• Title/Summary/Keyword: 영상표현

Search Result 2,308, Processing Time 0.026 seconds

The Effects of 3-D Computer Animation on Educational Visual Presentation -Focused on Color Theory Study- (3D 컴퓨터 애니메이션을 이용한 시청각 교재가 어린이의 학습에 미치는 효과에 대한 연구 -색채이론학습을 중심으로-)

  • 최유미
    • Archives of design research
    • /
    • v.15 no.1
    • /
    • pp.49-58
    • /
    • 2002
  • Advances in computer technology have made it possible for educators to design and develop their own multimedia instructional materials using visuals such as animation. Although, it generally believed that the Mew attribute of computer animation facilitates student's foaming, there is still relatively little research regarding the way in which student benefit from multimedia instruction using 3-D animation. The purpose of this research was to examine and determine whether the use of 3-D computer generated images is an effective teaching device for hoping children to understand color theory, and enhancing the tractional methods. In this study, a 3-D computer generated presentation was creative and it demonstrated the mixing of primary color to obtain secondary color. Three research hypotheses were developed in this research. The first hypothesis stated that 3-D computer generated presentation will be an effective device for teaching color theory. The second was that the presentation will be eye-catching and it will hold the children's attention. The third was presentation would enhance the children's memory of color. Results of this study show that visualization technology and the use of 3-D graphics ends can be employed in the field of art education to increases a chi1d's understanding of color theory. Also, it was proved that teaching children through 3-D graphic is an highly effective teaching tool. Thus this research is a oontribution to both children's au education and the relatively new field of computer animation.

  • PDF

Adaptive prototype generating technique for improving performance of a p-Snake (p-Snake의 성능 향상을 위한 적응 원형 생성 기법)

  • Oh, Seung-Taek;Jun, Byung-Hwan
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.16 no.4
    • /
    • pp.2757-2763
    • /
    • 2015
  • p-Snake is an energy minimizing algorithm that applies an additional prototype energy to the existing Active Contour Model and is used to extract the contour line in the area where the edge information is unclear. In this paper suggested the creation of a prototype energy field that applies a variable prototype expressed as a combination of circle and straight line primitives, and a fudge function, to improve p-Snake's contour extraction performance. The prototype was defined based on the parts codes entered and the appropriate initial contour was extracted in each primitive zones acquired from the pre-processing process. Then, the primitives variably adjusted to create the prototype and the contour probability based on the distance to the prototype was calculated through the fuzzy function to create the prototype energy field. This was applied to p-Snake to extract the contour from 100 images acquired from various small parts and compared its similarity with the prototype to find that p-Snake made with the adaptive prototype was about 4.6% more precise than the existing Snake method.

A New SoC Platform with an Application-Specific PLD (전용 PLD를 가진 새로운 SoC 플랫폼)

  • Lee, Jae-Jin;Song, Gi-Yong
    • Journal of the Institute of Convergence Signal Processing
    • /
    • v.8 no.4
    • /
    • pp.285-292
    • /
    • 2007
  • SoC which deploys software modules as well as hardware IPs on a single chip is a major revolution taking place in the implementation of a system design, and high-level synthesis is an important process of SoC design methodology. Recently, SPARK parallelizing high-level synthesis software tool has been developed. It takes a behavioral ANSI-C code as an input, schedules it using code motion and various code transformations, and then finally generates synthesizable RTL VHDL code. Although SPARK employs various loop transformation algorithms, the synthesis results generated by SPARK are not acceptable for basic signal and image processing algorithms with nested loop. In this paper we propose a SoC platform with an application-specific PLD targeting local operations which are feature of many loop algorithms used in signal and image processing, and demonstrate design process which maps behavioral specification with nested loops written in a high-level language (ANSI-C) onto 2D systolic array. Finally the derived systolic array is implemented on the proposed application-specific PLD of SoC platform.

  • PDF

Effects of Cinema Therapy on Decreasing a sense of Uneasiness and Improving Interpersonal Relationship;Focusing on Schizophrenia Patients (영화치료가 정신분열증 환자의 불안감 감소와 대인관계성 향상에 미치는 효과)

  • Yu, In-Chul;Bae, Jin-Ah
    • The Journal of the Korea Contents Association
    • /
    • v.8 no.8
    • /
    • pp.103-110
    • /
    • 2008
  • In order to verify the effects of cinema therapy on decreasing a sense of uneasiness and improving interpersonal relationship, this study carried out 7 sessions of cinema therapy and consultation with 10 schizophrenia patients. According to the qualitative analysis, the participants were found to be emotionally relaxed through improving their sense of alienation and nervous behaviors as well as revealed the improved interpersonal relationship with communicating lively and expressing actively, Meanwhile, according to the quantitative analysis, 7 of 10 displayed more stable figures than the average of normal people in uneasiness quotient and 6 of 10 showed higher numbers in interpersonal relationship measure. Based on these results, it can be concluded that the treatment applying the cinema therapy has significant effects on decreasing a sense of uneasiness and improving interpersonal relationship.

The Effect of Dance Educational of Physical and Emotional on Experience Dance Game (댄스게임 체험에 따른 신체적·정서적 무용교육효과)

  • Lee, Ji-Seol;An, Byong-Ju
    • Journal of Korea Game Society
    • /
    • v.12 no.4
    • /
    • pp.65-75
    • /
    • 2012
  • This study aims at identifying the physical, emotional effect on dance education by using "Dance Central" among Xbox-360 Games. In order to achieve the target, this study adopts case study methodology through Dance Central program among qualitative methods. The participants of this study were 8 adults who do not have experienced dance games from a homogeneous group composed of persons into who are called the Net Generation. The period of this study was from July 18, 2011 to August 14, 2011, during which the observation was conducted for 5 weeks. In total, 15 times of participant observation were made. Dance game experience Through data collection and analysis Participatory Video, self-reports, un-Structured interview, Observations. As a result of the study, the educational effect of aspects physical, emotional and the of dance game was analyzed into dance educational aspect. Educational effect on physical aspect was divided into subjects of 'preceded rhythm and familiarity of dance moves', 'changes by type of moves' and 'dance game requiring active physical activities'. Emotional learning effect was divided into subjects including, 'alleviation of stress'. 'changes of fun by stage and concentration' and 'dance game which has no risk of addiction'.

A Face Recognition System using Eigenfaces: Performance Analysis (고유얼굴을 이용한 얼굴 인식 시스템: 성능분석)

  • Kim, Young-Lae;Wang, Bo-Hyeun
    • Journal of the Korean Institute of Intelligent Systems
    • /
    • v.15 no.4
    • /
    • pp.400-405
    • /
    • 2005
  • This paper analyzes the performance of a face recognition algorithm using the eigenfaces method. In the absence of robust personal recognition schemes, a biometric recognition system has essentially researched to improve their shortcomings. A face recognition system in biometries is widely researched in the field of computer vision and pattern recognition, since it is possible to comprehend intuitively our faces. The proposed system projects facial images onto a feature space that effectively expresses the significant variations among known facial images. The significant features are known as 'eigenfaces', because they are the eigenvectors(principal components) of the set of faces. The projection operation characterizes an individual face by a weighted sum of the eigenface features, and to recognize a particular face it is necessary only to compare these weights to those of known individuals. In order to analyze the performance of the system, we develop a face recognition system by using Harvard database in Harvard Robotics Laboratory. We present the recognition rate according to variations on the lighting condition, numbers of the employed eigenfaces, and existence of a pre-processing step. Finally, we construct a rejection curve in order to investigate the practicability of the recognition method using the eigenfaces.

A Study on the Problem for discussion about Photogeography (사진지리학의 역할과 범위)

  • Kim, Joo-Hwan
    • Journal of the Speleological Society of Korea
    • /
    • no.74
    • /
    • pp.33-43
    • /
    • 2006
  • The purpose of this study is to scientifically establish the concepts of photogeography, and to present desirable directions for the pursuit of photogeography in Korea. Photogeography is to effectively utilize the documentary and artistic nature of the photo, as an image medium, in the geographic study. The concept of photogeography, along with the term photogeology, is already known widely in foreign countries, and extensive research has been carried out in the field. However, here in Korea, nobody knows the concept of photogeography. Since photogeography has not been systemized as a science, and interest in photography is being minimal, photography, in reality, has in no way been utilized effectively. The photographs used in Photogeography can be classified, according to character, into two major categories, geographic photographs and general photographs, and, according to subject and camera, into still photographs and dynamic photographs. Photographs, such single photographs, slides, air photographs and satellite photographs are in the category of still photographs, while pictures like video and movie pictures are dynamic photographs.

Data Base Design Methods for Railway Facility Information using 3D Spatial (3차원 공간에서의 철도시설정보 데이터베이스 설계방안)

  • Yeon, Sang-Ho
    • Proceedings of the KSR Conference
    • /
    • 2009.05a
    • /
    • pp.1003-1009
    • /
    • 2009
  • The Spatial Image contents of Geomorphology 3-D environment is focused by the requirement and importance in the fields such as, national land development plan, telecommunication facility management, railway construction, general construction engineering, Ubiquitous city development, safety and disaster prevention engineering. The currently used DEM system using contour lines, which embodies geographic information based on the 2-D digital maps and facility information has limitation in implementation in reproducing the 3-D spatial city. Moreover, this method often neglects the altitude of the rail way infrastructure which has narrow width and long length. This As the results, We confirmed the solutions of varieties application for railway facilities management using 3-D spatial image contents and database design. Also, I suggested that U-city using railway modeling about matching methods of high density elevation value using 3-D aerial photo with laser data are best approach for detail stereo modeling and simulation.

  • PDF

Virtual City System Based on 3D-Web GIS for U-City Construction (U-City 구현을 위한 3D-Web GIS 기반의 가상도시 시스템)

  • Jo, Byung-Wan;Lee, Yun-Sung;Yoon, Kwang-Won;Park, Jung-Hun
    • Journal of the Computational Structural Engineering Institute of Korea
    • /
    • v.25 no.5
    • /
    • pp.389-395
    • /
    • 2012
  • U-City has been promoted nation-wide by development of recent IT technology. This paper studied the concept of 3D-virtual city in order to realize the current Ubiquitous City(U-City) efficiently, and to manage all the RFID/USN monitoring data in the real U-City. 3D-Virtual City is the concept of the reproduction of real world U-City, for embodying Ubiquitous technology while using Digital map, satellite image, VRML(Virtual Reality Modeling Language). U&V-City is the four-dimensional future city that real-time wire/wireless communication network and 3D-web GIS shall be connected that massive database, intelligent service be perceived through employing EAI(External Authoring Interface) that provides HTML&JAVA, and interface for efficient removal/process of massive information/ service and also by employing GPS/LBS/Navigation in support of world-wide orientation concept, and RTLS(Real Time Location System).

Generation of Triangular Mesh of Coronary Artery Using Mesh Merging (메쉬 병합을 통한 관상동맥의 삼각 표면 메쉬 모델 생성)

  • Jang, Yeonggul;Kim, Dong Hwan;Jeon, Byunghwan;Han, Dongjin;Shim, Hackjoon;Chang, Hyuk-jae
    • Journal of KIISE
    • /
    • v.43 no.4
    • /
    • pp.419-429
    • /
    • 2016
  • Generating a 3D surface model from coronary artery segmentation helps to not only improve the rendering efficiency but also the diagnostic accuracy by providing physiological informations such as fractional flow reserve using computational fluid dynamics (CFD). This paper proposes a method to generate a triangular surface mesh using vessel structure information acquired with coronary artery segmentation. The marching cube algorithm is a typical method for generating a triangular surface mesh from a segmentation result as bit mask. But it is difficult for methods based on marching cube algorithm to express the lumen of thin, small and winding vessels because the algorithm only works in a three-dimensional (3D) discrete space. The proposed method generates a more accurate triangular surface mesh for each singular vessel using vessel centerlines, normal vectors and lumen diameters estimated during the process of coronary artery segmentation as the input. Then, the meshes that are overlapped due to branching are processed by mesh merging and merged into a coronary mesh.