Compared to the early 2000s, the number of tourists in Korea has increased significantly. Approximately 40 million tourists visit Korea each year. In line with this trend, various technologies for developing tourism content have reached a very high level. Therefore, adding experience-oriented AR (Augmented Reality) game based on LBS (Location-Based System) to existing tourist contents will create a new tourism content platform that can give new experience to tourists . This paper proposes a tourism contents platform based on Suwon Hwaseong Fortress which can give such a new experience.
The objective of this study was to investigate ELF-MF exposure levels of the elderly groups in their living environments using 24-hour personal measurement. In addition, EMF risk perception was investigated. Through evaluations of ELF-MF exposure levels in the proximity of the participants of 58 elderly groups, it was found that TWAam was 1.31 mG (TWAgm: 0.84). ELF-MF exposure levels of the elderly group that live in the proximity of a non-visible power line was high, but there were no statistically significant differences between the non-visible power line elderly group and visible power line elderly group. Moreover, there were no statistically significant differences in ELF-MF exposure according to gender, age, city classification, incomes, residence type, and size. The results showed that the perception of the ELF-MF was very low, as indicated by more than roughly 58.6% of the elderly surveyed saying that they did not know what ELF-MF was. In addition, there was no awareness among the group of how to avoid behavior of EMF from some electric equipment and facilities. Thus, these results will provide useful data for the determination of ELF-MF management and risk communication methods in the living environment for elderly people.
We present a non-photorealistic rendering technique to create focus-directed stylization using RGBD video data. Our method consists of three parts, line drawing, image abstraction, and focus point tracking. In the first part, our approach tries to extract more lines from depth as well as RGB color information. For the second part, we develop an adaptive trilateral filter method to produce detail preserving stylized images that show clear depth cue. For line drawing and image abstraction, a focus-directed framework is designed to produce a DOF-like effect based on a focus point which is selected by a user. Finally, we move the focus point coherently frame-to-frame for coherent video stylization.
Augmented reality is a state-of-the-art technology which presents auxiliary information by synthesizing real world scene with synthetic objects. Some augmented reality applications are commercially available according to the advance of mobile device capability. They combine strong points of "mobility" of mobile devices and augmented reality technology. Mobile games based on augmented reality technology are expected to become widespread in the near future. Therefore, mobile augmented reality technology is crucial for mobile games such as board games and so on. This paper analyzes the research trend of mobile augmented reality and presents some latest research results. Based on this analysis, future directions for mobile augmented reality are given.
Kim, Hyun-kang. Lee, Yun-jin 2013. Analysis on the elements and properties of the discourse in the main text of Korean textbooks. The Sociolinguistic Journal of Korea 21(1). This paper analyzes the elements and properties of the discourse in the main text of Korean textbooks. The main text conveys ‘discourse knowledge’ that constitutes the communicative competence of Korean language on the basis of the fundamental properties of discourse rather than on unnatural sentences and conversations constructed only to present vocabulary and grammar. It consists of ‘discourse type’, ‘background knowledge’, ‘language use’, and ‘conversation organization’. As a result of this research, we found that the main text contains the following properties of discourse. First, the main text whose discourse type students frequently encounter is selected and language befitting that type is used. Second, the background knowledge of the discourse is presented. Third, the conversation of the main text is organized with the turn-taking system. The characteristics as a textbook are also taken into account in the main texts that we reviewed. These comprise dealing with limited discourse patterns, regulating language use, and the regular and restricted turn-taking system. The above analysis shows that the main text is constructed utilizing both aspects of education and discourse. The findings of this study will be helpful for textbook users in developing instruction and studying strategies and for textbook developers in constructing main texts.
본 논문에서는 연기 애니메이션을 위한 GPU 기반의 펜앤잉크 렌더링 방법을 제안하였다. 제안된 방법은 광선 투사 방법을 이용하여 화면에 그려질 연기의 표면점을 추출하였다. 계산된 표면점에 대해 밝기값과 곡률을 계산하여 스트록의 방향과 스트록의 밀도를 정하였다. 각 스트록은 기하 쉐이더를 이용하여 사각형을 생성하여 스트록 텍스쳐를 매핑함으로써 렌더링하였다. 이때, 사각형의 모양을 곡률을 따라 변형함으로써 스트록이 곡률 방향을 따라 그려지도록 하였으며 텍스쳐에 그려질 스트록의 개수를 밝기값에 따라 정함으로써 스트록의 밀도를 조절하였다. 실험 결과 평균 초당 25 프레임의 속도로 연기 애니메이션에 대한 펜앤잉크 렌더링을 생성할 수 있었다.
기능성 게임은 재미라는 요소를 다양한 분야에 접목시킨 것으로, 기존의 게임에 대한 부정적인 견해를 완화시켜주 고 있어 최근 많은 관심과 함께 다양한 게임이 출시되고 있다. 기능성 게임은 게임 내부의 물체나 캐릭터와 상호 작 용을 통해 체감성을 중시하는 추세이다. 기존의 삼차원 물체 표현은 물체의 외부만을 표현하기 때문에 충돌 검사 나 시뮬레이션에는 부적합하다는 문제점이 있다. 본 논문에서는 이러한 문제점을 해결하는 볼륨 메쉬 파라 미터화 기법을 제시한다. 제시된 기법은 기능성 게임의 상호 작용성을 높여줄 것으로 기대된다.
카툰 렌더링은 셀 애니메이션과 유사한 효과를 주기 때문에 사실적인 렌더링 기법과 비교해서 친근한 느낌을 준다는 장점을 가지고 있다. 이런 이유로 컴퓨터 게임이나 애니메이션에 많이 이용되고 있다. 카툰 렌더링은 윤곽선과 음영을 얼마만큼 효과적으로 표현할 수 있느냐에 따라 결과의 질이 달라진다. 본 논문에서는 기존 카툰 렌더링 기법의 한계를 극복하는 새로운 카툰 렌더링 기법을 제시하려 한다. 제시된 기법은 물체의 특성을 강조한 쉐이딩과 효과적인 라인 드로잉을 바탕으로 하고 있으며, 기존의 카툰 렌더링 기법과는 차별화되는 것으로 게임 분야에서 널리 사용될 것으로 예상된다.
카툰 렌더링은 표현하고자 하는 물체의 내부를 2~3 단계로 나누어 단순화된 음영으로 처리하고, 모델의 윤곽선을 그려 마치 셀 애니메이션과 비슷한 효과를 내는 방법으로 아주 고전적인 기술이라 할 수 있다. 특히 컴퓨터 게임에서는 그 초기부터 카툰 렌더링이 사용되었고 현재에도 가장 많이 사용되는 기법이다. 역사적으로도 오래된 기법이므로 사용자에게 친근한 느낌을 주기 때문에 카툰 렌더링은 많은 캐주얼 게임의 성공에 중요한 역할을 하였다. 하지만 최근에는 많은 게임들이 카툰 렌더링을 사용함에 따라 그래픽 상으로 큰 차이를 낼 수 없게 되었다. 본 논문에서는 현재 사용되고 있는 카툰 렌더링 기술을 현황을 살펴보고, 이를 바탕으로 컴퓨터 게임을 위한 카툰 렌더링의 발전 방향에 대해 살펴보려 한다.
This study was carried out to investigate the quality characteristics and antioxidant activity of the black sesame Dasikadded spirulina (0, 10, 20, 30%). Black sesame Dasik with 30% spirulina showed a higher moisture content compared to control. L, a and b values of Hunter color system were decreased significantly according to the addition of spirulina (p<0.05). Hardness and gumminess analyzed by TPA (Texture profile analyzer) were increased significantly according to the addition of spirulina (p<0.05). The antioxidant property of black sesame Dasik increased according to the addition of spirulina: IC50 values of DPPH (1,1-diphenyl-2-picrylhydrazyl) and hydroxyl radical scavenging activity of the control was 112.3 g/mL and 56.2 mg/mL, respectively, whereas those of Dasik with 30% addition of spirulina was 58.2 mg/mL and 45.7 mg/mL, respectively. Sensory evaluation results showed that the overall acceptability was not significantly different up to 20% addition of spirulina, compared to that of the control. Based on these results, it was suggested that the addition of spirulina to black sesame Dasik was appropriated up to 20% for quality improvement with antioxidant activity.
본 연구는 국수에 생리활성기능이 뛰어난 스피루리나를 0%, 0.63%, 1.25%, 2.5%가 되도록 첨가하여 복합분으로 생면을 제조.포장하여 냉장() 저장고에서 10일간 저장 하면서 저장일에 따른 이화학적, 미생물학적, 관능적 변화를 측정하여 제면특성, 관능적 특성 및 저장성에 미치는 영향을 알아보고, 기능성 국수로의 이용 가능성을 검토하고자 하였다. 생면의 저장 중 총균수는 저장기간이 경과함에 따라 증가하였으며, 스피루리나 첨가구가 대조구에
This study performed in order to evaluate the effects of pipe materials on corrosion and bacteria regrowth using a laboratory scale batch test. Two varieties of feed water with different microbial conditions were selected: tap water, surface river water (Han River water), and five pipe materials; carbon steel, copper, galvanized iron, stainless steel, and PVC. Carbon steel and galvanized iron pipes showed higher corrosion rates than other materials. In terms of attached bacterial growth, pipes with PVC and stainless steel showed higher bacteria concentration compared to other materials. Pseudomonas vesicularis was the predominant bacteria found on biofilm. The behavior of bacterial growth in the pipes was observed using a scanning electron microscope.