• Title/Summary/Keyword: 그래픽 요소

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The Development Direction of the Game Production Pipeline Management System-based on the Example of Game Production - Focus on the texture (게임제작사례를 통한 제작파이프 라인 관리체계의 발전방향 - 텍스쳐 매핑 제작 파이프라인 중심으로 -)

  • Kim Hyun-Jo
    • The Journal of the Korea Contents Association
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    • v.5 no.2
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    • pp.165-175
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    • 2005
  • The Worldwide Game Industry is getting recognized in the center of the culture contents industry, the total amount of the worldwide game industry is going to be over a hundred billion dollars in 2008 and the worldwide game industry will play a role of leading the growth of culture contents industry. To survive under the current circumstance, it is time to consider the research of the development direction and inspection of factors which Korea game industry has the superiority in the current worldwide game industry. As the result of the rapid growth of IT technology, home networking and ubiquitous environments are getting made up and the competition power of the worldwide game market is also getting hotter, The purpose of this thesis is to show the research and development direction of the organization system that has a effective texture mapping production pipeline among the whole game graphic production pipelines in order to have a international competition power and the future of Korea game industry.

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Multi-Scale Contact Analysis Between Net and Numerous Particles (그물망과 대량입자의 멀티 스케일 접촉해석)

  • Jun, Chul Woong;Sohn, Jeong Hyun
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.38 no.1
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    • pp.17-23
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    • 2014
  • Graphics processing units (GPUs) are ideal for solving problems involving parallel data computations. In this study, the GPU is used for effectively carrying out a multi-body dynamic simulation with particle dynamics. The Hilber-Hushes-Taylor (HHT) implicit integration algorithm is used to solve the integral equations. For detecting collisions among particles, the spatial subdivision algorithm and discrete-element methods (DEM) are employed. The developed program is verified by comparing its results with those of ADAMS. The numerical efficiencies of the serial program using the CPU and the parallel program using the GPU are compared in terms of the number of particles, and it is observed that when the number of particles is greater, more computing time is saved by using the GPU. In the present example, when the number of particles is 1,300, the computational speed of the parallel analysis program is about 5 times faster than that of the serial analysis program.

Aesthetic Characteristics of Graphic Factor in Contemporary Fashion Design Categorized by Media Source -Focusing on Play-Instinct Visual Expression- (현대 패션 디자인의 그래픽 요소에 나타난 매개 소스별 미적 특성 -유희본능적 시각 표현을 중심으로-)

  • JeKal, Mee;Lee, Youn-Hee
    • The Research Journal of the Costume Culture
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    • v.19 no.5
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    • pp.945-956
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    • 2011
  • The purpose for this paper is to categorize and analyze the aesthetic characteristics of graphic factors in contemporary fashion design by media source. Focused on play-instinct visual expression in contemporary fashion design and adopted media source following the way of communication design. A variety of literatures and online sites for graphic factors in contemporary fashion was studied. The standard of media source is classified as graphic media-source: photography media-source, typography media-source, illustration media-source. With this standard, expressed ways are as followings. First, graphic media-source in play-instinct expressional fashion design is mostly borrowing existed character or using designer's brand logo. Second, photography media-source in play-instinct expressional fashion design is placed photograph of social issued people in front of shirt. Third, typography media-source in play-instinct expressional contemporary fashion design is mostly expressed social messages or designer's name in brand. Fourth, illustration media-source is the best way to express play-instinct visual expression. Based on these, aesthetic characteristics of graphic factor in contemporary fashion by media source are classified as three: social words, playfulness and information transference. Frequency ratio using media source per aesthetic characteristics is different and these are able to categorize expression way and image feature. In conclusion, expressional way of graphic factors in contemporary fashion design became diverse as social and cultural changing. Frequency of graphic factor use in contemporary fashion is increased than before. This paper suggested that fashion design is one of the way of communicating with people and should be analyzed graphic factors in contemporary fashion design.

Integrated Structural Design Operation by Process Decomposition and Parallelization (프로세스 분할 병행에 의한 통합 구조설계 운용)

  • Hwang, Jin-Ha;Park, Jong-Hoi
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.21 no.1
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    • pp.113-124
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    • 2008
  • Distributed operation of overall structural design process, by which product optimization and process parallelization are simultaneously implemented, is presented in this paper. The database-interacted hybrid method, which selectively takes the accustomed procedure of the conventional method in the framework of the optimal design, is utilized here. The staged application of design constraints reduces the computational burden for large complex optimization problems. Two kinds of numeric and graphic processes are simultaneously implemented by concurrent engineering approach in the distributed environment of PC networks. The former is based on finite element optimization method and the latter is represented by AutoCAD using AutoLISP programming language. Numerical computation and database interaction on servers and graphic works on independent clients are communicated through message passing. The numerical experiments for some steel truss models show the validity and usability of the method. This study has sufficient adaptability and expandability, in that it is based on general methodologies and industry standard platforms.

A Study on Realistic Interface Elements for Improving the Flow in Screen Golf (스크린골프의 몰입 향상을 위한 실감 인터페이스 요소 연구)

  • Doo, Kyungil
    • Journal of Industrial Convergence
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    • v.19 no.1
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    • pp.71-77
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    • 2021
  • Screen Golf provides a more realistic interface to users by implementing sophisticated sensors and 3D graphics so that they can play golf in an environment almost identical to the actual golf course, to provide a sense of reality that goes beyond simply enjoying golf indoors. In addition, users who experienced this interface environment showed a tendency to feel the fun of golf more and become more immersed in golf. Therefore, it is most important to provide an effective realistic interface in screen golf. In this study, the meaning of screen golf as a tangible sport and various interface elements embodied in screen golf were summarized. Also the factors that enable users to feel reality and fun of actual golf to make users more immersed in screen golf were identified. For this, interface elements based on sensory elements were arranged in terms of visual, auditory, and tactile sense, and improvement plans and directions for providing effective sensory interfaces for screen golf were suggested through user FGI, targeting regular customers of Golfzone and KakaoVX screen golf, and in-depth interviews with experts. As a result of the analysis, it was confirmed that the course information including the yardage and the play situation-directed graphic are elements that make immersion in the visual aspect. In terms of tactile aspect, the fact that users actually use golf equipment, as well as the sense of existence of a physical interface that embodies various course environments and course setting appeared to be an important factor. In particular, in the auditory aspect, it was confirmed that providing customized services for each user through AI caddy implemented to resemble a actual caddy is the most effective way to immerse users in screen golf with greater fun and realism.

Performance Analysis of HEVC SCC Hash-based IntraBC through Modified Hash Stucture (다양한 해시 구성을 활용하는 HEVC 스크린 콘텐츠 코딩 화면 내 블록 카피 기법의 코딩 성능 분석)

  • Lee, Junghyun;Jeong, Jechang
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2017.06a
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    • pp.95-98
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    • 2017
  • 기존의 자연영상에 초점이 맞춰져 있던 HEVC 동영상 압축 표준은 스크린 콘텐츠 코딩(SCC)을 제안하여 문자와 그래픽 효과가 많이 포함된 스크린 콘텐츠 영상의 압축 성능을 향상시켰다. SCC의 화면 내 블록 카피 기법은 스크린 콘텐츠 영상의 특성상 한 화면 내 반복되는 무늬들을 찾아 예측에 활용한다. 이에 본 논문은 화면 내 블록 카피 기법에서 사용되는 블록 탐색 방법에 대해 연구하였다. 특히, 전역 탐색에서 사용되는 해시 기반의 탐색기법의 해시 값 구성의 분석을 통해, 해시 구성 요소들의 비중을 감소와 새로운 해시 구성 요소를 활용하여 최대 0.330% 비트레이트율 감소 및 0.328% 비트레이트율 감소 효과를 확인할 수 있었다.

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Development of Human Factors Design Guideline of Landmark for Car Navigation System (자동차 항법 장치 Landmark의 인간공학적 설계 가이드 라인 개발)

  • 백인섭
    • Proceedings of the KOR-KST Conference
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    • 1999.10a
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    • pp.501-506
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    • 1999
  • 차량 항법 장치의 인간-기계 인터페이스의 중요한 구성요소인 전자지도에서 운전자가 경로를 선택하고 자신의 현 위치를 파악하는데 중요한 역할을 하는 랜드마크는 현재 표준화나 인간 공학적인 요소가 고려된 설계가 이뤄지지 않고 있는 실정이며 개발 회사마다 각기 독립적인 개발이나 종이 지도의 제작 표준에 의해 제작되고 있다. 이는 운전자에게 일관성 및 양립성의 결여 및 안전에 대한 문제 발생의 가능성을 내포하고 있으며, 운전자와 도로의 안전에 직결되는 중요한 문제이다. 이에 본 연구는 운전자가 편하고 빠르게 랜드마크를 인지할 수 있게 디자인 속성 조합을 도출하여 상용화된 전자지도와의 비교를 통하여 속성 각 수준별 조합의 인지능력 평가와 그 결과를 분석해 랜드마크 제작의 가이드라인으로 제시한다. 분석결과는 랜드마크의 속성은 색, 그래픽 차원, 형태, 중복 명명, 복수 색 사용, 외곽선 사용시가 가장 최적 속성 조합으로 나타났다.

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A Design of CIM based Network Modeler (CIM 기반 Network Modeler 설계)

  • Jung, Nam-Joon;Yang, Il-Kwon;Ko, Jong-Min;Oh, Do-Eun
    • Proceedings of the KIEE Conference
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    • 2008.07a
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    • pp.1875-1876
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    • 2008
  • 네트웍 모델러(Network Modeler)는 EMS 시스템에서 전력 네크워크 토폴로지(Network Topology)를 입력하기 위한 도구이다. 네트워크 모델러는 토폴로지 정보를 입력하여 모델을 생성하고 변경하는 일과 네트워크 다이어그램을 생성하는 일 등을 처리한다. 모델을 생성하기 위해 계통요소를 나타내는 심벌을 마우스로 움직여 화면에 배치하고 각 요소의 파라미터를 설정하며 작성된 전력계통 구성이 올바른지 검사하는 기능도 수행한다. 네트워크 모델러는 주로 EMS에서 사용되었고 SCADA 시스템에서는 사용되지 않았으나, 최근 개발되고 있는 SCADA 시스템은 네트워크 모델러를 함께 포함하여 시스템의 기능을 향상시키고 있다. 그러나 기존의 Network Modeler가 EMS 시스템 개발 벤더에 따라 다른 데이터 구조를 가지고 있어서 데이터의 상호 운용성이 떨어지고, 입력방법에 있어서도 자동화 및 자료 연계가 미흡하여 관리에 많은 시간이 소요되는 단점을 가지고 있다. 본 논문에서는 CIM 기반으로 정의된 데이터 모델을 사용자가 그래픽 다이어그램을 이용하여 쉽게 네트워크 토폴로지를 정의하도록 하고, 입력정보의 상호 운영성이 향상된 CIM 기반 Network Modeler를 설계한 내용을 설명하도록 한다.

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Design of Filament Wound Composite Pressure Tanks (필라멘트 와인딩된 복합재 압력탱크의 설계 연구)

  • 김철웅;박재성;조인현;홍창선;김천곤
    • Composites Research
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    • v.15 no.1
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    • pp.9-20
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    • 2002
  • In this study, the design method of filament wound composite pressure tanks was established by using finite element analyses. Pressure tanks were designed with and without a load sharing metallic liner. A GUI(graphic user interface) program was developed to increase the efficiency of analyses. The replacement ratio was defined in order to replace a metal pressure tank with a composite one. Finally, the best design model that is satisfied with design requirements was suggested.

Influence of Gaming Display and Wearing Glasses on Perceived Characteristics, Presence, and Fatigue (게임 디스플레이 종류와 안경착용 여부에 따른 영상의 인지된 특성, 프레즌스 그리고 피로도의 차이)

  • Lee, Hyun-Ji;Lee, Sang-Wook;Heo, Ok;Chung, Donghun
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2012.07a
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    • pp.439-442
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    • 2012
  • 3D 영상 산업과 더불어 3D가 적용됨으로써 유망한 산업 분야 중 하나가 바로 게임이다. 2D에서 3D 그래픽으로 그리고 현재는 3D 입체영상으로 진화하면서 이용자로 하여금 깊이감을 제공함으로써 더 큰 즐거움을 주고 있다. 본 연구에서는 게임에서의 입체영상 및 안경 착용여부가 영상의 특성, 프레즌스 그리고 피로도 등에 어떠한 영향을 미치는지 알아보고자 했다. 실험결과 디스플레이와 안경착용의 상호작용효과는 인지된 특성 구성요소 중 입체감과 프레즌스 구성요소 중 시간관여에서 유의미하게 나타났다. 입체감과 시간관여의 경우 모두에서, 3D 영상에서 게임을 플레이했을 경우 안경 미착용자가 착용자 보다 더 잘 인지하는 것으로 나타났다.

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