• Title/Summary/Keyword: Realistic content

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Intramolecular Esterification by Lipase Powder in Microaqueous Cycohexane (미소 수용 Cyclohexange 중에서 분말 Lipase에 의한 분자내 에스테르화반응)

  • 이민규;감삼규
    • Journal of Life Science
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    • v.5 no.4
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    • pp.155-161
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    • 1995
  • The effects of substrate concentration, enzyme concentration, reaction temperature, and water content were investigated in intramolecular esterification. This study used cyclohexane as organic solvent, power lipase as enzyme, and benzyl alcohol and octanoic acid as substrate. The initial reaction rate was found to be proportional to enzyme concentration; followed Michaelis-Menten equation for octanoic acid; and was inhibited by benzyl alcohol . The observed initial reaction rate first increased, then decreased with increasing reaction temperature, giving rise to the maximum rate at 20$\circ$. The drop in the reaction rate at higher temperature was to partition equilibrium change of substrate between organic solvent and hydration layer of enzyme molecule in addition to the deactivation by enzyme denaturation. Water layer surrounding enzyme molecule seemed to activate in organic solvent and the realistic reaction was done in the water layer. In the enzymatic reaction in organic solvent, the initial reaction rate was influenced by partition quilibrium of substrate, so the optimum condition of substrate concentration, enzyme concentration, reaction temperature, and water content would give a good design tool.

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An Experimental Study on the Mixing and Mechanical Properties of Artificial Lightweight Aggregate(ALA) Concrete (인공경량골재 콘크리트의 배합과 역학적 성상에 관한 실험적 연구)

  • 김화중;김태섭;전명훈;안상건
    • Proceedings of the Korea Concrete Institute Conference
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    • 1991.04a
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    • pp.99-104
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    • 1991
  • It is necessary to generalize the use for structural ALA Concrete in our country, as increasing in the need for the development of ALA and the use of ALA Concrete which is related with the diminution of the self load and foundation section of structure responding to the realistic requirement against the decrease of natural aggregate and the high-rising and large-sizing of structures. This little study, therefore intended to help in the mixing design of concrete by considering the fundamental properties of ALA Concrete used with expanded clay, which is considered by acopting the experimental factors such as unit cement content, water cement ratio and the rate of fine aggregate. By considering the results of this experiment, it has difficulty in getting expected slump with the unit water content of normal concrete because of the large absorption of lightweight aggregate, and because the weight of unit volume and specific gravity ALA Concrete are small it appears that the strength and Elastic Modulus of that are small too and that it is more ductile than normal concrete.

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Text-driven Speech Animation with Emotion Control

  • Chae, Wonseok;Kim, Yejin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.8
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    • pp.3473-3487
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    • 2020
  • In this paper, we present a new approach to creating speech animation with emotional expressions using a small set of example models. To generate realistic facial animation, two example models called key visemes and expressions are used for lip-synchronization and facial expressions, respectively. The key visemes represent lip shapes of phonemes such as vowels and consonants while the key expressions represent basic emotions of a face. Our approach utilizes a text-to-speech (TTS) system to create a phonetic transcript for the speech animation. Based on a phonetic transcript, a sequence of speech animation is synthesized by interpolating the corresponding sequence of key visemes. Using an input parameter vector, the key expressions are blended by a method of scattered data interpolation. During the synthesizing process, an importance-based scheme is introduced to combine both lip-synchronization and facial expressions into one animation sequence in real time (over 120Hz). The proposed approach can be applied to diverse types of digital content and applications that use facial animation with high accuracy (over 90%) in speech recognition.

GeoMaTree : Geometric and Mathematical Model Based Digital Tree Authoring System

  • Jung, Seowon;Kim, Daeyeoul;Kim, Jinmo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.7
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    • pp.3284-3306
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    • 2018
  • This study proposes a method to develop an authoring system(GeoMaTree) for diverse trees that constitute a virtual landscape. The GeoMaTree system enables the simple, intuitive production of an efficient structure, and supports real-time processing. The core of the proposed system is a procedural modeling based on a mathematical model and an application that supports digital content creation on diverse platforms. The procedural modeling allows users to control the complex pattern of branch propagation through an intuitive process. The application is a multi-resolution 3D model that supports appropriate optimization for a tree structure. The application and a compatible function, with commercial tools for supporting the creation of realistic synthetic images and virtual landscapes, are implemented, and the proposed system is applied to a variety of 3D image content.

Study of Character Animation to improve Production Efficiency

  • Choi, Chulyoung
    • International journal of advanced smart convergence
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    • v.9 no.2
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    • pp.179-184
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    • 2020
  • Recently, webtoons-based animations have been expanding in Korea, where the role of mobile devices is growing, and media videos such as "YouTube" and "Tik-Tok," which have shorter screening and production cycles than traditional feature films, dramas, and animations, are attracting attention and being enjoyed by public. In order to produce animation content that fits the trend of this shortening video and production cycle, efficiency must be increased not only in story but also in production. Production methods and production technologies need changes to increase efficiency. Animation using motion capture, which is highly production-efficient, is widely used in movies that shows realistic movements, but still has little use in producing cartoon-style animations with exaggerated movements. We analyzed the production method of 2D animation and CG animation and applied the result to CG animation to increase the efficiency of production and production. The methods of production through such experiments are expected to help improve the efficiency of producing animation content that is suitable for the latest trends such as webtoon animation.

An Influence of Supportive Policy for CT Industry on Innovation Ability of Organization and OSMU of Contents - Focusing on Domestic Animation Industry (CT산업 지원 정책이 조직의 혁신역량과 콘텐츠의 OSMU화에 미치는 영향 - 국내 애니메이션 산업중심으로)

  • Choi, Young-Kwan;Cho, Sung-Sook
    • Journal of Digital Convergence
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    • v.7 no.4
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    • pp.67-80
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    • 2009
  • The research tried to realize the policy which serves Innovation ability for culture-contents producer, and culture-contents producer's Innovation ability which impacts OSMU of contents in the policies of government for vitalizations of culture-contents industry. As a result, we have reached the conclusion that the supportive policies for technology, exports and marketing were effective to strengthen the innovation ability of management of human resource, creation and production area. Also we have found that content's OSMU has been influenced by innovation ability. The implication of this study are followed. First, the policies which are intended to revitalize the culture content industry by government has the effect that are some different ones from the settlement and intention. Second, the production industry of animation do still passive and closed organization management, without the efforts for opened and cooperative management. Therefore, the efforts of government which are more practical and realistic supports to revitalize and based on strategic cooperation of industry.

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Trends and Prospects in Super-realistic Metaverse Visualization Technologies (초실감 메타버스 시각화 기술 동향과 전망)

  • W.S. Youm;C.W. Byun;C.M. Kang;K.J. Kim;Y.D. Kim;D.H. Ahn
    • Electronics and Telecommunications Trends
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    • v.39 no.2
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    • pp.24-32
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    • 2024
  • Wearable metaverse devices have sparked enthusiasm as innovative virtual computing user interfaces by addressing a major source of user discomfort, namely, motion-to-photon latency. This kind of latency occurs between the user motion and screen update. To enhance the realism and immersion of experiences using metaverse devices, the vergence-accommodation conflict in stereoscopic image representation must be resolved. Ongoing research aims to address current challenges by adopting vari-focal, multifocal, and light field display technologies for stereoscopic imaging. We explore current trends in research with emphasis on multifocal stereoscopic imaging. Successful metaverse visualization services require the integration of stereoscopic image rendering modules and content encoding/decoding technologies tailored to these services. Additionally, real-time video processing is essential for these modules to correctly and timely process such content and implement metaverse visualization services.

Time Analysis of Structural Element and Theme Association of Television News Imagery (텔레비전 뉴스 영상의 구조적 요소와 주제연관성 시계열 분석)

  • Park, Dug-Chun
    • The Journal of the Korea Contents Association
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    • v.11 no.7
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    • pp.100-109
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    • 2011
  • This thesis is a content analysis on whether the proportion of structural element and theme association of television news imagery is different, depending on the historical background, and on what it means, which can be the index of scene-based and realistic report. Most researches of television news are horizontal studies of the same period, making light of vertical studies reflecting the change of age. Therefore, This study analyzed 729 items composed of 11,945 shots extracted from MBC Newsdesk from 1987, to 2007, the samples of which were extracted by systematic random sampling with five years' interval. This content analysis found out that there was high proportion of scene-based and realistic report such as 'sound-bite', 'event footage', 'direct matching' in the year 1987, 2007, and high proportion of 'corroboration shot', 'file footage', 'indirect reference', 'literal matching only' in the year 1997, which revealed the fact that reality-based report had not been faithfully accomplished in 1997.

3D Volumetric Capture-based Dynamic Face Production for Hyper-Realistic Metahuman (극사실적 메타휴먼을 위한 3D 볼류메트릭 캡쳐 기반의 동적 페이스 제작)

  • Oh, Moon-Seok;Han, Gyu-Hoon;Seo, Young-Ho
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.751-761
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    • 2022
  • With the development of digital graphics technology, the metaverse has become a significant trend in the content market. The demand for technology that generates high-quality 3D (dimension) models is rapidly increasing. Accordingly, various technical attempts are being made to create high-quality 3D virtual humans represented by digital humans. 3D volumetric capture is spotlighted as a technology that can create a 3D manikin faster and more precisely than the existing 3D model creation method. In this study, we try to analyze 3D high-precision facial production technology based on practical cases of the difficulties in content production and technologies applied in volumetric 3D and 4D model creation. Based on the actual model implementation case through 3D volumetric capture, we considered techniques for 3D virtual human face production and producted a new metahuman using a graphics pipeline for an efficient human facial generation.

Design and Implementation of Immersive Media System Based on Dynamic Projection Mapping and Gesture Recognition (동적 프로젝션 맵핑과 제스처 인식 기반의 실감 미디어 시스템 설계 및 구현)

  • Kim, Sang Joon;Koh, You Jon;Choi, Yoo-Joo
    • KIPS Transactions on Software and Data Engineering
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    • v.9 no.3
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    • pp.109-122
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    • 2020
  • In recent, projection mapping, which has attracted high attention in the field of realistic media, is regarded as a technology to increase the users' immersion. However, most existing methods perform projection mapping on static objects. In this paper, we developed a technology to track the movements of users and dynamically map the media contents to the users' bodies. The projected media content is built by predefined gestures just using the user's bare hands without the special devices. An interactive immersive media system has been implemented by integrating these dynamic projection mapping technologies and gesture-based drawing technologies. The proposed realistic media system recognizes the movements and open / closed states of the user 's hands, selects the functions necessary to draw a picture. The users can freely draw the picture by changing the color of the brush using the colors of any real objects. In addition, the user's drawing is dynamically projected on the user's body, allowing the user to design and wear his t-shirt in real-time.