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Zhuoran Zhang

Bio: Zhuoran Zhang is an academic researcher. The author has contributed to research in topics: Computer science & Augmented reality. The author has an hindex of 1, co-authored 3 publications receiving 5 citations.

Papers
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Journal ArticleDOI
TL;DR: The quality and diversity of the specific types of images generated by the proposed GAN are improved compared with the current mainstream GAN method with supervision, which is in line with the subjective evaluation results of human beings.
Abstract: Today, new media technology has widely penetrated art forms such as film and television, which has changed the way of visual expression in the new media environment. To better solve the problems of weak immersion, poor interaction, and low degree of simulation, the present work uses deep learning technology and virtual reality (VR) technology to optimize the film playing effect. Firstly, the optimized extremum median filter algorithm is used to optimize the “burr” phenomenon and a low compression ratio of the single video image. Secondly, the Generative Adversarial Network (GAN) in deep learning technology is used to enhance the data of the single video image. Finally, the decision tree algorithm and hierarchical clustering algorithm are used for the color enhancement of VR images. The experimental results show that the contrast of a single-frame image optimized by this system is 4.21, the entropy is 8.66, and the noise ratio is 145.1, which shows that this method can effectively adjust the contrast parameters to prevent the loss of details and reduce the dazzling intensity. The quality and diversity of the specific types of images generated by the proposed GAN are improved compared with the current mainstream GAN method with supervision, which is in line with the subjective evaluation results of human beings. The Frechet Inception Distance value is also significantly improved compared with Self-Attention Generative Adversarial Network. It shows that the sample generated by the proposed method has precise details and rich texture features. The proposed scheme provides a reference for optimizing the interactivity, immersion, and simulation of VR film.

3 citations

Journal ArticleDOI
TL;DR: In this article , a method of digital augmented reality technology, optimizing the visual search technology in AR technology, studies and analyzes its specific digital implementation process, divides and understands the technical principles, and designs relevant experiments to study its specific display effect and carry out the relevant effect analysis in the analysis part.
Abstract: The development of science and technology has brought about a change in life, and this has also caused people to use technology more and more frequently. In the dynamic display design of cultural and creative products, people are also beginning to look for a technology that can better deal with it. Its characteristics are displayed, which is the research of this article. This article aims to study how to carry out a dynamic display design for cultural and creative products. To this end, this paper proposes a method of digital augmented reality technology, optimizes the visual search technology in augmented reality technology, studies and analyzes its specific digital implementation process, divides and understands the technical principles, and designs relevant experiments to study its specific display effect and carry out the relevant effect analysis in the analysis part. The experimental results of this article show that the improved augmented reality technology can better enhance the consumer’s interactive experience. At the same time, the consumers’ purchase intentions have also been improved by 43%. It can be said that the dynamic effects of cultural and creative products are well demonstrated.

1 citations

Journal ArticleDOI
TL;DR: A questionnaire survey of learners using the platform based on the Technology Acceptance Model (TAM) concluded that most learners think that the animation learning platform in this article is useful and satisfied with the platform, and only a very small number of people have a poor experience of Using the platform.
Abstract: Animation education is an essential part of art education. Animation education in China started late, and its development was intermittent. After entering the 21st century, animation education has developed at an unreasonably high speed and has formed layers of animation education bubbles. There are many problems and drawbacks behind the rapid development of animation education, but it has been slowly improved and some results have been achieved. In today’s multimedia age, the digital revolution has brought a brand new environment and space for contemporary animation, and a large cross-field animation industry is gradually taking shape. China’s animation industry should actively respond to the overall innovation of the global animation industry and build a new animation industry development model that adapts to the era of big data. And it builds an animation education system that adapts to the big data environment and continuously supplies talents for the animation industry. This article will study the innovation of animation education based on big data. This article introduces innovative methods of animation education based on big data and designs an animation education platform based on big data. It also conducted a questionnaire survey of learners using the platform based on the Technology Acceptance Model (TAM) and concluded: among the four-dimensional options of TAM, the average proportion of people who choose to agree is 49.5%, and the proportion of people who choose to disagree is 1.81%. This proves that most learners think that the animation learning platform in this article is useful and satisfied with the platform, and only a very small number of people have a poor experience of using the platform.

1 citations


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Journal ArticleDOI
TL;DR: Wang et al. as discussed by the authors put forward a regression analysis method to deeply analyze the design of cultural and creative products in sports events, aiming at driving the healthy development of residents and improving their health levels.
Abstract: Cultural and creative product design of sports events is an important part of sports industry, which can improve the economic benefits of sports industry. Based on this background, this paper puts forward a regression analysis method to deeply analyze the design of cultural and creative products in sports events, aiming at driving the healthy development of residents and improving their health levels. First of all, 620 residents were randomly divided into a control group and an observation group to compare natural characteristics, historical characteristics, folk crafts, regional culture, and other indicators. Then, find out the factors with significant differences, and carry out regression analysis to provide corresponding measures for the design of cultural and creative products in sports events. The results show that the main influencing factors of creative product design are natural characteristics, historical characteristics, folk crafts, regional culture, and promotion effect, and each index has a significant impact on residents' fitness, and there are significant differences. Therefore, all regions should improve the design level of sports events, bring through the development of residents' fitness industry, and effectively guide residents' fitness.
Proceedings ArticleDOI
14 Dec 2022
TL;DR: In this paper , an analysis of the topic "Adaptive 3D and VFX Films Virtual Learning" has been provided, where an adaptive learning environment is an environment that can dynamically adapt to the learner and the activities that can be performed by that specific learner.
Abstract: In this study, the analysis of the topic “Adaptive 3D and VFX Films Virtual Learning” has been provided. As virtual learning and 3D technologies use are increasing, the interest in their learning in academic discussion is increasing daily. However, there are various drawbacks to the use of3D for learning environments. To solve this drawback, the use of adaptive learning environments is increasing more, such as an environment that can dynamically adapt to the learner and the activities that can be performed by that specific learner. As the new ways of learning have been increasing over the past years (in the times of the COVID-19 Pandemic) through the use of computers in the educational sector. The learning environment has been widely adopted by the educational sectors in the case of obtaining promising outcomes. In recent years, these environments have evolved into more advanced environments with the implication of3D technology. With the help of 3D, these adaptive environments are helping learners according to their preferences.
Journal ArticleDOI
TL;DR: This article put forward some solutions to the problems of college students' mental health management under the new media environment, including strengthening mental health education, guiding the rational use of new media and improving social skills.
Abstract: This paper puts forward some solutions to the problems of college students' mental health management under the new media environment. Firstly, through questionnaire survey and literature analysis, this paper discusses the problems existing in the management of college students' mental health, including increased psychological pressure, addiction to new media, social loneliness and so on. Secondly, the corresponding solutions are put forward, including strengthening mental health education, guiding the rational use of new media and improving social skills. Finally, the conclusion of this paper is summarized and some prospects for future research are put forward.
Proceedings ArticleDOI
14 Dec 2022
TL;DR: In this article , an analysis of the topic "Adaptive 3D and VFX Films Virtual Learning" has been provided, where an adaptive learning environment is an environment that can dynamically adapt to the learner and the activities that can be performed by that specific learner.
Abstract: In this study, the analysis of the topic “Adaptive 3D and VFX Films Virtual Learning” has been provided. As virtual learning and 3D technologies use are increasing, the interest in their learning in academic discussion is increasing daily. However, there are various drawbacks to the use of3D for learning environments. To solve this drawback, the use of adaptive learning environments is increasing more, such as an environment that can dynamically adapt to the learner and the activities that can be performed by that specific learner. As the new ways of learning have been increasing over the past years (in the times of the COVID-19 Pandemic) through the use of computers in the educational sector. The learning environment has been widely adopted by the educational sectors in the case of obtaining promising outcomes. In recent years, these environments have evolved into more advanced environments with the implication of3D technology. With the help of 3D, these adaptive environments are helping learners according to their preferences.
Journal ArticleDOI
TL;DR: In this paper , the authors take the PBFT algorithm as the theoretical basis and construct a PBFT-blockchain model to study the teaching situation of film and television courses and the teaching path of courses.
Abstract: Abstract With the development and popularity of the Internet, blockchain technology is gradually integrated into the teaching of film and television courses in higher education institutions, and how to use blockchain technology for teaching has become a new research hotspot. This paper takes PBFT algorithm as the theoretical basis and constructs PBFT-blockchain model. The teaching situation of film and television courses and the teaching path of film and television courses are studied in depth. The calculation results show that the number of traditional courses is relatively single, and the satisfaction of teachers and students is only 15.2%. The calculation result of film and television resources is “scarce”. The satisfaction rate of students and teachers was only 18.3%. The highest satisfaction rate of students and teachers is the length of teaching, which is 41.4%. It is calculated that the weight of teaching strategy in the teaching path is 67%, and the proportion of teaching results under this weight is 78%. The weight of teaching format in the teaching path is 58%, and the corresponding teaching outcomes under this weight is 84%. The highest weight in the teaching path is the teaching session. Its weight is 83%, and the teaching outcome is 91%. Through the PBFT-blockchain teaching model, two designs of teaching sessions are proposed: problem/event-initiated teaching and material-initiated teaching.