• Title/Summary/Keyword: 그래픽 과정

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The DEVS Integrated Development Environment for Simulation-based Battle experimentation (시뮬레이션 기반 전투실험을 위한 DEVS 통합 개발 환경)

  • Hwang, Kun-Chul;Lee, Min-Gyu;Han, Seung-Jin;Yoon, Jae-Moon;You, Yong-Jun;Kim, Sun-Bum;Kim, Jung-Hoon;Nah, Young-In;Lee, Dong-Hoon
    • Journal of the Korea Society for Simulation
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    • v.22 no.4
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    • pp.39-47
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    • 2013
  • Simulation based Battle Experimentation is to examine the readiness for a battle using simulation technology. It heavily relies on the weapon systems modeling and simulation. To analyze the characteristics and complexity of the weapon systems in the experiment, the modeling & simulation environment has to be able to break down the system of systems into components and make the use of high fidelity components such as real hardware in simulation. In that sense, the modular and hierarchical structure of DEVS (Discrete EVent System Specification) framework provides potentials to meet the requirements of the battle experimentation environment. This paper describes the development of the DEVS integrated development environment for Simulation based Battle Experimentation. With the design principles of easy, flexible, and fast battle simulation, the newly developed battle experimentation tool mainly consists of 3 parts - model based graphical design tool for making DEVS models and linking them with external simulators easily through diagrams, the experiment plan tool for speeding up a statistic analysis, the standard components model libraries for lego-like building up a weapon system. This noble simulation environment is to provide a means to analyze complex simulation based experiments with different levels of models mixed in a simpler and more efficient way.

Overlay Rendering of Multiple Geo-Based Images Using WebGL Blending Technique (WebGL 블렌딩 기법을 이용한 다중 공간영상정보 중첩 가시화)

  • Kim, Kwang-Seob;Lee, Ki-Won
    • Journal of the Korean Association of Geographic Information Studies
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    • v.15 no.4
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    • pp.104-113
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    • 2012
  • Followed by that HTML5(Hypertext Markup Language5) was introduced, many kinds of program and services based on this have been developed and released. HTML5 is technical standard specifications for cross platform for personal computers and mobile devices so that it is expected that continuing progress and wide application in the both sides of the academic and the industrial fields increase. This study is to design and implement a mobile application program for overlay rendering with DEM and other geo-based image sets using HTML5 WebGL for 3D graphic processing on web environment. Particularly, the blending technique was used for overlay processing with multiple images. Among available WebGL frameworks, CubicVR.js was adopted, and various blending techniques were provided in the user interface for general users. For the actual application in the study area around the Sejong city, serveral types of geo-based data sets were used and processed: KOMPSAT-2 images, ALOS PALSAR SAR images, and grid data by environment measurements. While, DEM for 3D viewing with these geo-based images was produced using contour information of the digital map sets. This work demonstrates possibilities that new types of contents and service system using geo-based images can be extracted and applied.

A Stability Verification of Backup System for Disaster Recovery (재해 복구를 위한 백업 시스템의 안정성 검증)

  • Lee, Moon-Goo
    • Journal of the Institute of Electronics and Information Engineers
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    • v.49 no.9
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    • pp.205-214
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    • 2012
  • The main thing that IT operation managers consider is protecting assets of corporation from system failure and disaster. Therefore, this research proposed a backup system for a disaster recovery. Previous backup method is that if database update occurs, this record is saved in redo log, and if the size of record file is over than expected, this file is saved in archive log in order. Thus, it is possible to occur errors of data loss from the process of data backup which change in real time while changes of database occur. Suggested backup system is back redo log up to database of transaction log in real time, and back a record that can be omitted from previous backup method up to archive log. When recover the data, it is possible to recover redo log in real time online, and it minimizes data loss. Also, throughout multi thread processing method data recovery is performed and it is designed that system performance is improved. To verify stability of backup system CPN(Coloured Petri Net) is introduced, and each step of backup system is displayed in diagram form, and th e stability is verified based on the definition and theorem of CPN.

A Study on the real motion capture of 3D Game character and classificatory proposal the type, the shapes of 3D character animation (3D 게임캐릭터의 실사 움직임(Real working)과 3D 캐릭터 애니메이션의 종류별, 형태별 모델 분류 제안)

  • Yun, Hwang-Rok;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Shon, Jong-Nam
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.269-272
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    • 2006
  • Game industry is one of the most popular sector in the world cultural industries in the digital era. 2D and 3D Animation with development of computer technology it. Because Animation needs to show real motion image. The computer hardware and software technique quick change it leads and 2D and 3D the animation is the tendency which provides the growth which is infinite. But recently Game graphic design have a trend 3D Game that is absorbed and easy handling. 2D Game Character is changing to 3D Game Character more and more. This thesis have significant the real motion capture of 3D Game Character and the types, the shapes of 3D Game Character animation. First of all this thesis will define about 3D Game Character as well it will be show examples of real motion capture also it will proposal data of real motion capture. Therefore it will be bring the high technology Animation industry with Digital Contents industry. also hope for the growth of Game Character Animation process and 3D Game Character Animation in Game industry as well contents industry.

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A Study on the Tangible Interface Design System -With Emphasis on the Prototyping & Design Methods of Tangibles - (실체적 인터페이스 디자인 시스템에 관한 연구 - 텐저블즈의 설계 및 프로토타입 구현을 중심으로 -)

  • 최민영;임창영
    • Archives of design research
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    • v.17 no.2
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    • pp.5-14
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    • 2004
  • Introducing human capacities of control and sensation which have been overlooked into Human-Computer Interaction(HCI), Ubiquitous computing, Augmented Reality and others have been researched recently. New vision of HCI has embodied in Tangible User Interface(TUI). TUI allows users to grasp and manipulate bits with everyday physical object and architectural surface and also TUI enables user to be aware of background object at the periphery of human perception using ambient display media such of light, sound, airflow and water movement. Tangibles, physical object which constitutes TUI system, is the physical object embodied digital bit. Tangibles is not only input device but also the configuration of computing. To get feedback of computing result, user controls the system with Tangibles as action and the system represents reaction in response to User's action. User appreciates digital representation (sound, graphic information) and physical representation (form, size, location, direction etc.) for reaction. TUI's characters require the consideration about both user's action and system's reaction. Therefore we have to need the method to be concerned about physical object and interaction which can be combined with action, reaction and feedback.

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The Study on Didactic Transposition for Teaching Statistical Graphs - The comparison between the Korean and MiC's textbooks (그래프의 교수학적 변환 방식 비교 -우리나라 교과서와 MiC 교과서의 초등 통계 내용을 중심으로-)

  • Lee, Kyung-Hwa;Ji, Eun-Jeung
    • Journal of Educational Research in Mathematics
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    • v.18 no.3
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    • pp.353-372
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    • 2008
  • This study looks around the goals of teaching statistical graphs that are introduced in the seventh Korean Curriculum for Elementary School and in the Principles and Standards for School Mathematics(NCTM, 2000), and these are compared. We compare how to transpose statistical graphs didactically between the Korean and MiC textbooks. For it, it examines the types of statistical graphs, the methods defining them, and the making connections and comparing among them, which are content components in the chapters on statistical graphs. The results show that in contrast to the Korean textbooks, NCTM(2000) has allowed students to develop their own expression for data, to compare results analysed within different graphs, and to consider a graph as a whole in the goals of teaching statistical graphs. MiC textbooks have introduced the number-line plot and the box plot more than Korean. Although both of Korean and MiC textbooks usually use extensive methods for defining individual graphs, the former use extensive methods together with synonymic methods and the latter use extensive methods with the characteristics of graphs. Also, the number-line plot is defined using operative method in the MiC textbooks. MiC textbooks contain various activities for connecting and comparing graphs, but there are comparatively few comparing activities in the Korean textbooks.

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Study on the Variation of Driver's Biosignals According to the Color Temperature of Vehicle Interior Mood Lighting (자동차 실내 무드조명의 색온도에 따른 운전자의 생체신호 변화)

  • Kim, Kyu-Beom;Jo, Hyung-Seok;Kim, Young-Jung;Min, Byung-Chan
    • Science of Emotion and Sensibility
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    • v.23 no.2
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    • pp.3-12
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    • 2020
  • The purpose of this work is to suggest the optimal color temperature, which induces a sense of comfort for autonomous vehicle users through the analysis of biosignal using electroencephalography (EEG) and photoplethysmography (PPG). To achieve this purpose, we applied lighting with a color temperature of 3000 K, 4000 K, 5000 K, and 6000 K to the autonomous driving environment. We experimented in a laboratory equipped with a graphic driving simulator. The experimental procedure is as follows: 1) stabilization (5 min). 2) Uchida-Kraepelin test (3 min). 3) Automatic driving + lighting (3 min). This procedure was repeated four times under different color temperatures. We performed frequency analysis on a collected time-series data and calculated the power value for each frequency band through power spectrum analysis. In the case of EEG, we analyzed α- and β-waves, which are indicators of stability and arousal, respectively. In the case of PPG, we analyzed the sympathetic nervous system activity. To reduce deviations between the subjects, we normalized the data before analysis. The result of the first analysis revealed that α-wave increased only at 5000 K, while the β-wave increased at almost all color temperatures. In addition, in the case of PPG, sympathetic nervous system activity (SNSA) increased under driving conditions. The result of the second analysis revealed that the difference between β-wave and SNSA is insignificant. In conclusion, the increase in α-waves showed that EEG was most stable at 5000 K. The results of this study can be applied to the upcoming autonomous driving era to induce high driver satisfaction. Furthermore, this approach could eventually lead to the acceptance of autonomous vehicles by suggesting a positive effect of autonomous driving.

Design and Implementation of Assessment System for SPICE Maintenance Process (SPICE 유지보수 프로세스 심사 시스템 설계 및 구현)

  • Kwon, Young-Oh;Ko, Young-Cheol;Kim, Jin-Woen;Koo, Yeon-Seol
    • Journal of KIISE:Computing Practices and Letters
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    • v.8 no.2
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    • pp.141-154
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    • 2002
  • More efforts have been given to solve the problems related to computer software by process assessment. ISO/IEC 15504(SPICE) has been developed as standardized means for process assessment. The purpose of this paper is to design and implement a process assessment system which is appropriated to the Korean assessment environment based on ISO/IEC 15504. Referring documents are: IS0/1EC 15504 standardized documents, the assessment provisions of the SPICE committee in Korea, and research papers applied the existing process assessment system to real cases. Among a lot of processes, this system is designed for (ENG2). The proposed system in the paper will support the whole process of assessment, presenting the goals and end-products for each assessment step and making it possible to compose and save the product on the same screen. In determining process rating, assessors can retrieve the saved data and documents. By doing so, the system will improve reliability in process rating. The proposed system includes 7 steps of pre-assessment and 9 steps of actual assessment in order to fully prepare assessors for process assessment. And each step has been standardized to improve user-friendliness. This system is designed to provide assessors with specific details of standardized documents, the goals of the process, outcomes of implementing the process, and presentations of base practices and input/output products. Above all, the system automatically generates an assessment rating, by calculating based on input data which assessors make out. It also presents outcomes graphically.

Digital Motion Capture for Types and Shapes of 3D Character Animation (디지털 모션 캡쳐(Motion Capture)를 위한 3D캐릭터 애니메이션의 종류별, 형태별 모델 분류)

  • Yun, Hwang-Rok;Ryu, Seuc-Ho;Lee, Dong-Lyeor
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.102-108
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    • 2007
  • Among culture industry that greet digital generation and is observed 21th century the most representative game industry latest is caught what and more interest degree is rising. 2D and 3D animation accomplish continuous growth and development depending action expression along with development of computer technology, and 2D and 3D animation practical use extent are trend that is widening the area in TV, movie, GAME industry etc. through computer hardware and fast change of software technology. The trend of latest game graphic is trend that the weight is changing from 2D to 3D by 3D game and activation of 3D game character that raise player's immersion stuff and Control in 2D's simplicity manufacturing game balance for one side. This treatise that is reality of 3D game character to classify kind of (Motion Capture) and 3D character animation, form model the sense put. Recognize that is overview and reality of 3D game character first for this about example, and is considered to efficiency is high game industry and digital contents industry hereafter by proposing kind model classification of 3D game character animation, form model classification data and character animation manufacture process that application is possible at fast time and effect in 3D character animation application are big.

Case Study on Production for Stop-motion Animation "Galaxay Kids" (스톱모션 애니메이션 <갤럭시키즈> 제작 사례 연구)

  • Kim, Tak Hoon;Park, Jin Wan
    • The Journal of the Korea Contents Association
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    • v.17 no.1
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    • pp.444-454
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    • 2017
  • Stop-motion animation is highly valued for realistic imagery and its ability to captivate the five senses of the audience. Despite this, practical research in this area is limited to date. The long hours required to produce stop-motion animation and turn these into profits can be attributed for the lack of knowledge in this area. In production research, the matter is made worse as it is difficult to protect the intellectual property made through the collaborated efforts of students and teaching staff through each laborious stage of planning, broadcasting and making 2D models. Meanwhile as the animation industry finds the investigation of new production processes taxing, it has maintained its focus on pre-existing processes such as the use of pipeline. This paper aims to shed light on new production methods that can be used to improve the effectiveness of existing stop-motion production. In addition, by working with Taktoon Enterprises on its T.V series Galaxy Kids the paper will revise real world production methods including the traditional use of hand made models. Thus by investigating the use of graphic technology such as 3D printing the paper will be able to extend current business models. Research conducted in this paper is a necessary part of overcoming various contents production obstacles. Furthermore, it may help publicize issues faced in production leading to the discussion and sharing of new innovations.