• Title/Summary/Keyword: Visual Play

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A Study on a Real Time Presentation Method for Playing of a Multimedia mail on Internet (인터넷상의 동영상 메일을 재생하기 위한 실시간 연출 기법 연구)

  • Im, Yeong-Hwan;Lee, Seon-Hye
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.4
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    • pp.877-890
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    • 1999
  • In this paper, a multimedia mail including video, sound, graphic data has been proposed as the next generation mail of the text based mail. In order to develop the multimedia mail, the most outstanding problem is the fact that the multimedia data are too huge to send them to the receiving end directly. The fact of big data may cause many problems in both transferring and storing the data of the multimedia mail. Our main idea is to separate between a control program for the multimedia presentation and multimedia data. Since the size of a control program is as small as a plain text mail, it has no problem to send it attached to the internet mail to the receiver directly. Instead, the big multimedia data themselves may remain on the sender's computer or be sent to a designated server so that the data may be transferred to the receiver only when the receiver activates the play of the multimedia mail. In this scheme, our research focus is paced on the buffer management and the thread scheduling for the real time play of the multimedia mail on internet. Another problem is to provide an easy way of editing a multimedia presentation for an ordinary people having no programming knowledge. For the purposed, VIP(Visual Interface Player) has been used and the results or multimedia mail implemented on LAN has been described.

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A Comic Facial Expression Method for Intelligent Avatar Communications in the Internet Cyberspace (인터넷 가상공간에서 지적 아바타 통신을 위한 코믹한 얼굴 표정의 생성법)

  • 이용후;김상운;청목유직
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.40 no.1
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    • pp.59-73
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    • 2003
  • As a means of overcoming the linguistic barrier between different languages in the Internet, a new sign-language communication system with CG animation techniques has been developed and proposed. In the system, the joint angles of the arms and the hands corresponding to the gesture as a non-verbal communication tool have been considered. The emotional expression, however, could as play also an important role in communicating each other. Especially, a comic expression is more efficient than real facial expression, and the movements of the cheeks and the jaws are more important AU's than those of the eyebrow, eye, mouth etc. Therefore, in this paper, we designed a 3D emotion editor using 2D model, and we extract AU's (called as PAU, here) which play a principal function in expressing emotions. We also proposed a method of generating the universal emotional expression with Avatar models which have different vertex structures. Here, we employed a method of dynamically adjusting the AU movements according to emotional intensities. The proposed system is implemented with Visual C++ and Open Inventor on windows platforms. Experimental results show a possibility that the system could be used as a non-verbal communication means to overcome the linguistic barrier.

A Study on Realistic Interface Elements for Improving the Flow in Screen Golf (스크린골프의 몰입 향상을 위한 실감 인터페이스 요소 연구)

  • Doo, Kyungil
    • Journal of Industrial Convergence
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    • v.19 no.1
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    • pp.71-77
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    • 2021
  • Screen Golf provides a more realistic interface to users by implementing sophisticated sensors and 3D graphics so that they can play golf in an environment almost identical to the actual golf course, to provide a sense of reality that goes beyond simply enjoying golf indoors. In addition, users who experienced this interface environment showed a tendency to feel the fun of golf more and become more immersed in golf. Therefore, it is most important to provide an effective realistic interface in screen golf. In this study, the meaning of screen golf as a tangible sport and various interface elements embodied in screen golf were summarized. Also the factors that enable users to feel reality and fun of actual golf to make users more immersed in screen golf were identified. For this, interface elements based on sensory elements were arranged in terms of visual, auditory, and tactile sense, and improvement plans and directions for providing effective sensory interfaces for screen golf were suggested through user FGI, targeting regular customers of Golfzone and KakaoVX screen golf, and in-depth interviews with experts. As a result of the analysis, it was confirmed that the course information including the yardage and the play situation-directed graphic are elements that make immersion in the visual aspect. In terms of tactile aspect, the fact that users actually use golf equipment, as well as the sense of existence of a physical interface that embodies various course environments and course setting appeared to be an important factor. In particular, in the auditory aspect, it was confirmed that providing customized services for each user through AI caddy implemented to resemble a actual caddy is the most effective way to immerse users in screen golf with greater fun and realism.

A Study on the Characteristics of Floor-sitting Reading Room in Children's Libraries (어린이도서관 좌식 열람실의 공간 구성 특성)

  • Moon, Eun-Mi
    • Korean Institute of Interior Design Journal
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    • v.24 no.1
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    • pp.189-196
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    • 2015
  • As the number of children's libraries has increased in Korea, it has been discussed to improve the quality of design in the libraries. In a reading room of children's library, spatial consideration should be focused on the children under 10 years old since they are in important points to learn Hangul and to develop reading habits. This study is aimed to examine the characteristics of a floor-sitting reading room, where children can feel like a home, stay in clean and safe and play while reading. The seven case studies of floor-sitting reading rooms are analyzed from the viewpoint of each factor of physical environment, including structure, furniture, and decoration. The following is the summary of findings of this study. First, floor-sitting reading rooms tend to compose main reading areas around bookshelves. Reading areas create the characters by changing floor levels and arranging furniture associated with windows, columns, and wall-type bookshelves. In the reading areas, movable low-level tables are frequently placed for flexible space uses, and seats for reading tend to put together with fixed bookshelves. Second, the central areas of the reading rooms are often shaped in the forms of pods, storytelling areas, sculptures, and unique furniture. Especially storytelling areas and pods play the cores of the reading rooms with the varying steps of floors and pictorial graphics on walls. Third, decoration elements in the reading rooms are designed with graphics, visual displays, and sculptural decorations. In my case studies, spatial elements such as reading nooks, attics, tunnels, and shelters are not often found in the floor-sitting reading rooms even though children like to have them. Since it is the advantage of floor-sitting reading rooms where children can take off shoes and act freely, we should look for the design of such spatial elements in the floor-sitting reading rooms.

A Study on the Spatial Characteristics of 'space experience' in Early Childhood Education Facilities - Focusing on the Movement of the space - (유아교육시설에서 나타나는 '공간 체험'의 특성에 관한 연구 - 이동 공간을 중심으로 -)

  • Moon, Suk-Young;Kim, Jin-Mo
    • Journal of the Korean Institute of Educational Facilities
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    • v.19 no.5
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    • pp.3-10
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    • 2012
  • In recent times, education facilities for children have focused on the importance of the "living environment" of children. This is because children have a more sensitive response than adults in their lives. All of the field activities, body movement, and play they go through in their living environment exhibit a great educational effect while promoting their emotional, physical, and mental development; therefore, these are the main priority factors in planning an education facility for children. A space may be deemed to be created by the relationship between objects and the people who perceive them. Also, space cognition may be defined to be made of the perception of a space, integration with experience, and restructuring. Physical factors and visual factors, which are the basic factors composing a space, either play their roles as independent variables in a space or form a relationship through a combination between the factors; thereby, diverse types of space experiences may be created. Space experience may be realized through the "movements" of a user, and a user selectively experiences a space through his/her voluntary movements, while experiencing the space against their will through flexible movements. In particular, space experience through movements has an effect on children in terms of making them feel like having daily exploration, and it also has a positive effect on education. A movement space in which "movements" appear most strongly in an education facility for children connects various nearby spaces, and it also portrays a transfer role. Furthermore, in this space, a variety of space changes can be found; thereby, children are able to have diverse selective space experiences.

Design Process for Stage Costume of the Theatre 'White Neutral Nation(Original: Andorra)' (연극 '하얀중립국(원제:안도라)'의 무대의상 전개과정)

  • Cho, Woo-Hyun;Cho, Hyun-Jin;Park, Min-Jae
    • Journal of the Korea Fashion and Costume Design Association
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    • v.15 no.4
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    • pp.1-15
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    • 2013
  • The stage costume in theater, along with the stage art, is the element that has the biggest visual effect in helping the audience to understand the theater. Nevertheless, in the domestic theater production system, compared with the other public performance products, the stage costume has been rented or purchased due to the lack understanding of the importance of the stage costume and budget problem, and thus the role of the stage costume has been undervalued. Such a phenomenon is more noticeable in the small scale theater. However, in this play White Neutral Nation (Original: Andorra), the production team and the directing team recognized the importance of the costume in the early stage of production, and accordingly lots of efforts, such as staff meetings and budget allocation, were made for the stage costume. As a result, the entire production process of the stage costume could be examined. Recently, performance culture in Korea has made rapid progress and diverse forms of public performances are created and planned. Accordingly, the level of audience has been rising and the interest in the stage costume is also rising. So, it can be said that not only the stage costume but also the production system that makes it are important. This research examined the production process of the stage costume only of the play White Neutral Nation but it is considered necessary to make researches on the production process of the stage costume used for the theater of different themes and public performances of different kinds and to systematize their production process of the stage costume.

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A Case Study of Stage Costume and Clothing Constructions for Opera, Using the Magic Flute (오페라 '마술피리'의 무대의상 제작 사례 연구)

  • Lee, Seung-Yun;Kim, Young-Sam
    • Journal of the Korean Society of Costume
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    • v.61 no.2
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    • pp.72-87
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    • 2011
  • The 21st century are seeing a large number of performing arts, and one of them, opera is evolving, transforming itself as one of total arts. Besides, the costume in performing art which play a major role in opera's visual impact, characterize figures, set the tone for performance and greatly contribute to the perfection of the stage. Under these circumstances, the study developed designs of stage costumes and built a full-scale production of the Magic Flute, one of three greatest Mozart operas. The opera based on a fiction, is still popular today since it is a fantastic fairy tale introducing moral and ethical lessons. The play's background itself is Egypt. But due to its fairy-take-like storyline, it has been performed focusing on various concepts rather than on costumes prepared through background research. As such, this study conducted research on designs of stage costumes that contains the element of Egypt and also take athleticism and comfort into consideration. The results derived from the study were as follows. First, traditional dresses of ancient Egypt were used as a basis while adding some modem touch in terms of forms or colors, which resulted in a new design. Second, a variety of images were captured using textures and colors that fit the characteristics of attributes of the figures. Third painting techniques were used to help highlight the symbolic image of Egypt-simple, not heavy and extravagant-with fairy-tale-like fantasy.

Return to Play of Elite Overhead Athletes with Superior Labral Anterior Posterior Tears only after Rehabilitation

  • Park, Jin Young;Hong, Kyung Ho;Lee, Jae Hyung;Oh, Kyung Soo;Chung, Seok Won;Jeon, Seung Hyub;Cha, Myung Joo
    • Clinics in Shoulder and Elbow
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    • v.20 no.2
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    • pp.77-83
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    • 2017
  • Background: Although there have been multiple reports on surgical outcomes of superior labral anterior to posterior (SLAP) lesions in overhead athletes, only a few reports exist in the literature about the results of nonoperative treatment in elite (collegiate or professional) overhead athletes. To determine the clinical outcomes of nonoperative treatment of SLAP lesions in elite overhead athletes. Methods: Between January 2006 and December 2011, 69 patients were selected. Initial arthroscopic SLAP repair was performed in 19 patients and of the 50 patients who underwent nonsurgical treatment, such as range of motion gain and periscapular muscle strengthening, 14 patients were converted to surgical treatment; 5 patients were lost to follow-up. Medical records of 31 elite overhead athletes who underwent nonsurgical treatment were retrospectively reviewed. Four clinical outcome measures were used: visual analogue scale (VAS) for pain, VAS for satisfaction, American Shoulder and Elbow Surgeons (ASES) score, and subjective feeling of recovery. Results: The average follow-up period was 35.9 months (range, 24-62 months). The VAS for pain decreased from 6.5 to 2.2 (p<0.01) and VAS for satisfaction was 7.6. The ASES score increased from 54.1 to 85.9 (p<0.01). The overall average value of subjective feeling of recovery was 72%. Twenty-three out of 31 elite athletes (74.2%) returned to play after rehabilitation; these 23 athletes performed at the same or higher levels after rehabilitation. Conclusions: Nonsurgical treatment in elite overhead athletes with SLAP lesion should be considered as a treatment option.

The AGN-Bar Connection

  • Lee, Gwang-Ho;Woo, Jong-Hak;Lee, Myung-Gyoon;Park, Chang-Bom;Choi, Yun-Young;Hwang, Ho-Seong;Lee, Jong-Hwan;Sohn, Ju-Bee
    • The Bulletin of The Korean Astronomical Society
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    • v.35 no.2
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    • pp.33.1-33.1
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    • 2010
  • We investigate the relation between the presence of bars in galaxies and AGN activities. Bars are believed to play an important role in fueling of AGN. Although there have been many previous studies on this topic, "the AGN-Bar Connection" is still an open question. To better understand the connection, we use a volume-limited sample of 9,726 late-type galaxies brighter than $M_r$=-19.5+5logh at $0.02{\leqq}z{\leqq}0.05489$, drawn from SDSS DR7. Among galaxies in the sample, 1,963 galaxies are classified as AGN-host galaxies based on the emission-line ratios while barred galaxies are identified by visual inspection. The bar fraction in AGN host galaxies (22.5%) is 3-times higher than in star-forming galaxies (8.6%). However, this trend is simply caused by the fact that the bar fraction increases with galaxy mass or luminosity and that AGN host galaxies are on average more massive than star-forming galaxies. Nevertheless, we find that among AGN host galaxies, the bar fraction increases with the Eddington ratio $(L_{[OIII]}/M_{[BH]})$, and this trend remains intact even at fixed galaxy luminosity and stellar velocity dispersion. These results imply that bars play a role in triggering AGNs.

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A Study on a Plan to Utilize a Focus on Pilotis Space of Apartment Housing (아파트의 필로티 공간 활용을 위한 거주자 이용현황 및 요구조사)

  • Suh, Min-Won
    • Journal of The Korean Digital Architecture Interior Association
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    • v.10 no.3
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    • pp.5-10
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    • 2010
  • This study aims to find out the present conditions of pilotis space, and the usage and requests of it by residents as to suggest the direction in planning pilotis spaces in apartment housing. This study selected six apartment complexes, and conducted case-studies and surveys of them. The study findings are as follows. 1) The types of pilotis spaces of the apartment housing can be categorized into an entry type, a community type, a recreational type, a bicycle storage type, a pedestrian passage type, a parking type, and a visual passage type. As a result of studying the present conditions, pilotis spaces of a recreational type were the most, and a community type and a parking type were not found. It was found that diverse types of pilotis spaces need to be planned in consideration of the characteristics of an apartment complex and its residents. 2) As for residents' time spent in using the pilotis space, they spent little time. This can be attributed to the fact that most pilotis spaces were designed only with simple flat benches, and gazebos, which seemingly failed to draw residents' attention. Therefore, the spaces need to be planned for diverse purposes after examining residents' needs, which can include indoor exercise equipments and children's play facilities. 3) Regarding the residents' requests about pilotis spaces in the apartment housing, the most widely requested was using it as a community space. Also, many requested to use it as a library, and a children's play space. Therefore, it needs to be considered to plan the pilotis space for providing diverse programs.