• Title/Summary/Keyword: 디지털 작업과정

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Development System of Mimicking Image Classification for Newspaper Advertisements Database Construction (신문광고영상 데이터베이스구축을 위한 유사영상 분류 시스템)

  • Kim, Ki-Hyun;Kim, Kwang-Tae;Park, Hyun-Woo;Lee, Dong-Hoon;Yun, Tae-Soo
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.766-771
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    • 2008
  • In this paper, we propose a system of mimicking image classification for building database system. It better manages the format which recording the same advertisements multimedia in advertisements image. Recently, the work of converting database is made directly by the people. This work doses the media scanning, image editing and saving, and saving of advertising information (date, the media, the page and size, so far). Therefore, it is wasted a lot of time and manpower as inefficient business. To solve these problems, first of all we gain an image by digital camera, extract and classify candidate area of advertisements. Accordingly, our system saves database to comparison of the mimicking of all advertising and classify whether area of image is the new or existing advertising.

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Media-Aesthetical approach to the Computer-based Layer (컴퓨터 기반의 레이어(layer)에 대한 매체미학적 분석)

  • 이병주
    • Archives of design research
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    • v.17 no.2
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    • pp.471-478
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    • 2004
  • The recent aesthetical argument has been focusing on the interrelation between art and media. Now media is a kind of creative activity and dynamic factor which comprises aesthetic perception in itself compared to that of the past linear thingking era that was just a means of proving presence. Norbert Bolz, a leading media-aesthetician, puts the emphasis on the transformation of image, not the its dupe. He urges that this artistic form does not deliver the image of object, but means the objectless image itself. Therefore creativity is caused by an effect of a optional technic in the stage of technological environment where is under the control of the non-linear thingking system. In this context, this essay investigates to confirm the above mentioned aestheical views by analyzing the computer based layer as an detailed example, and to illuminate the designers creative activity where is deemed to be under its radical influence. Therefore it can be dedicated to the extension of the theoretical background in design, bridging between two practices accor ding to the Bolz's notion that the new aesthetical concept should be accompanied by ' the Design Science ', that is centered on the new media.

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Data interoperability between authoring software and BIM system focused on the office building in conceptual design phase (설계 초기 단계 형상정보 연동 데이터 호환체계 개발 - 오피스 매스를 중심으로)

  • Park, Jung-Dae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.11
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    • pp.494-500
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    • 2020
  • Owing to the complexity of shapes and elements, some difficulties are found in the modeling and sharing phases in a project at the earlier design stages. This paper extends the boundaries by suggesting the data interoperability between 3D modeling software, McNeel Rhino 3D and BIM system, and Autodesk® Revit® Architecture. The main research methodology is to link the architectural form data in the NURBS supporting the 3DM format, especially for integrating surface properties into the mass family template of Revit. This algorithm-driven interoperability approach using visual programming, such as Dynamo in conjunction with Autodesk®, can be applicable in a theoretical part and also a practical use-case. This paper summarizes these results as sequence guidelines and project template recommendations suggesting an efficient design process to interoperate geometric data with the BIM system to manipulate and control the regular and curved form of office buildings.

Presentation for OSMU development method through the musical - Focused on the 'flying superboard' - (뮤지컬 공연을 통한 원소스멀티유즈의 개발방안 제시 - 뮤지컬 '날아라슈퍼보드'를 중심으로 -)

  • Lim, byung-suk;Ahn, seong-hye
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.680-684
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    • 2007
  • In Korea the musical was granted very close an art however recently it is rapidly take the position a new trend of the mass culture industry with some of promoted lifestyle due to increased income and with spreading consumer culture of well-being. This study is to consider the musical as a way of OMSU to observe how to produce the musical the with the original one that recorded as the best animation program with highly broadcasting rate as it is broadcasted on TV. It is belongs to a category of musical or a performance, has a good feature of children's program with arranging the broadcasting. Through this study, developing performance art to OSMU, it wishes to utilize people that produce the performance applying the contents of animations and cartoons, to make value added This study is for presenting an effective way of OSMU, with studying and researching the production process of the musical . The original source the cartoon and animation is transferred to a musical with a technical feature of digital audio-visual, with characterizing to an attractive musical characters from the original characters, and with humorize twisted story structure based on the basic storyline.

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Development of DVD Player Design for the Film Generation (영상세대를 위한 DVD 플레이어 디자인 개발)

  • Ryoo, Ga-Yong
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.120-129
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    • 2009
  • It is now the digital and multi-media era. The DVD market is growing constantly. So is the capacity and quality of DVD players, In our research, we focused on the younger generation, who are now the greatest consumers. The results helped signify the most distinctive and popularized DVD player designs that satisfy young people's entertainment needs. Our new design is a large step ahead of older ones. Previous designs were uniform and standard. This new design has distinctive features and is uniquely user-friendly. It is focused primarily on easy usability. The interface is simple and straight forward. The user can use the system easily before consulting a manual. It is consistent in internal and external software and hardware, allowing the user to easily adapt to the product. DVD players have become a necessity in the current multi-media/digital era. So products need to be geared towards being available to not just those who are technologically savvy, but also those who rely on basic user-intuition. Our design takes into account these conditions, based on our statistical research, allowing us to expect our product to be a competitive force in the DVD market.

A Study on 3D Animation Emotional Lighting Style (3D애니메이션의 감성적 라이팅 스타일 연구)

  • Cho Jung-Sung
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.153-160
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    • 2005
  • It is within bounds to say that the mood expressed in the Scenes of 3D Animation influences by mostly setting up of 3D CG lighting. Tn the context of CG, lighting is the process of illuminating digital scenes in an artistic and technical manner so the audience can perceive what the director intends to display on the screen with the appropriate clarity and mood. The lighting has the role of making the scenes beautiful and harmonious as an aesthetics of light and color created and controlled by people. It can be also stylized in symbolic and metaphorical methods environmental mood which we pursue to expose and story which we want to express. It thus appears that the concept of lighting style is intimately related to the particular context and art direction of animation film. But unfortunately, there are no foolproof formulas to the process of lighting a scene. In short, the lighting contributes to define the style of the scene as a conditional lighting setups' elements including position, color, intensity, shadow's area and scope. But at the same time, we must not overlook the artistic aspects that the lighting might suggest over all moods the animation genre and the style of scene like tranquility, suspense, and high-drama.

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Information Delivery Requirements of Steel Structure according the Structural Design Stages using IDM (IDM을 이용한 강구조의 구조설계 단계별 정보전달 요구 분석)

  • Lee, Jae-Cheol
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.3
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    • pp.1467-1473
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    • 2013
  • In construction project, it is important to exchange and share the digital information generated by their own professional softwares. So this paper analyzed the information delivery requirements of steel structure according the structural design stages using IDM methodology. For schematic design stage and detailed design stage, the structural design information to share in each design stages is abstracted by defining the PM, ER, and FP. The new ERs and FPs are proposed by defining the new property sets(Psets), suchlike bolt gauge line, weld, scallop, and cope, to complement the structural design information of $IFC2{\times}3$. Finally, the reasonability of the proposed new ERs, FPs are verified by applying them to represent the standard steel connection sample in detailed design stage. As a result, the structural design information of standard steel connection could be stored and managed sufficiently by using the proposed new ERs and FPs.

The Development of a Toolkit for Constructing Virtual Instruments to Augment User Interactions in Virtual Environments (가상환경에서 사용자 인터랙션을 지원하는 가상계기 설계 도구의 개발에 관한 연구)

  • Cho, Yong-Joo;Park, Kyoung-Shin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.4
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    • pp.670-677
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    • 2007
  • Virtual instruments are the mobile software designed to help users navigate, measure hidden environmental properties, or support various user interactions in a virtual environment. Over the past few years, we have developed several virtual instruments for educational virtual environments. However, the process of constructing virtual instruments is often difficult and time consuming because it requires the developers to understand not only the virtual reality systems but also mobile computing platforms. In this paper, we Int identify a few requirements for the development of virtual instruments. Then, we introduce the VIST (Virtual Instrument Scripting Toolkit), specifically designed for reducing the effort of designing virtual instruments. Finally, we will illustrate some applications of using VIST and then discuss the future research directions.

Image Enhancement using Statistical Information of Pixel Dynamics (영상화소의 활동도를 이용한 화질 개선)

  • Lee, Im-Geun;Lee, Soo-Jong;Han, Soo-Whan
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.12
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    • pp.2337-2342
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    • 2008
  • In this paper, we propose the novel approach to enhance the visual quality of the digital image with adaptively sharpening and removing the noise. Image enhancement is performed in two ways. The pixels in the high dynamics area are sharpened by the adaptive unsharp mask with the parameter, which is derived using the statistical information of the image. On the other hand, the proposed algorithm do not perform the sharpening process in the uniform area that may cause the undesired artifact due to noise amplification, rather it performs smoothing to suppress the noise in this area. The decision, which process will be applied at the pixel, is also controlled by the statistics of the pixel dynamics. The proposed algorithm enhances the visual quality almost automatically by sharpening and smoothing at the same time with less parameter selection.

The Color Polarity Method for Binarization of Text Region in Digital Video (디지털 비디오에서 문자 영역 이진화를 위한 색상 극화 기법)

  • Jeong, Jong-Myeon
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.9
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    • pp.21-28
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    • 2009
  • Color polarity classification is a process to determine whether the color of text is bright or dark and it is prerequisite task for text extraction. In this paper we propose a color polarity method to extract text region. Based on the observation for the text and background regions, the proposed method uses the ratios of sizes and standard deviations of bright and dark regions. At first, we employ Otsu's method for binarization for gray scale input region. The two largest segments among the bright and the dark regions are selected and the ratio of their sizes is defined as the first measure for color polarity classification. Again, we select the segments that have the smallest standard deviation of the distance from the center among two groups of regions and evaluate the ratio of their standard deviation as the second measure. We use these two ratio features to determine the text color polarity. The proposed method robustly classify color polarity of the text. which has shown by experimental result for the various font and size.