• Title/Summary/Keyword: 3D 그래픽

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A Study on Digitalization of Fashion Textile Design - A Study of Fashion Textile CAD Design According to Digitalization - (패션텍스타일 디자인의 디지털화 연구 -디지털화에 따른 패션텍스타일 CAD디자인의 활용가치 연구-)

  • 강혜승;권민희
    • Archives of design research
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    • v.17 no.1
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    • pp.289-298
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    • 2004
  • With the advance of digital technology, development of exclusive CAD system for fashion textile that may suggest the future of fashion textile industry is increasingly accelerated. To build up the foundation of digital culture, it is required for fashion textile industry to develop goods with high value added and make rapid change of production system, and actually, exclusive programs are being developed to meet with the desire. Present study considers the vicissitude of fashion textile and the composition and characteristics of design system, and compares and analyses a variety of design developments of digital fashion textile. And it systemizes the expansion and change of creative digital pattern designs that are developed differing from existing graphic program, the expression of suitable textile texture, and the simulation effect by three-dimension modeling. By separating the usage of CAD system for fashion textile into designing and producing aspects, it also focuses on increasing the usage of exclusive CAD system for fashion textile.

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Research on Types of Visual Rhythmic Sense in Typography (타이포그래피의 시각적 리듬감 유형 연구)

  • Jung, Yu-Kyung
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.143-154
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    • 2005
  • Typography in visual communication design is 'potential form' hidden within a space. Showing rhythm in typography is making 'aesthetic sense' in a graphic which has formative characteristics, the way of expression is very important. When the rhythm is recognized through visual stream, Rhythmic Sense is formed. The research will present a new form of the Visual Rhythmic Sense by analyzing typography works out positively. First of all, I researched works done by Fillippo Marinetti, Robert Massin, Wolfgang Weingart, and David Carson for their vigorous experimentalism in typography in forming visual rhythm. I used S.D. Scale method to analyze characteristics of visual image and VARIMAX for factor analysis reaching types of visual rhythm, which could be classified as following. (1) Synesthesia Rhythmic Sense (R-synesthesia) means that the senses are conveyed through 'visualization of auditory sense' and 'visualization of touch' (2) Simultaneous Rhythmic Sense (R-simultaneity) means that the time and space co-exist in one plane. (3) Connective Rhythmic Sense(R-connection) means that different factors (Within one plane) co-exist interacting with one another and creating a unified impression through such a process. (4) Artist Oriented Rhythmic Sense ($-artist) means that the artist interprets the content subjectively and expresses his/her impression, thereby, attracting a gaze of audience systematically and arbitrarily. (5) Reader Oriented Rhythmic Sense(R-reader) avoids the existing legibility formed through aggressive engagement of the reader.

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Development of an Operation Control System of the Vertical Transferable Korean Personal Rapid Transit (수직이송 서비스가 가능한 한국형 PRT 운행제어시스템 개발)

  • Kim, Baek-Hyun;Um, Ju-Hwan;Jeong, Rag-Gyo;Byun, Yeun-Sub;Kang, Seok-Won
    • Journal of Digital Convergence
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    • v.12 no.10
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    • pp.337-343
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    • 2014
  • The PRT(Personal Rapid Transit) in material or immaterial guided tracks is operated automatically according to the needs of passengers with the optimal non-stop path from the source to the destination. In recent years, the personal rapid transit (PRT) system, which affords superior accessibility and ease of use, has been spotlighted as a new transport system for the future. In this study, a method for vertical lifting of PRT vehicles was proposed to facilitate interlink with other means of transport and thereby improve the efficiency of door-to-door transport. For this purpose, operation control interfaces were designed and experiments were conducted. Programmable Logic Controller (PLC) dedicated for the PRT vertical lift was designed to interface with Operation Control Center (OCC) by Modbus TCP over Ethernet. We implemented a 3D graphical PRT operation simulator which can emulate the mixing operation of the virtual vehicles and the actual vehicles.

A Study on the Development of Board Games in 'Nonsan, Finding Lost Treasure' ('논산, 잃어버린 보물을 찾아서' 보드게임 개발 연구)

  • Lim, Ji-Won;Hwang Bo, Hyung-Ho;Lee, Gi-Yeon;Song, A-Reum;Kim, Kyu-Rim;Kim, Byung-Kuk
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.457-464
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    • 2021
  • This study is a study on the development of board games using local cultural contents. As a prior study related to this study, basic research on board game development, research on cultural products based on cultural heritage, and storytelling development research using local cultural and tourism resources were considered. Among them, for the main purpose of board games and development process, discussions were conducted on the research methodology of Lee Dae-woong and Oh Seung-taek (2004). As a result, it was possible to successfully proceed with planning meetings, proposal preparation, board game design, board game 3D graphic production process, and prototype development. What is peculiar is that characters (dried persimmons, strawberries, jujube, and salted seafood) containing Nonsan's unique regional characteristics were searched and utilized. In addition, major cultural heritages such as Donamseowon Confucian Academy and Gwanchoksa Temple, designated as Nonsan-si cultural properties, were combined with important treasure hunt contents of board games to enhance interest and education at the same time. The theme of this paper, Nonsan, Finding Lost Treasure, is a new educational alternative that can solve the problems of computer games, and has the advantage of having the nature of community leisure play, not individual play. Based on this board game development research in the future, we intend to expect the results of game production using cultural elements from other regions.

An Atlas Generation Method with Tiny Blocks Removal for Efficient 3DoF+ Video Coding (효율적인 3DoF+ 비디오 부호화를 위한 작은 블록 제거를 통한 아틀라스 생성 기법)

  • Lim, Sung-Gyun;Kim, Hyun-Ho;Kim, Jae-Gon
    • Journal of Broadcast Engineering
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    • v.25 no.5
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    • pp.665-671
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    • 2020
  • MPEG-I is actively working on standardization on the coding of immersive video which provides up to 6 degree of freedom (6DoF) in terms of viewpoint. 3DoF+ video, which provides motion parallax to omnidirectional view of 360 video, renders a view at any desired viewpoint using multiple view videos acquisitioned in a limited 3D space covered with upper body motion at a fixed position. The MPEG-I visual group is developing a test model called TMIV (Test Model for Immersive Video) in the process of development of the standard for 3DoF+ video coding. In the TMIV, the redundancy between a set of input view videos is removed, and several atlases are generated by packing patches including the remaining texture and depth regions into frames as compact as possible, and coded. This paper presents an atlas generation method that removes small-sized blocks in the atlas for more efficient 3DoF+ video coding. The proposed method shows a performance improvement of BD-rate bit savings of 0.7% and 1.4%, respectively, in natural and graphic sequences compared to TMIV.

The new explore of the animated content using OculusVR - Focusing on the VR platform and killer content - (오큘러스 VR (Oculus VR)를 이용한 애니메이션 콘텐츠의 새로운 모색 - VR 플랫폼과 킬러콘텐츠를 중심으로 -)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
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    • s.45
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    • pp.197-214
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    • 2016
  • Augmented Reality, virtual reality in recently attracted attention throughout the world. and Mix them mixed reality etc., it has had a significant impact on the overall pop culture beyond the scope of science and technology. The world's leading IT company : Google, Apple, Samsung, Microsoft, Sony, LG is focusing on development of AR, VR technology for the public. The many large and small companies developed VR hardware, VR software, VR content. It does not look that makes a human a human operation in the cognitive experience of certain places or situations or invisible through Specific platforms or program is Encompass a common technique that a realization of the virtual space. In particular, out of the three-dimensional image reveals the limitations of the conventional two-dimensional structure - 180, 360 degree images provided by the subjective and objective symptoms such as vision and sense of time and got participants to select it. VR technology that can significantly induce the commitment and participation is Industry as well as to the general public which leads to the attention of colostrum. It was introduced more than 10 related VR works Year 2015 Sundance Film Festival New Frontier program. The appearance VR content : medical, architecture, shopping, movies, animations. Also, 360 individuals can be produced by the camera / video sharing VR is becoming an interactive tunnel between two possible users. Nevertheless, This confusion of values, moral degeneration and the realization of a virtual space that has been pointed out that the inherent. 4K or HUD, location tracking, motion sensors, processing power, and superior 3D graphics, touch, smell, 4D technology, 3D audio technology - It developed more than ever and possible approaches to reality. Thereafter, This is because the moral degeneration, identity, generational conflict, and escapism concerns. Animation is also seeking costs in this category Reality. Despite the similarities rather it has that image, and may be the reason that the animation is pushed back to the VR content creation. However, it is focused on the game and VR technology and the platform that is entertaining, but also seek new points within the animation staying in the flat Given that eventually consist of visual images is clear that VR sought. Finally, What is the reality created in the virtual space using VR technology could be applied to the animation? So it can be seen that the common interest is research on what methods and means applied.

Visualization of Korean Speech Based on the Distance of Acoustic Features (음성특징의 거리에 기반한 한국어 발음의 시각화)

  • Pok, Gou-Chol
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.13 no.3
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    • pp.197-205
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    • 2020
  • Korean language has the characteristics that the pronunciation of phoneme units such as vowels and consonants are fixed and the pronunciation associated with a notation does not change, so that foreign learners can approach rather easily Korean language. However, when one pronounces words, phrases, or sentences, the pronunciation changes in a manner of a wide variation and complexity at the boundaries of syllables, and the association of notation and pronunciation does not hold any more. Consequently, it is very difficult for foreign learners to study Korean standard pronunciations. Despite these difficulties, it is believed that systematic analysis of pronunciation errors for Korean words is possible according to the advantageous observations that the relationship between Korean notations and pronunciations can be described as a set of firm rules without exceptions unlike other languages including English. In this paper, we propose a visualization framework which shows the differences between standard pronunciations and erratic ones as quantitative measures on the computer screen. Previous researches only show color representation and 3D graphics of speech properties, or an animated view of changing shapes of lips and mouth cavity. Moreover, the features used in the analysis are only point data such as the average of a speech range. In this study, we propose a method which can directly use the time-series data instead of using summary or distorted data. This was realized by using the deep learning-based technique which combines Self-organizing map, variational autoencoder model, and Markov model, and we achieved a superior performance enhancement compared to the method using the point-based data.

Development of Flood Runoff Characteristics Nomograph for Small Catchment Using R-Programming (R-프로그래밍을 이용한 소유역 홍수유출특성 노모그래프 개발)

  • Jang, Cheol Hee;Kim, Hyeon Jun
    • Proceedings of the Korea Water Resources Association Conference
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    • 2015.05a
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    • pp.590-590
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    • 2015
  • 본 연구는 집중호우에 의한 홍수예측 및 소유역의 유출거동에 대한 수문학적 민감성(susceptibility) 규명을 목적으로 강우강도, 지속기간 및 토양포화도 변화에 따른 홍수유출특성을 분석하여 유역의 유출거동 민감성을 표출할 수 있는 노모그래프를 개발하였다. 개별 홍수사상에 대한 유출거동 특성 분석을 위하여 한국건설기술연구원의 대표 시험유역인 설마천 유역의 과거 17년간(1996 ~ 2012)의 10분 간격의 강우량 및 유출량 자료를 수집하여 홍수유출해석을 수행하였다. 설마천 시험유역의 일누가강우량 100mm 이상, 50개 홍수사상에 대한 홍수유출해석은 유역 물순환 해석모형인 CAT(Catchment hydrological cycle Assessment Tool)을 이용하였으며 모의결과를 바탕으로 홍수사상별 지체시간, 강우강도, 지속기간 및 토양포화도 변화에 따른 홍수유출특성을 상세히 분석하였다. 이 중에서도 지체시간은 유역반응을 나타내는 시간변수로서 수문모델링 및 홍수량예측에 매우 중요한 요소이다. 특히, 강우량에 대한 홍수량의 반응이 빠른 소유역의 경우에 홍수량예측에 큰 영향을 미친다. 따라서 강우강도, 지속기간, 토양포화도의 변화량에 대한 지체시간의 거동을 R 프로그래밍 언어 및 3D Surfer를 이용하여 분석한 후 최종적으로 소유역의 홍수유출 특성을 나타내는 3차원 홍수 유출특성 노모그래프를 개발하였다. 분석에 사용된 R 프로그래밍 언어는 통계 계산과 그래픽을 위한 프로그래밍 언어이자 소프트웨어 환경으로 데이터의 조작 및 수치연산, 시각화를 수행할 수 있는 기능을 여러 패키지를 통해 구현할 수 있다. 따라서 본 연구에서는 R을 이용하여 10분 단위의 강우 및 유출량 자료를 1시간 및 1일 자료로 구축하고 17년간의 과거 홍수사상을 분리하여 추출하는 R 홍수유출해석 시스템을 개발하였으며 추출된 홍수사상을 관측 유출량 및 관측 토양수분을 포함하여 시각화함으로써 강우 및 토양수분 변화에 따른 소유역의 유출거동 민감성을 확인할 수 있었다. 분석 결과, 지체시간은 강우지속기간 및 토양포화도에 민감한 거동특성을 나타냈으며 토양포화도는 첨두홍수량의 변화에 민감한 영향을 주는 것으로 확인되었다. 개발된 3차원 홍수유출특성 노모그래프는 유역의 규모 및 지형물리학적 특성에 따라 다양하게 나타날 것으로 판단되며 여러 계측유역에 적용함으로써 유역별 홍수유출 반응특성을 정량화할 필요가 있다. 즉, 강우강도, 지속기간, 지체시간, 포화도 등의 변화에 따른 유역의 홍수유출 반응특성을 규명함으로써 미계측 유역의 홍수량예측 실무에 활용할 수 있을 것으로 판단된다.

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High-Precision and 3D GIS Matching and Projection Based User-Friendly Radar Display Technique (3차원 GIS 정합 및 투영에 기반한 사용자 친화적 레이더 자료 표출 기법)

  • Jang, Bong-Joo;Lee, Keon-Haeng;Lee, Dong-Ryul;Lim, Sanghun
    • Journal of Korea Water Resources Association
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    • v.47 no.12
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    • pp.1145-1154
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    • 2014
  • In recent years, as frequency and intensity of severe weather disasters such as flash flood have been increasing, providing accurate and prompt information to the public is very important and needs of user-friendly monitoring/warning system are growing. This paper introduces a method that re-produces radar observations as multimedia contents and applies reproduced data to mesh-up services. In addition, a accurate GIS matching technique to help to track the exact location going on serious atmospheric phenomena is presented. The proposed method create multimedia contents having structures such as two dimensional images, vector graphics or three dimensional volume data by re-producing various radar variables obtained from a weather radar. After then, the multimedia formatted weather radar data are matched with various detailed raster or vector GIS map platform. Results of simulation test with various scenarios indicate that the display system based on the proposed method can support for users to figure out easily and intuitively routes and degrees of risk of severe weather. We expect that this technique can also help for emergency manager to interpret radar observations properly and to forecast meteorological disasters more effectively.

Preliminary Evaluation of Domestic Applicability of Deep Borehole Disposal System (심부시추공 처분시스템의 국내적용 가능성 예비 평가)

  • Lee, Jongyoul;Lee, Minsoo;Choi, Heuijoo;Kim, Kyungsu;Cho, Dongkeun
    • Journal of Nuclear Fuel Cycle and Waste Technology(JNFCWT)
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    • v.16 no.4
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    • pp.491-505
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    • 2018
  • As an alternative to deep geological disposal technology, which is considered as a reference concept, the domestic applicability of deep borehole disposal technology for high level radioactive waste, including spent fuel, has been preliminarily evaluated. Usually, the environment of deep borehole disposal, at a depth of 3 to 5 km, has more stable geological and geo-hydrological conditions. For this purpose, the characteristics of rock distribution in the domestic area were analyzed and drilling and investigation technologies for deep boreholes with large diameter were evaluated. Based on the results of these analyses, design criteria and requirements for the deep borehole disposal system were reviewed, and preliminary reference concept for a deep borehole disposal system, including disposal container and sealing system meeting the criteria and requirements, was developed. Subsequently, various performance assessments, including thermal stability analysis of the system and simulation of the disposal process, were performed in a 3D graphic disposal environment. With these analysis results, the preliminary evaluation of the domestic applicability of the deep borehole disposal system was performed from various points of view. In summary, due to disposal depth and simplicity, the deep borehole disposal system should bring many safety and economic benefits. However, to reduce uncertainty and to obtain the assent of the regulatory authority, an in-situ demonstration of this technology should be carried out. The current results can be used as input to establish a national high-level radioactive waste management policy. In addition, they may be provided as basic information necessary for stakeholders interested in deep borehole disposal technology.