• Title/Summary/Keyword: 3D 시각화

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Differences in Environmental Behavior Practice Experience according to the Level of Environmental Literacy Factors (환경소양 요인별 수준에 따른 환경행동 실천 경험의 차이)

  • Yoonkyung Kim;Jihoon Kang;Dongyoung Lee
    • Journal of the Korean Society of Earth Science Education
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    • v.16 no.1
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    • pp.153-165
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    • 2023
  • This study investigates learners' environmental literacy, classifies the results by factors of environmental literacy, and then investigates the differences in the students' environmental behavior practice experiences according to the classification by factor. The study was conducted with 47 6th grade students from D elementary school located in P metropolitan city as the subject of final analysis, and environmental literacy questionnaires and environmental behavior practice experience questionnaires were used as the main data. As a result of the study, the learners were classified into three groups according to the factors of environmental literacy, and they were respectively named as the "High environmental literacy group", "low environmental literacy group", and "Low Function and Affectif group". A Word network was formed using the descriptions of environmental behavior practice experiences for each cluster, and a Degree Centrality Analysis was performed to visualize and then analyze. As a result of the analysis, "High environmental literacy group" was confirmed, 1) recognized the subjects of environmental action practice as individuals and families, 2) described his experience of environmental action practice in relation to all elements of environmental literacy, and had a relatively pessimistic view. "low environmental literacy group", and "Low Function and Affectif group" were confirmed 1) perceive the subject of environmental behavior practice as a relatively social problem, 2) the description of the experience of environmental behavior practice is relatively biased specific factors, and the "Low Function and Affectif group" is particularly focused on the knowledge element. And 3) it was confirmed that they were aware of climate change from a relatively optimistic perspective. Based on this conclusion, suggestions were made from the perspective of environmental education.

A Convergence Study for the Academic Systematization of Cartoon-animation (만화영상학의 학문적 체계화를 위한 융합적 연구)

  • Lim, Jae-Hwan
    • Cartoon and Animation Studies
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    • s.43
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    • pp.285-320
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    • 2016
  • Cartoons and Animation are convergent arts created with a composite application of language arts described in the form of literary texts and sounds, plastic arts visualized in the form of artistic paintings, and film arts produced in the form of moving pictures. An academic university major in cartoons and animation studies established in late 20th century however, did not satisfactorily meet the needs in academic research and development and the free expression of artistic creation was limited. In order to systematize the major in cartoons and animation studies, an convergent approach to establish and clarify following are in demand : the terms and definitions, the historical developments, the research areas and methods, the major education and related jobs and start-ups. New culture and arts industries including cartoons, animation, moving images, and games contents are not yet listed in the industries listing service jointly provided online by the portal site Naver.com and Hyung-Seol publishing company. Above all, cartoons and animation are inseparably related to each other that even if one uses the term separately and independently, the meaning may not be complete. So a new combined term "Animatoon" can be established for the major in cartoons and animation studies and also used for its degree with concentrations of cartoons, animation, moving images, games, and etc. In the Introduction, a new combined term Animatoon is defined and explained the use of this term as the name of the major and degree in cartoons and animation studies. In the body, first, the Historical Developments classified Animatoon in the ancient times, the medieval times, and the modern times and they are analyzed with the help of esthetics and arts using examples of mural frescos, animal painting, religion cartoons, caricatures, cartoons, satire cartoons, comics, animation, 2 or 3 dimensional webtoons, and K-toons. Second, the Research Areas of Animatoon reviewed the theories, genres, artworks, and artists and the Research Methods of Animatoon presented the curriculum that integrated the courses in humanities, science technologies, culture and arts, and etc. Third, the Major Education considered Animatoon education in children, young adults, students of the major and the Related Jobs and Start-Ups explored various jobs relating to personal creation of artwork and collective production of business-oriented artwork. In the Conclusion, the current challenges of Animatoon considered personalization of the artists, specialization of the contents, diversification of the types, and liberalization of the art creation. And the direction of improvement advocated Animatoon to be an academic field of study, to be an art, to be a culture, and to be an industry. The importance of cartoons and animation along with videos and games rose in the 21st century. In order for cartoons and animation to take a leading role, make efforts in studying Animatoon academically and also in developing Animatoon as good contents in the cultural industries.

A Study on the Interactive acoustic Method of 3D(Three-dimensional)signage Image Contents on Multipurpose stage (공간상의 입체사이니지 영상 콘텐츠 연동형 음향연출기법 연구)

  • Park, Cheon-Il;Yang, Seungyoun;Cha, Jae-Sang
    • Journal of Satellite, Information and Communications
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    • v.12 no.1
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    • pp.107-113
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    • 2017
  • Recently, digital signage is various changes and converging media. It is common to exhibit and guide focusing on information transfer by using the display. Such a method can not express variously changing digital signage. Therefore, we have to find a way to solve the problem of place and structure. In this paper, we experimented the new direction technique. Finally, we are going to propose acoustic direction technique using a microphone to maximize digital signage and intention of delivery by adding an sound reinforcement method to the visual representation.

A New Approximate DCT Computation Based on Subband Decomposition and Its Application (서브밴드 분리에 근거한 새로운 근사 DCT 계산과 응용)

  • Jeong, Seong-Hwan
    • The Transactions of the Korea Information Processing Society
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    • v.3 no.5
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    • pp.1329-1336
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    • 1996
  • In many image compression applications, the discrete cosine transform (DCY) is well known for is highly efficient coding performance. However, it produces undesirable block artifacts in low-bit rate coding. In addition, in many practical applications, faster computation and easier VLST implementation of DCT coefficients are also important issues. The removal of the block artifacts and faster DCT computation are therefor of practical interest. In this paper, a modified DCTcomputation scheme was investigated, which provides a simple efficient solution to the reduction of the block artifacts while achieving faster computation. We have applied the new ap-proach to the low-bit rate coding and decoding of images. Simulation results on real images have verified the improved performance of the proposed method over the standar d method.

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An Effect of Students' Learning for Spatial Ability Using a Geometric Manipulative (교구를 활용한 중학교 공간능력 향상을 위한 수업에서 학습의 효과)

  • Choi-Koh, Sang-Sook;Jung, In-Chul;Park, Man-Goo
    • The Mathematical Education
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    • v.48 no.1
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    • pp.1-20
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    • 2009
  • The study was to investigate an effect of students' learning for enhancing spatial ability, using a geometric manipulative recently designed. A mixed methodology was chosen to achieve the purpose of the study. To find students' achievement, 152 of the 8th graders in Kyunggi Do participated in data collection. At the same time. students' performance of the class was videotaped and analyzed to see students' responses, The results showed that the effect of using the manipulative was statistically significant at level, p<.05 to enhance the spatial ability. Specifically, in comparison of each component. spatial orientation was more effective than spatial visualization. In the spatial orientation, the part of field was more effective than the reorganized whole. It showed that students were given more opportunities to find mathematical properties and relations between 2nd and 3rd-dimensional figures through their intuitive observation, and also the manipulative helped the students find the property of the part of field because it gave an easy way to manipulate the property of the find parts of whole which was composed of the frame of the solid figures without surfaces. In using the manipulative, students were very flexible in finding the number of plane figures, but the relations between the 2nd and 3rd dimensional figures need to be clearly guided in consideration of the characteristics of the manipulative, based on the definitions of geometric properties(cf. points can make lines, not surfaces directly).

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Effective Decision of the Route Alignment with Digital Terrain (수치지형모형을 이용한 효율적인 노선결정)

  • Kang, Joon-Mook;Yoon, Hee-Cheon;Lee, Hyung-Seok;Lee, Sung-Soong
    • Journal of Korean Society for Geospatial Information Science
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    • v.4 no.2 s.8
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    • pp.195-203
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    • 1996
  • The 3-D analysis of terrain for route design and selection is being used as important basic data for effective judgement of political draft. This study is to decide efficient alignment of the entry route and design bridge by modeling, analyzing and displaying surface with digital terrain data. In this study we analyze slope, aspect, shaded-relief, line of sight and watershed on the base of DTM such as contour, TIN and grid. And we can not only esti mate end-area volume for road construction by calculating cut and fill and displaying mass-curve but also recognize the scene after execution with simulation of road and terrain. The result of this study reveals that visual effects of the 3-D terrain data are very effective for designer and decisionmaker to select and review alternative route with regard to terrain characteristics.

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Iterative Deep Convolutional Grid Warping Network for Joint Depth Upsampling (반복적인 격자 워핑 기법을 이용한 깊이 영상 초해상화 기술)

  • Kim, Dongsin;Yang, Yoonmo;Oh, Byung Tae
    • Journal of Broadcast Engineering
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    • v.25 no.6
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    • pp.965-972
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    • 2020
  • Depth maps have distance information of objects. They play an important role in organizing 3D information. Color and depth images are often simultaneously obtained. However, depth images have lower resolution than color images due to limitation in hardware technology. Therefore, it is useful to upsample depth maps to have the same resolution as color images. In this paper, we propose a novel method to upsample depth map by shifting the pixel position instead of compensating pixel value. This approach moves the position of the pixel around the edge to the center of the edge, and this process is carried out in several steps to restore blurred depth map. The experimental results show that the proposed method improves both quantitative and visual quality compared to the existing methods.

Integrating Augmented Reality Technology in Digital Fashion Industry (디지털 패션 산업에서 증강 현실 기술 융합)

  • Lixian Yin;Seung-Keun Song
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.6
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    • pp.619-624
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    • 2024
  • The fashion industry has been actively responding to the digital transformation, enhancing its competitiveness through the integration of digital technology. This study aims to uncover emerging trends in integrating Augmented Reality (AR) technology within digital marketing for the fashion industry. By examining literature on Digital transformation of the fashion Industry and AR technology employed in fashion marketing, the study aims to provide a comprehensive understanding of AR's impact on digital fashion industry. In-depth interviews with experts in digital media, visual design, jewelry design, 3D animation, clothing design, digital fashion reveal that AR technology can enhance the user experience in digital fashion industry from four key aspects: enhancing shopping convenience, introducing fun interactive experiences, enriching aesthetic experiences, and facilitating online socializing. Our findings suggest that Augmented Reality technology will not only enhance user experience but also offer valuable insights for guiding digital marketing strategies in the fashion industry. We also highlights the potential of AR technology to bridge the gap between physical and digital fashion, creating new avenues and horizon for innovation in fashion marketing.

A Real-Time Stereoscopic Image Conversion Method Based on A Single Frame (단일 프레임 기반의 실시간 입체 영상 변환 방법)

  • Jung Jae-Sung;Cho Hwa-Hyun;Choi Myung-Ryul
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.43 no.1 s.307
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    • pp.45-52
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    • 2006
  • In this paper, a real-time stereoscopic image conversion method using a single frame from a 2-D image is proposed. The Stereoscopic image is generated by creating depth map using vortical position information and parallax processing. For a real-time processing of stereoscopic conversion and reduction of hardware complexity, it uses image sampling, object segmentation by standardizing luminance and depth map generation by boundary scan. The proposed method offers realistic 3-D effect regardless of the direction, velocity and scene conversion of the 2-D image. It offers effective stereoscopic conversion using images suitable conditions assumed in this paper such as recorded image at long distance, landscape and panorama photo because it creates different depth sense using vertical position information from a single frame. The proposed method can be applied to still image because it uses a single frame from a 2-D image. The proposed method has been evaluated using visual test and APD for comparing the stereoscopic image of the proposed method with that of MTD. It is confirmed that stereoscopic images conversed by the proposed method offers 3-D effect regardless of the direction and velocity of the 2-D image.

Reconfiguration of Physical Structure of Vegetation by Voxelization Based on 3D Point Clouds (3차원 포인트 클라우드 기반 복셀화에 의한 식생의 물리적 구조 재구현)

  • Ahn, Myeonghui;Jang, Eun-kyung;Bae, Inhyeok;Ji, Un
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.40 no.6
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    • pp.571-581
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    • 2020
  • Vegetation affects water level change and flow resistance in rivers and impacts waterway ecosystems as a whole. Therefore, it is important to have accurate information about the species, shape, and size of any river vegetation. However, it is not easy to collect full vegetation data on-site, so recent studies have attempted to obtain large amounts of vegetation data using terrestrial laser scanning (TLS). Also, due to the complex shape of vegetation, it is not easy to obtain accurate information about the canopy area, and there are limitations due to a complex range of variables. Therefore, the physical structure of vegetation was analyzed in this study by reconfiguring high-resolution point cloud data collected through 3-dimensional terrestrial laser scanning (3D TLS) in a voxel. Each physical structure was analyzed under three different conditions: a simple vegetation formation without leaves, a complete formation with leaves, and a patch-scale vegetation formation. In the raw data, the outlier and unnecessary data were filtered and removed by Statistical Outlier Removal (SOR), resulting in 17%, 26%, and 25% of data being removed, respectively. Also, vegetation volume by voxel size was reconfigured from post-processed point clouds and compared with vegetation volume; the analysis showed that the margin of error was 8%, 25%, and 63% for each condition, respectively. The larger the size of the target sample, the larger the error. The vegetation surface looked visually similar when resizing the voxel; however, the volume of the entire vegetation was susceptible to error.