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    • 2017
  • There are a variety of apps that are finding their way. And in car navigation, we launched a product that reflects Augmented Reality technology this year. However, existing apps have problems. It is implemented in 2D or 3D, has a large error range because it has been modified in most vehicles, is not updated in real time, and car augmented reality navigation is a vehicle, and a separate device is required, etc. In this study, we implemented a smartphone app for walking directions using augmented reality, and made it possible to intuitively use a route service from a user 's location to a destination. The Dijkstra algorithm is applied to calculate the shortest path to solve the problem of finding the route with the least cost. By using this application, it is possible to use the route search service even in a data-free environment, to solve the inconvenience of the language barrier, and to update in real time, so that the latest information can be always maintained. In the future, we want to develop an app that can be commercialized by using a character in the path to promote it.

Research on Disney's 3D Animation 's Style, Layout Pipeline, and Camer a Capture System

  • Paik, Jiwon;Kim, Cheeyong
    • Journal of Korea Multimedia Society
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    • v.16 no.11
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    • pp.1348-1356
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    • 2013
  • Disney Animation has showed not only artistic excellence but also technological innovations through a lot of animation films that they released. Especially with the unique concept that free-willed game characters dive into different worlds of games in animation film, received both critical and commercial acclaim for its stunning visuals and outstanding CG (computer graphics) effects. The purpose of this study is to analyze different styles of game worlds, Disney's layout pipeline, and in-house camera capture system used in . This paper analyzes that three game worlds in this film such as Fix-It Felix Jr., Sugar Rush, and Hero's Duty express different styles by using appropriate character animation and camera movements. Especially Hero's Duty game which new in-house camera capture system is extensively used maximizes unseen visuals by perfectly making realistic and believable game world. Disney's newly developed in-house camera capture system, which is used in this film for the first time, allows real camera's motion and shake and real-time camera's movement and correction within animation set. Result of this study proves that this system improves directing of feature animation and enhance efficiency of the layout department's production process. Therefore, it contributes to a great extent to development of animation films' business.

A study on Chip Design for Hageul Type Classification using Content Addressable Memory (메모리(CAM)를 이용한 한글 유형 분리용 칩 설계에 관한 연구)

  • Park, Noh-Kyung;Koo, Chang-Mo;Jeong, Chang-Won
    • The Journal of the Acoustical Society of Korea
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    • v.15 no.6
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    • pp.16-25
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    • 1996
  • In this paper, we designed the chip which can classify the Korean characters using CAM(Content Addressable Memory). A high-speed OCR has been implemented by software to recognize the characters. However, it is difficult to process in real-time. The pipelined hardware implementation is one of the solution to recognize the characters in real-time by using the parallel processing techniques. We used the CAM which has the function of high-speed parallel-match to implement easily and twenty reference patterns are used for comparison. The chip has been evaluated result using DLAB of DAZIX. The simulation results have shown that the process speed was $1.6{\mu}s$ per character. Also, we programed using C-language and compared the results.

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Development of Robot Vision Technology for Real-Time Recognition of Model of 3D Parts (3D 부품모델 실시간 인식을 위한 로봇 비전기술 개발)

  • Shim, Byoung-Kyun;Choi, Kyung-Sun;jang, Sung-Cheol;Ahn, Yong-Suk;Han, Sung-Hyun
    • Journal of the Korean Society of Industry Convergence
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    • v.16 no.4
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    • pp.113-117
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    • 2013
  • This paper describes a new technology to develop the character recognition technology based on pattern recognition for non-contacting inspection optical lens slant or precision parts, and including external form state of lens or electronic parts for the performance verification, this development can achieve badness finding. And, establish to existing reflex data because inputting surface badness degree of scratch's standard specification condition directly, and error designed to distinguish from product more than schedule error to badness product by normalcy product within schedule extent after calculate the error comparing actuality measurement reflex data and standard reflex data mutually. Developed system to smallest 1 pixel unit though measuring is possible 1 pixel as $37{\mu}m{\times}37{\mu}m$ ($0.1369{\times}10-4mm^2$) the accuracy to $1.5{\times}10-4mm$ minutely measuring is possible performance verification and trust ability through an experiment prove.

Implementation of Variable Threshold Dual Rate ADPCM Speech CODEC Considering the Background Noise (배경잡음을 고려한 가변임계값 Dual Rate ADPCM 음성 CODEC 구현)

  • Yang, Jae-Seok;Han, Kyong-Ho
    • Proceedings of the KIEE Conference
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    • 2000.07d
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    • pp.3166-3168
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    • 2000
  • This paper proposed variable threshold dual rate ADPCM coding method which is modified from the standard ADPCM of ITU G.726 for speech quality improvement. The speech quality of variable threshold dual rate ADPCM is better than single rate ADPCM at noisy environment without increasing the complexity by using ZCR(Zero Crossing Rate). In this case, ZCR is used to divide input signal samples into two categories(noisy & speech). The samples with higher ZCR is categorized as the noisy region and the samples with lower ZCR is categorized as the speech region. Noisy region uses higher threshold value to be compressed by 16Kbps for reduced bit rates and the speech region uses lower threshold value to be compressed by 40Kbps for improved speech quality. Comparing with the conventional ADPCM, which adapts the fixed coding rate. the proposed variable threshold dual rate ADPCM coding method improves noise character without increasing the bit rate. For real time applications, ZCR calculation was considered as a simple method to obtain the background noise information for preprocess of speech analysis such as FFT and the experiment showed that the simple calculation of ZCR can be used without complexity increase. Dual rate ADPCM can decrease the amount of transferred data efficiently without increasing complexity nor reducing speech quality. Therefore result of this paper can be applied for real-time speech application such as the internet phone or VoIP.

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The Role of Modeling in Prosthetics Make-up (보철분장에 있어 모델링의 역할)

  • Lee, Hwa-Jin
    • Journal of the Korean Society of Fashion and Beauty
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    • v.2 no.3 s.3
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    • pp.60-67
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    • 2004
  • Representing all the parts of human body visible to fit into the script, it can be told that real make-up has been done. Based on the point of view. it will be different from others. To become the beautiful, beauty make-up has to be done, however, to be someone described in the script or any other factions after analyzing characters of being represented, special make-up fits into that category. In the special make-up, there are two different pins: one is 2 dimension make-up which is describing images using dots, lines and colors and other is 3 dimension which will include necessary shapes to figure. Even though there seems to be different between modern technologies and handy work, since accurate measures and graphics have to be used to make perfect character describes in the script, more investments and studies than before have to be made. Real attraction of 3 dimension make-up is building up the images and shapes using unseen abstract images having analyzing characters. It will be decided in the working process called modeling. As having distinguished this part from other make-ups as named prosthetics make-up, proposing means and measures of prosthetics make-up will actually help the others who are studying make-up.

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Geometry Cutting Solution using Vector Dot Product (벡터 내적연산을 이용한 지오메트리 절삭 솔루션)

  • Hwang, Min Sik
    • Journal of Korea Multimedia Society
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    • v.19 no.8
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    • pp.1337-1344
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    • 2016
  • As the visual effect frequently used in movies or animations, special effects are well suited for the creation of buildings or materials' destruction and collapse scenes. With the relevant programs developing technologically, the adoption of a real-time physically based-system makes it possible to realistically express dynamic simulations. In the large scale, the visual expression of such effects of destroying is satisfying enough, but most common programs of those effects fail to maximize visual effect generated with the cutting of small materials. Besides, to perform a heavy simulation process needs high-performance hardware and programs, where high costs would become a serious issue. For this reason, this paper suggests a solution optimized for the effect of small materials-cutting. The progress of each step shows technologies which trace movement with the state of the completion of the character's motions and then cut the material in real-time, finally led to the very realistic visual effect. Besides, using vector inner calculation to follow the motions of object and to realize cutting effect, this study provides an experiment that constructs visual effect for visualization from the basis of mathematical algorithm and it would be certainly as an educational material used for further researches.

Photogenie as the duality and mentality of the photographic image: a study based on the theory of Edgar Morin (포토제니 혹은 사진 이미지의 이중성과 정신성 - 에드가 모랭의 논의를 중심으로)

  • Kim, Ho Young
    • Cross-Cultural Studies
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    • v.34
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    • pp.71-92
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    • 2014
  • This article presents a study on the concept of "Photogenie", which refers to the duality and mentality of the photographic image, with the viewpoint regarding the photographic image by Edgar Morin. First, we will look at the evolution of the concept of "Photogenie". From the field of photography, the term "Photogenie" means objects that produce light, enough to impress the photographic plate. But theorists of cinema at the beginning of the 20th century have changed the meaning of the term. For Louis Delluc, the "Photogenie" means the effect of union between the reproduction of real and artistic genius. For Jean Epstein, the "Photogenie" means mental quality, nonmaterial or inderterminable, of the photographic and cinematographic image. But Morin synthesized the arguements of Delluc and Epstein. For him, the "Photogenie" indicates both a double character of the photographic image and its mental quality. Then, based on this concept of "Photogenie," Morin said on particular aspects in the photographic image. Considering photography as a double in the anthropological sense, it puts emphasis not only the dual nature of the photographic image but also mental and spiritual quality. Combining the theory of the mage Henri Bergson and Jean-Paul Sartre, he builds his own theory of the mage that concerns both photography and cinema. In short, to Morin, the photographic image is a place where coexist absence and presence, the real and the imaginary, perception and memory, the material and mental, as well that a place of mentality which appear all our memories, hallucinations, dreams, imagination etc.