The purpose of animation is to give interesting stories to an audience through motion. To achieve the purpose, over the past century since its inception, animation has adopted many kinds of technologies, and thus developed diverse narrative methods and visual expression techniques. In addition, with the advancement of expression techniques, all elements making up animation have gradually been systemized, and at the same time, have helped express the worlds beyond the reality. As a result, people have faced the era when an audience can watch everything imaginated by an animation director on a big screen. These days, more efforts have been made in order for the audience to feel much more than enjoy pictures moving in a frame. In other words, the purpose of the animation is changing from the passive viewing of animation to feeling and sensing stuffs through the animation. In the center of the changing process is 3D technology which gives new interesting to an audience. Sometime ago, a 3D animation movie was produced in Korea. But it did not bring out box-office profits, for it failed to give satisfaction to an audience who expected high perfection and beauty being able to be rivalled to those of international 3D animation movies. The failure is attributable to the fact that the domestic 3D animation production industry is merely in the early stage, and has not sufficient human resources, technology, and experiences in producing 3D animation films. Moreover, the problem is that most studies on 3D focus on the technologies related to reenactment, but that few studies on the images, which an audience directly faces, have been conducted. Under the domestic circumstance, the study on stereoscopic image screen of , a 3D stereoscopic animation film which was released in 2010 and has been seen as the best successful 3D stereoscopic animation, is worthwhile. Thus this thesis conducted theoretical consideration and case analysis focusing on the visual direction that creates the pictures to deliver abundant three dimensional effect so that it can be used as a basic data when producing high quality-domestic 3D animation and training professional labor forces. In the result, it was found that the 3D animation was not a new area, but the area which has been expanded and changed by applying the characteristics of 3D image based on the principles of the existing media aesthetics. This study might be helpful to establish the foundation of the theoretical studies necessary for producing 3D animation contents for realizing the sense of reality.
With the media's shift into the digital era in the 2000s, comic book publishers attempted a transition into the new medium by establishing a distribution structure using internet networks. But that effort shied from escaping the parallel-page reading structure of traditional comics. On the other hand, webtoons are showing divers changes by redesigning the structure of traditional sequential art media; they tend to separate and allot spaces according to the vertical scroll reading method of the internet browser and include animations, sound effects and background music. This trend is also in accordance with the preferences of modern readers. Modern society has complicated social structures with the development of various media; the public is therefore exposed to different stimuli and shows characteristics of differentiated perceptions. In other words, webtoons display more relevant and entertaining characteristics by inserting sounds and using moving texts and characters in specific frames, while traditional comics require an appreciation of withdrawal and immersion like other published media. Motions in webtoons are partially applied for dramatic tension or to create an effective expression of action. For example, hand-drawn animation is adopted to express motions by dividing motion images into many layers. Sounds are also utilized, such as background music with episode-related lyrics, melodies, ambient sounds and motion-related sound effects. In addition, webtoons provide readers with new amusement by giving tactile stimuli via the vibration of a smart phone. As stated above, the vertical direction, time-based nature of animation motions and tactile stimuli used in webtoons are differentiated from published comics. However, webtoons' utilization of innovative techniques hasn't yet reached its full potential. In addition to the fact that the software used for webtoon effects is operationally complex, this is a transitional phenomenon since there is still a lack of technical understanding of animation and sound application amongst the general public. For example, a sound might be programmed to play when a specific frame scrolls into view on the monitor, but the frame may be scrolled faster or slower than the author intended; in this case, sound can end before or after a reader sees the whole image. The motion of each frame is also programmed to start in a similar fashion. Therefore, a reader's scroll speed is related to the motion's speed. For this reason, motions might miss the intended timing and be unnatural because they are played out of context. Also, finished sound effects can disturb the concentration of readers. These problems come from a shortage of continuity; to solve these, naturally activated consecutive sounds or animations, like the simple rotation of joints when a character moves, is required.
Journal of the Institute of Convergence Signal Processing
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v.9
no.1
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pp.31-38
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2008
Ad-Hoc network is a network architecture which has no backbone network and is deployed temporarily and rapidly in emergency or war without fixed mobile infrastructures. All communications between network entities are carried in ad-hoc networks over the wireless medium. Due to the radio communications being extremely vulnerable to propagation impairments, connectivity between network nodes is not guaranteed. Therefore, many new algorithms have been studied recently. This study proposes the secondary header approach to the cluster based routing protocol (CBRP). The primary header becomes abnormal status so that the primary header can not participate in the communications between network entities, the secondary header immediately replaces the primary header without selecting process of the new primary header. This improves the routing interruption problem that occurs when a header is moving out from a cluster or in the abnormal status. The performances of proposed algorithm ACBRP(Advanced Cluster Based Routing Protocol) are compared with CBRP. The cost of the primary header reelection of ACBRP is simulated. And results are presented in order to show the effectiveness of the algorithm.
The purpose of this study is to acquire essential data to reduce the amount of woody debris resulted from the debris flow. This research examined topographic characteristics of the channelbed affecting generation, movement and storage of woody debris and woody characteristics related to number, sizes, shapes, decay, storage direction to mountainous stream. 1. The number of woody debris had a tendency to increase in proportion to stream width, but it was hardly affected by longitudinal gradient of stream. Especially, the greater amount of woody debris was stored at wide section of the stream with compound channel, and it was found in deposits of channelbed rather than in the present channel. 2. Total woody debris over 10cm in diameter and over 2m in length was 402 units and storage number was 35.3 units per 100m of stream. Average diameter of breast height and length were 14cm and 4m, respectively. The woody debris appeared shorter in length and greater in diameter at down-stream than up-stream. 3. Since woody debris met sediments and bed-materials of great roughness in moving, the greater amount of woody debris without root was found in up-stream and down-stream, but deformed woody debris was discovered in upper stream. Decay of woody debris was more severe in down-stream and woody debris on rotting process was found down-stream. 4. Storage direction of woody debris was mainly parallel to center line of stream, and rate of parallel and perpendicularity was 276 and 126 units, respectively. But, as woody debris storing to the perpendicular direction was unstable, the traveling debris could easily be stored. Therefore, some counterplan was required to prevent the traveling woody debris. 5. Tree species of woody debris was mainly larch, which occupied about two third of total woody debris(256 units). The woody debris of larch is easy to move due to hitting of channelbed materials or lower channelbed fluctuation because the lower part of larch is weaker than its upper part. Therefore, the section of the tree species planting in the riparian vegetation needs much more carefulness.
The site effects of seismic stations were evaluated by conducting a simultaneous inversion of the stochastic point-source ground-motion model (STGM model; Boore, 2003) parameters based on the accumulated dataset of horizontal shear-wave Fourier spectra. A model parameter $K_0$ and frequency-dependent site amplification function A(f) were used to express the site effects. Once after a H/V ratio of the Fourier spectra was used as an initial estimate of A(f) for the inversion, the final A(f) which is considered to be the result of combined effect of the crustal amplification and loca lsite effects was calculated by averaging the log residuals at the site from the inversion and adding the mean log residual to the H/V ratio. The seismic stations were classified into five classes according to $logA_{1-10}^{max}$(f), the maximum level of the site amplification function in the range of 1 Hz < f < 10 Hz, i.e., A: $logA_{1-10}^{max}$(f) < 0.2, B: 0.2 $\leq$$logA_{1-10}^{max}$(f) < 0.4, C: 0.4 $\leq$$logA_{1-10}^{max}$(f) < 0.6, D: 0.6 $\leq$$logA_{1-10}^{max}$(f) < 0.8, E: 0.8 $\leq$$logA_{1-10}^{max}$(f). Implication of the classified result was supported by observing a shift of the dominant frequency of average A(f) for each classified stations as the class changes. Change of site classes after moving seismic stations to a better site condition was successfully described by the result of the station classification. In addition, the observed PGA (Peak Ground Acceleration)-values for two recent moderate earthquakes were well classified according to the proposed station classes.
The main purpose of this research is to prepare and provide basic materials for the propagational strategy of eelgrass by investigating on the morphological adaptation of Korean Zostera marina to ocean currents. An eelgrass plant mainly consists of rhizome, leaf sheath, leaves and roots. The rhizome is the horizontal stem of the plant that serves as the backbone from which the leaves and roots emerge. The leaf sheath is the bundle at the base of the leaves that holds the leaves together, protecting the meristem, the primary growth point of the shoot. Leaves originate from a meristem which is protected by a sheath at the actively growing end of the rhizome. As the shoot grows, the rhizome elongates, moving across or within the sediment, forming roots as it progresses. The aggregated leaves from the leaf sheath are found to have two cell layers on one side and multiple layers of airy tissues called aerenchyma on the other. The aerenchyma tissues are developed in multi-layered cell structures surrounding the veins which are formed in the leaf sheath. Generative shoots are made of rhizomes, which are circular or ovoidal, stem, and spathe and spadix. The transverse section of rhizome and the stem and central floral axis is found to be circular, ovoid and in the shape of convex respectively, and the vascular bundle, which is a part of transport system, has one large tube in the center and two small tubes on both sides. The layers of collenchyma cells numbered from 12 to 15 in the stem, and from 7 to 12 in the rhizome. The seed coat is composed of sclereids, small bundles of sclerenchyma tissues, which prevent the influx of sea water from the outside and help endure the environmental stress. In conclusion, alternative multi-layer structure in circular, convex type aggregated leaf base are interpreted to morphological adaption as doing tolerable elastic structure through movement of seawater. The generative shoots develop long slim stem and branches in circular or ovoidal shapes to minimize the adverse impacts of sea current, which can be interpreted as the plant's morphological adaptation to its environment.
Kim, Eun-Mi;Kwon, Jin-O;Kang, Chang-Wan;Song, Kuk-Man;Min, Dong-Won
Journal of the Korean Association of Geographic Information Studies
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v.16
no.2
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pp.65-74
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2013
A research program for the roe deer (Capreolus pygargus) has been set up at the Jeju Experimental Forest of Warm-temperate and Subtropical Forest Research Center in Jeju Island. To explore the home range size and habitat environment, 3 males and 3 females have been captured and released with GPS-CDMA based telemetry since 24th April 2012. Among them 2 females were captured at Hannam Forest of Seoguipo, were pregnant and monitored by the tracking system. There are significantly different patterns in behavior around the parturition. After parturition they show recurrence behavior toward one point in the forest, while they have irregular patterns in moving before. To calculate the home range size, the MCP (minimum convex polygon) and Kernel Method are applied through the extension of ESRI ArcView GIS 3.2a. The pregnant female captured 9th May 2012 has the size of MCP=67ha and Kernel 95%=0.5ha and the pregnant female captured 12th July 2012 has the size of MCP=82ha and Kernel 95%=0.9ha. Although a fawn could move immediately just after the birth likely others to avoid any risks, they stay at very narrow space significantly, and the size become wider when more time goes by. Furthermore, they mainly have a home range away from human activity area such as forest tracking roads. The habitat environment for the parturition is summarized as 40years old cryptomeria forests with new sprouting shrubs for foods, which are the controlled forest through the thinning and removing shrubs 2 years ago. This means that forest works could cause positive results for the parturition and survival of young. The period of parturition is earlier than highland in Jeju Island, the size of home range is narrower than other countries, and the habitat environment of the shelter for a fawn is similar to previous research in other countries.
This study proposes a real-time rendering algorithm for lighting when each of more than 100,000 moving particles exists as a light source. Two 3D textures are used to dynamically determine the range of influence of each light, and the first 3D texture has light color and the second 3D texture has light direction information. Each frame goes through two steps. The first step is to update the particle information required for 3D texture initialization and rendering based on the Compute shader. Convert the particle position to the sampling coordinates of the 3D texture, and based on this coordinate, update the colour sum of the particle lights affecting the corresponding voxels for the first 3D texture and the sum of the directional vectors from the corresponding voxels to the particle lights for the second 3D texture. The second stage operates on a general rendering pipeline. Based on the polygon world position to be rendered first, the exact sampling coordinates of the 3D texture updated in the first step are calculated. Since the sample coordinates correspond 1:1 to the size of the 3D texture and the size of the game world, use the world coordinates of the pixel as the sampling coordinates. Lighting process is carried out based on the color of the sampled pixel and the direction vector of the light. The 3D texture corresponds 1:1 to the actual game world and assumes a minimum unit of 1m, but in areas smaller than 1m, problems such as stairs caused by resolution restrictions occur. Interpolation and super sampling are performed during texture sampling to improve these problems. Measurements of the time taken to render a frame showed that 146 ms was spent on the forward lighting pipeline, 46 ms on the defered lighting pipeline when the number of particles was 262144, and 214 ms on the forward lighting pipeline and 104 ms on the deferred lighting pipeline when the number of particle lights was 1,024766.
Journal of Korean Home Economics Education Association
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v.29
no.1
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pp.15-33
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2017
The purpose of this study was to develop and evaluate a practical problem-based teaching learning process plan for safety in residential environment to raise safety awareness of middle school students. The plan consisting of 4 lessons has been developed and implemented according to the ADDIE model. Various activity materials (26 student's activity sheets and 8 reading texts, and 8 teacher's reading texts) and visual materials (4 sets of pictures & photos and 8 moving pictures) as well as questionnaire were developed for the 4-session lessons. The plans were implemented by the researcher to 4 classes 121 freshmen of M boy's middle school in Kyeongbuk during December 21st to 29th, 2015. Students were highly enjoyed and satisfied with the whole 4-lessons in the aspects such as the level of participation in the lesson, understanding of the contents, adequacy of materials and activities, and usefulness in own's daily life. Students also reported that they were highly aware to practice the contents learned from the lessons in daily family life at home with one's family and recommended to teach the lessons to other schools, too. It can be concluded that the teaching learning process plan for safety in residential environment would raise safety awareness of middle school students through the Home Economics subject.
System trading is becoming more popular among Korean traders recently. System traders use automatic order systems based on the system generated buy and sell signals. These signals are generated from the predetermined entry and exit rules that were coded by system traders. Most researches on system trading have focused on designing profitable entry and exit rules using technical indicators. However, market conditions, strategy characteristics, and money management also have influences on the profitability of the system trading. Unexpected price deviations from the predetermined trading rules can incur large losses to system traders. Therefore, most professional traders use strategy portfolios rather than only one strategy. Building a good strategy portfolio is important because trading performance depends on strategy portfolios. Despite of the importance of designing strategy portfolio, rule of thumb methods have been used to select trading strategies. In this study, we propose a SVM-based strategy portfolio management system. SVM were introduced by Vapnik and is known to be effective for data mining area. It can build good portfolios within a very short period of time. Since SVM minimizes structural risks, it is best suitable for the futures trading market in which prices do not move exactly the same as the past. Our system trading strategies include moving-average cross system, MACD cross system, trend-following system, buy dips and sell rallies system, DMI system, Keltner channel system, Bollinger Bands system, and Fibonacci system. These strategies are well known and frequently being used by many professional traders. We program these strategies for generating automated system signals for entry and exit. We propose SVM-based strategies selection system and portfolio construction and order routing system. Strategies selection system is a portfolio training system. It generates training data and makes SVM model using optimal portfolio. We make $m{\times}n$ data matrix by dividing KOSPI 200 index futures data with a same period. Optimal strategy portfolio is derived from analyzing each strategy performance. SVM model is generated based on this data and optimal strategy portfolio. We use 80% of the data for training and the remaining 20% is used for testing the strategy. For training, we select two strategies which show the highest profit in the next day. Selection method 1 selects two strategies and method 2 selects maximum two strategies which show profit more than 0.1 point. We use one-against-all method which has fast processing time. We analyse the daily data of KOSPI 200 index futures contracts from January 1990 to November 2011. Price change rates for 50 days are used as SVM input data. The training period is from January 1990 to March 2007 and the test period is from March 2007 to November 2011. We suggest three benchmark strategies portfolio. BM1 holds two contracts of KOSPI 200 index futures for testing period. BM2 is constructed as two strategies which show the largest cumulative profit during 30 days before testing starts. BM3 has two strategies which show best profits during testing period. Trading cost include brokerage commission cost and slippage cost. The proposed strategy portfolio management system shows profit more than double of the benchmark portfolios. BM1 shows 103.44 point profit, BM2 shows 488.61 point profit, and BM3 shows 502.41 point profit after deducting trading cost. The best benchmark is the portfolio of the two best profit strategies during the test period. The proposed system 1 shows 706.22 point profit and proposed system 2 shows 768.95 point profit after deducting trading cost. The equity curves for the entire period show stable pattern. With higher profit, this suggests a good trading direction for system traders. We can make more stable and more profitable portfolios if we add money management module to the system.
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