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A Study on the Status of Affairs and Vision of Fashion Specialists - Focusing on the Field Related to Multi-Media - (패션스페셜리스트의 현황 및 비전에 관한 연구 - 멀티미디어분야를 중심으로-)

  • Park, Song-Ae
    • Journal of the Korea Fashion and Costume Design Association
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    • 제9권2호
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    • pp.179-192
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    • 2007
  • This study is to search for a new area and a new kind of occupation for fashion in the field of multi-media such as a movie, drama, mass-culture and advertisement, as a basic investigation to improve a potential of a development of fashion in the future, to keep in step with the trend of the changes under the environment of cultural renovation. In this reports, the field and vision of new contents in fashion will be proposed. The definition and environment of multi-media were examined, and various kinds and work areas of new fashion specialists were defined. 12 professionals in each fields relative to multi-media were selected and the status of affairs, problems and requirements of fashion specialists were investigated through the in-depth interviews with them. Finally new fields and visions were suggested on it's future course. The kind of fashion-specialist on the field related to multi-media were like this: 1. Fashion-stylist, Art-director and Image-maker for star on the field of Video industry. 2. Fashion-illustrator for making animation-game character, Avatar fashion product designer and Internet shopping buyer for Online-business industry. 3. Fashion PR director, Fashion-photo stylist for Advertisement industry. 1 classified new field on the field related to multi-media as the above, and I researched the role of specialist in each field and the status of affairs and vision.

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BIM-Based Virtual Construction Simulation for Steel Girder Installation Crossing the High-Speed Railway (고속철도 횡단 강거더 설치공사에서의 BIM 기반 가상건설 장비운영 시뮬레이션의 적용)

  • Park, Junwon;Lee, Sang-Ho;Kim, Sung-Hoon;Won, Jeong-Hun;Yoon, Young-Cheol
    • Journal of the Korean Society of Safety
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    • 제33권2호
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    • pp.76-85
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    • 2018
  • The interest in the Building Information Modeling (BIM) technology has risen remarkably due to the effects on construction work period reduction, cost reduction, work safety improvement, and other factors. In civil engineering field, BIM applications mainly focus on data modeling and virtual construction. In this study, we present the BIM-based virtual construction and analyze the effects of BIM for the railway facilities so that the conventional approach to the equipment operation plan can be improved in order to prevent safety accidents which can result from unclear information during the operation plan. The BIM-based virtual construction technology is applied to establish the construction plan for the site with constraints, the installation of steel girder needs to be completed, avoiding interference with the existing high-speed railway operation within a given limited time. A virtual construction model consisting of topography, structures, equipments, and avatar was built and more detailed model, including safety guard rails, was then created. Specifications of the construction equipment were input as a database, and the virtual construction model was manipulated in the equipment operation planning. Through the BIM-based virtual construction, including the verification of alternative construction method, 311 million won was saved and the construction period was shortened by 87 days compared to the original plan. In addition, it was shown that the interest and participation of the construction workers can be increased by providing the 3D virtual scene for real construction work and various safety hazards occurring during equipment operation can be effectively removed in advance by the interactive worker education.

Design of Educational Game for Development of Creativity (창의력 계발을 위한 학습게임의 설계)

  • Ahn, Seong-Hye;Song, Su-Mi
    • The Journal of the Korea Contents Association
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    • 제7권9호
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    • pp.1-9
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    • 2007
  • Recently, the primary school training courses requires creative human being who is able to solve problem in accordance with rapidly changing society. Accordingly, it needs development of edutainment contents that can develop creativity and heighten educational effect as attracting learner's interest. This paper intends to design educational game which can develop creativity. Method of research is based on the concept of creativity and theory of multiple intelligence. First, I pulled out educational elements of edutainment game which can develop ability to solve synthetic problem and then drew interest elements of edutainment game by combined game with form of cartoon. Secondly, creativity studying area set the 5 learning area of verbal, visual, mathematical, logical and analytic creativity and then, a course of learning was designed to have each 3 details of 5 teaming areas of creativity. Finally, it presented production direction of educational game by combined with 4 elements of the interest that is an avatar, achievement of a mission, a time limit and win a point.

Interactive Broadcasting Service using Smart-phone with Emotional Recognition (감정인식 기능의 스마트폰을 통한 양방향 방송서비스)

  • Cho, Myeon-Gyun
    • Journal of Satellite, Information and Communications
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    • 제8권4호
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    • pp.117-123
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    • 2013
  • The development of the latest emotional recognition and multimedia technology has changed the traditional broadcasting system. The previous broadcasting system, which was operated by the terrestrial broadcasters, is now transformed to the viewer-centered and bidirectional broadcasting through the convergence of internet, mobile and smart TV. In this paper, smart-phone application for estimating human emotion(sadness, anger, depression) has been developed and emerged with smart TV, thereby we can present broadcasting service for enhancing the sense of common humanity among people of same group. If there is friend in the depression, we can bring comfort to him by inviting one for TV program what I watch and having a honest talk with facial avatar or emoticon. The proposed emotional broadcasting service inter-working with smart-phone application can give feeling of belonging and happiness to the people suffering from the blues, and it can prevent him from attempting suicide. In addition, smart-phone based emotional broadcasting service can be expended to program recommendation service customized to user's emotion, emotional LED lighting service to maximize the sense of reality and home shopping service taking advantage of the mood of customer.

Congestion Control Method of Area of Interest in Distributed Virtual Environment (분산가상환경에서 참여자 관심영역의 혼잡도 조절기법)

  • 유석종
    • Journal of Korea Multimedia Society
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    • 제7권4호
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    • pp.550-558
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    • 2004
  • Previous researches on scalability problem of distributed virtual environment (DVE) have been mainly focused on spatial partitioning of area of interest (AOI). Congestion phenomena by avatar groups in AOI have been neglected relatively However, AOI congestion is highly related to scalability of DVE because it exhausts system resources such as network bandwidth and rendering time, and could be a bar to perform collaboration among participants. In this paper, this will be defined as the problem that must be solved for the realization of the scalable DVE, and a model will be proposed to measure and control congestion situation in AOI. The purposes of the proposed model are to prevent high density of participants in AOI, and to protect stable collaboration in DVE. For evaluation of the performance it is compared with a previous method by defining the resource cost model which is dynamically activated to AOI congestion.

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A Study on the 3D Stereoscopic Disparity in Four Animation Movies (3D 입체 애니메이션의 장면별 입체시차 연구)

  • Suh, Donghee
    • Cartoon and Animation Studies
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    • 통권34호
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    • pp.105-128
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    • 2014
  • This study was aimed to analyze the disparities of 3D stereoscopic images in four well-known American animation movies. After Avatar (2009), lots of stereoscopic movies were developed in Korean 3D production. Almost all 3D productions in Korea, however, focus on the display images or TV series animation yet. In order to make many well-made Korean stereoscopic 3D animations in future, analyzing and comparing the disparities of 3D stereoscopic images is necessary and even mandated. First, I chose 40 cuts from each four American stereoscopic 3D feature films, including Despicable me 2, Epic, Monster University, and Turbo. According to the classifications of shot angles by Vineyard (2008), secondly I analyze the 23 different angular disparities of 3D stereoscopic images and displayed in tables. Demonstrated shot angle disparities in each scene would provide numerical information to animators how to design and make the 3D stereoscopic images. Making successful stereoscopic 3D feature film will be a huge turning point in the Korean animation field in future. This study would be a first trial to seek a new method to set ahead an outlook of numerical values of 3D stereoscopic images for better visual effects.

A Study on the Stereoscopic 3D Filmmaking Curriculum in the Film and Image Major (영화 영상 전공에서의 스테레오스코픽 3D 제작 교육 과정 연구)

  • Lee, Chan-Bok
    • The Journal of the Korea Contents Association
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    • 제10권6호
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    • pp.222-235
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    • 2010
  • After its remarkable success, "Avatar" brought another way of creating cinematic story; the stereoscopic 3-D cinema. Comparing conventional 2-D filmmaking, you need twice as much of budget and manpower in 3-D filmmaking because of the complicated process and slow production speed. The 3-D hardware like 3-D TV and 3-D projector are already showing at the retail stores while 3-D filmmaking is still in veil, and no major educational institution is yet to start 3-D related education. As 3-D movies get popular and demand more 3-D filmmaking professional crew, educating 3-D filmmaking to 2-D based film students will improve their hiring rate in the market. The successful result of the box office showing 3-D films like "Alice in Wonderland 3D" and "Titan 3D" forecasts that there will be more demand on 3-D related jobs very soon.

The Study of the Analysis of a User's Perception of Screen Component for Inducing Emotion in the 3D Virtual Reality Environment (3차원 가상현실 환경에서의 감성 유발 화면 구성 요소에 대한 사용자 인식 분석 연구)

  • Han, Hyeong-Jong
    • The Journal of the Korea Contents Association
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    • 제18권7호
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    • pp.165-176
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    • 2018
  • With the development of information and communication technology, the possibility of utilizing 3D virtual reality in education has been sought. Especially, the screen composition in the virtual reality has the possibility of inducing the emotion of the user which may affect the learning. However, there is little research on what aspects of the screen can cause emotions. The purpose of this study is to analyze the user's perception of screen components inducing emotion in virtual reality learning environment. Using Multi Dimensional Scaling (MDS), the user's perception of the main screen in a representative virtual reality learning environment platform was investigated. As a result, the dimension of depth on the screen and the dynamics of the avatar related to the movement were confirmed. This study is meaningful to explore technical variables that can induce emotions among screen elements in virtual reality contents.

Play Motive Augmentation Research Method through Quest Understanding of MMORPG and Pluralistic Understanding of a Player (MMORPG의 퀘스트 이해와 플레이어의 다원주의적 이해를 통한 플레이 동기 증강 방안 모색)

  • Park, Yong-Hyun;Kyung, Byung-Pyo;Lee, Dong-Lyeor
    • The Journal of the Korea Contents Association
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    • 제9권10호
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    • pp.122-129
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    • 2009
  • MMORPG Quest plays a strong role of motivation through compensation related with Avatar such as items and experience points rather than a role of story transfer. This situation finally made MMORPG become a difficult game that players should study the compensation of Quest for growth of a character, so it causes fixation of the user class. As a solving method of the fixation of the users, the possibility of Quest capable of strengthening play motive of various users through clarification of motivation structure of the Quest play and pluralistic understanding about players was investigated. This is a direct response to the user within the game system or how to use the player log information. The pluralistic understanding method of players will have values as a tool that can guarantee the objectivity and actual production of the data collected utilizing.

3D Character Motion Synthesis and Control Method for Navigating Virtual Environment Using Depth Sensor (깊이맵 센서를 이용한 3D캐릭터 가상공간 내비게이션 동작 합성 및 제어 방법)

  • Sung, Man-Kyu
    • Journal of Korea Multimedia Society
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    • 제15권6호
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    • pp.827-836
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    • 2012
  • After successful advent of Microsoft's Kinect, many interactive contents that control user's 3D avatar motions in realtime have been created. However, due to the Kinect's intrinsic IR projection problem, users are restricted to face the sensor directly forward and to perform all motions in a standing-still position. These constraints are main reasons that make it almost impossible for the 3D character to navigate the virtual environment, which is one of the most required functionalities in games. This paper proposes a new method that makes 3D character navigate the virtual environment with highly realistic motions. First, in order to find out the user's intention of navigating the virtual environment, the method recognizes walking-in-place motion. Second, the algorithm applies the motion splicing technique which segments the upper and the lower motions of character automatically and then switches the lower motion with pre-processed motion capture data naturally. Since the proposed algorithm can synthesize realistic lower-body walking motion while using motion capture data as well as capturing upper body motion on-line puppetry manner, it allows the 3D character to navigate the virtual environment realistically.