• Title/Summary/Keyword: 가상 스튜디오

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A Study on Digital Reinforcements for Efficient Automotive Design - With Emphasis on VR based CAID System - (자동차 디자인 효율화를 위한 디지털 강화요소 연구 - VR 기반 CAID 시스템을 중심으로 -)

  • Cho, Kyung-Sil;Lee, Myung-Ki
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.55-64
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    • 2006
  • As digital systems were introduced to automotive design in the mid 1980s, the design process has adopted many digital programs to save time compared to the conventional hand drafting. Digital technology was introduced not only to satisfy the reeds of the global environment, as the number of automobiles exported to many different parts of the world has increased, but also to save time and effort in developing several models of quality automobiles. Therefore, every automotive manufacturer in the world has expanded its virtual reality(VR) studio to establish visualization systems that visualize automobiles in the actual size and a co-operation system that enables simultaneous feedback from all of its design studios around the world. Unlike the existing design reviewing methos, the new improved feedback system is assessed as a reasonable method to evaluates and understand how the automobiles are actually manufactured in simulation. It is especially helpful when advanced products and concept cars require fast results. Other strengths of the new system include shorter development period, cost efficiency, no more manual labor, various designs within a short period of time, and realistic visualization of concepts. Large-scale products, including automobiles, need to be projected in the actual size and high clarity through the Power-wall System and are examined in a virtual space called a Cave. Therefore, it took much time to establish digital infrastructure. An infrastructure would constantly require system improvement and performance enhancement, but it is certain that now is the right time for the take-off to utilizing the strengths of digital design and improve the weaknesses. In this respect, this study provided an understanding of the importance of digital design based on digital reinforcements and examined an effective utilization of digital technology for an efficient development of automobiles in the future.

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The Historical Transition of Handheld Camera (핸드헬드 카메라의 변화에 관한 소고)

  • Chin, Vitnam
    • Trans-
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    • v.6
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    • pp.79-95
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    • 2019
  • The advent of the handheld camera has dramatically transformed film production and consumption in countless ways. French director and theorist, Alexandre Astruc focuses on the development of 16mm camera and foretell film will be used as a tool to realize the personal vision of the author like other art. As proof of his claim French New Wave and Cinéma vérité create the film with handheld camera on the real location to capture new reality. Their films are distinguished itself from other films made by conventional Hollywood studios. Similarly, John Cassavetes in the United States began to focus on the handheld camera. Since then the handheld camera has become one of the popular shooting methods. Especially, handheld camera are noted for their agile movement and mobility as a way to capture various realities. However, with the advances in technology, lighter cameras and higher resolution have changed in different ways. The technology is neutral, one shooting method does not serve for one philosophy or ism. At one time, handheld shooting is now used as not only a means to capture the real world but also a tool to mimic a realistic feeling.

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A Study on the Early Computer Utilization in Korean Broadcasting: Focusing on the History of Election Broadcasting(1985-1992) (한국 방송에서 초기 컴퓨터 활용에 관한 연구: 선거 개표방송 변천사를 중심으로(1985년-1992년))

  • Nah, So-Mi
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.301-307
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    • 2022
  • Today, each broadcasting station makes the best use of CG (computer Graphics), which is the latest technology in election broadcasting, and competes to attract the eyes of viewers. This paper investigated the history of CG technology and design transitions in election ballot counting broadcasts from the perspective of CG designers. From the 1980s, when computer-based election ballot counting began, to the full-scale use of virtual studios, the image and technology produced by CG while watching the ballot-counting broadcast video of general elections, presidential elections, and local elections. We analyzed the utilization from various angles. In Korea, we started with the EDDS (Election Data Display System) developed in-house, created a database using a computer, and introduced manual animation CG every day from that time. After that, broadcasting stations focused on diverse and gorgeous CG image competition, and CG images were expanded from 2D to 3D while technology and design developed together. From 1985 to 1992, Korean broadcasting can be seen as a transitional period in which the image changes due to the emphasis on information power while utilizing digital technology.

A Performance Comparison of the Mobile Agent Model with the Client-Server Model under Security Conditions (보안 서비스를 고려한 이동 에이전트 모델과 클라이언트-서버 모델의 성능 비교)

  • Han, Seung-Wan;Jeong, Ki-Moon;Park, Seung-Bae;Lim, Hyeong-Seok
    • Journal of KIISE:Information Networking
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    • v.29 no.3
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    • pp.286-298
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    • 2002
  • The Remote Procedure Call(RPC) has been traditionally used for Inter Process Communication(IPC) among precesses in distributed computing environment. As distributed applications have been complicated more and more, the Mobile Agent paradigm for IPC is emerged. Because there are some paradigms for IPC, researches to evaluate and compare the performance of each paradigm are issued recently. But the performance models used in the previous research did not reflect real distributed computing environment correctly, because they did not consider the evacuation elements for providing security services. Since real distributed environment is open, it is very vulnerable to a variety of attacks. In order to execute applications securely in distributed computing environment, security services which protect applications and information against the attacks must be considered. In this paper, we evaluate and compare the performance of the Remote Procedure Call with that of the Mobile Agent in IPC paradigms. We examine security services to execute applications securely, and propose new performance models considering those services. We design performance models, which describe information retrieval system through N database services, using Petri Net. We compare the performance of two paradigms by assigning numerical values to parameters and measuring the execution time of two paradigms. In this paper, the comparison of two performance models with security services for secure communication shows the results that the execution time of the Remote Procedure Call performance model is sharply increased because of many communications with the high cryptography mechanism between hosts, and that the execution time of the Mobile Agent model is gradually increased because the Mobile Agent paradigm can reduce the quantity of the communications between hosts.

Content Adaptive Pattern Concealment for Nonintrusive Projection-based AR (비간섭 프로젝션 기반 증강현실을 위한 컨텐츠 적응형 패턴 은닉)

  • Park, Han-Hoon;Lee, Moon-Hyun;Seo, Byung-Kuk;Jin, Yoon-Jong;Park, Jong-Il
    • Journal of the HCI Society of Korea
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    • v.2 no.1
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    • pp.49-56
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    • 2007
  • A nonintrusive projection-based AR approach using complementary pattern has been recently proposed and applied to virtual studio. However, the approach faces the tradeoff between the pattern imperceptibility and compensation accuracy. To alleviate the tradeoff, we propose a content adaptive pattern concealment approach. The projector input images (AR images) are divided into rectangular regions and spatial variation and color distribution are computed in the regions. Based on the spatial variation and color distribution, we embed locally different strength of pattern images into different color channels. It is demonstrated that the proposed approach has two opposite advantages by comparing it with the previous (non-adaptive) approach through a variety of experiments and subjective evaluation. Our content adaptive approach can obtain the same performance using weaker pattern than the previous approach and thus significantly improve the imperceptibility of the pattern. On the contrary, our content adaptive approach can make strong pattern less perceptible and thus produce better compensation results.

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Content Adaptive Technique of Embedding Complementary Patterns for Nonintrusive Projection-based Augmented Reality (비간섭 프로젝션 기반 증강현실을 위한 컨텐츠 적응형 보색 패턴 삽입 기술)

  • Park, Han-Hoon;Lee, Moon-Hyun;Seo, Byung-Kuk;Jin, Yoon-Jong;Park, Jong-Il
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.103-108
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    • 2007
  • 최근 프로젝터의 보편화로 인해 프로젝터를 증강현실의 디스플레이 장치로 활용하는 연구가 활발히 진행되고 있다. 관련 연구들을 흔히 프로젝션 기반 증강현실이라고 부른다. 프로젝션 기반 증강현실을 구현하기 위해서는 스크린의 기하(geometry) 및 컬러(photometry) 정보를 획득하는 과정이 선행되어야 하는데, 이는 프로젝터를 이용하여 정해진 패턴 영상을 투사하고 이를 카메라로 캡쳐한 후, 카메라 영상에 다양한 컴퓨터비전 기술들을 적용함으로써 행해진다. 이러한 스크린 기하 및 컬러 정보 획득 기술은 가시적인(visible) 패턴 영상이 사용자의 몰입감을 저해한다는 단점을 가진다. 특히, 스크린의 기하 및 컬러 정보가 수시로 변하는 환경에서는 가시적인 패턴 영상을 사용하는 기존의 스크린 기하 및 컬러 정보 획득 기술은 유용하지 못하다. 이러한 문제점을 해결하기 위해 일부 패턴 영상을 비가시적(invisible)으로 만드는 기술들이 제안되었다. 본 논문에서는 관련 기술들을 비간섭 프로젝션 기반 증강현실이라고 한다. 특히, 보색 패턴(complementary patterns)을 증강현실 영상에 삽입하는 방법은 부가적인 장비없이 간단한 영상처리만으로 효과적으로 패턴 영상을 비가시적으로 만들어 줄 수 있으며, 최근 가상 스튜디오에 활용하는 방안이 모색되고 있다. 그러나, 삽입된 보색 패턴의 세기와 비가시성 사이는 상반관계(trade-off)를 가지므로, 일반적인 환경에서는 보색 패턴의 비가시성을 보장할 수 없다. 본 논문에서는 이러한 보색 패턴의 비가시성을 극대화하기 위해 컨텐츠 적응형 패턴 삽입 기술을 제안한다. 증강현실 영상의 색감 및 텍스처의 복잡도에 따라 크게 4 가지 경우로 분류하여 부분적으로 다른 채널 및 세기로 보색 패턴을 삽입한다. YIQ 컬러 공간에서 표현된 증강현실 영상을 균일한 크기의 영역으로 나눈 다음, 각 영역에 대해 I 성분이 지배적이면 Q 채널에 패턴을 삽입하고 Q 성분이 지배적이면 I 채널에 패턴을 삽입한다. 한편, 각 영역에 대해 텍스처의 복잡도가 크다면 강한 패턴을, 복잡도가 작으면 약한 패턴을 삽입한다. 여기서, 텍스처의 복잡도는 간단한 미분 필터(derivative filter)를 이용하여 계산된다. 다양한 실험 및 사용자 평가를 통해, 제안된 방법은 기존 방법에 비해 크게 두 가지 상반관계를 가지는 장점을 가짐을 확인하였다. 스크린의 기하 및 컬러 정보를 획득하는 성능 면에서 제안된 방법이 기존의 방법과 유사하도록 채널 및 패턴의 세기를 결정한다면, 기존의 방법에 비해 패턴의 비가시성이 크게 개선된다. 반대로, 제안된 방법의 패턴의 비가시성이 기존의 방법과 유사하도록 채널 및 패턴의 세기를 결정한다면, 기존의 방법에 비해 스크린의 기하 및 컬러 정보를 획득하는 성능이 크게 개선된다.

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A Comparative Study on the Graphics Usage by Terrestrial Broadcasters TV News - Focusing on the Evening Main News of KBS, MBC, and SBS - (지상파방송사 TV뉴스의 그래픽 현황 비교 연구 -KBS, MBC, SBS 저녁 메인뉴스 중심으로-)

  • Kim, Sang-cheol;Kim, Kwang-Ho
    • Journal of Digital Contents Society
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    • v.16 no.3
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    • pp.397-406
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    • 2015
  • Terrestrial broadcasters are devoting great efforts in order to increase sense of reality that would help viewers feel as if they were watching events on site by producing-depth, differentiated news and offering a variety of information to them. They maximize news video graphic effects by replacing news set and install large display units, rail camera, and Jimmy Jib camera. This study aims to grasp whether there is any difference among the main evening news of the three major terrestrial broadcasters. KBS, MBC, and SBS used 18%, 15%, and 12% of graphic usage hours respectively while the number of graphic usage cases amounted to 267, 329, and 276 for each of them. The number of cases where in-depth news report hours exceeded three minutes that require increasingly more virtual reality graphic technology production was 16 for KBS, 7 for MBC, and 5 for SBS. MBC showed the highest number of uses in graphics while KBS showed more graphic use hours than the other two. There have been a number of preceding studies on news contents, but it is significant that this study looked at how much graphics technologies are used in such news video contents.

Reconstruction Of Photo-Realistic 3D Assets For Actual Objects Combining Photogrammetry And Computer Graphics (사진측량과 컴퓨터 그래픽의 결합을 통한 실제 물체의 사실적인 3D 에셋 재건)

  • Yan, Yong
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.147-161
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    • 2021
  • Through photogrammetry techniques, what current researches can achieve at present is rough 3D mesh and color map of objects, rather than usable photo-realistic 3D assets. This research aims to propose a new method to create photo-realistic 3D assets that can be used in the field of visualization applications. The new method combines photogrammetry with computer graphics modeling. Through the description of the production process of three objects in the real world - "Bullet Box", "Gun" and "Metal Beverage Bottle," it introduces in details the concept, functions, operating skills and software packages used in the steps including the photograph object, white balance, reconstruction, cleanup reconstruction, retopology, UV unwrapping, projection, texture baking, De-Lighting and Create Material Maps. In order to increase the flexibility of the method, alternatives to the software packages are also recommended for each step. In this research, 3D assets are produced that are accurate in shape, correct in color, easy to render and can be physically interacted with dynamic lighting in texture. The new method can obtain more realistic visual effects at a faster speed. It does not require large-scale teams, expensive equipment and software packages, therefore it is suitable for small studios and independent artists and educational institutions.