• Title/Summary/Keyword: 4D 시각화

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인터렉티브 하이브리드 미디어 응용기술 -MPEG-4 SNHC를 중심으로-

  • 김형곤
    • Broadcasting and Media Magazine
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    • v.3 no.2
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    • pp.44-58
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    • 1998
  • 최근의 멀티미디어 기술은 정보의 디지털화와 온라인화에 따라 가전, 컴퓨터, 통신 및 방송 기술이 융화되어 가는 추세에 있으며, 대화형의 하이브리드 멀티미디어 기술을 그 특징으로 하고있다. 하이브리드 멀티미디어는 컴퓨터 그래픽 및 미디(MIDI) 기술로 인위적으로 생성한 2D/3D그래픽 및 음향을 실제의 자연적인 영상과 소리에 추가하여 합성하므로 생성된다. MPEG-4는 이렇게 인위적으로 합성되거나 자연적인 영상 혹은 음향 정보의 디지털 하이브리드 멀티미디어 부호화를 목적으로 하며, 활성화된 혼합 미디어의 내용기반 처리, 상호, 동작 및 사용자의 쉬운 접근 등을 가능하게 한다. SNHC(Synthetic-Natural Hybrid Coding)는 기존의 수동적인 미디어의 전달뿐 아니라 실시간 처리가 가능한 인터랙티브 응용 분야까지 다루고 있으며, 통합된 시공간 부호화 기법을 사용하여 시각, 청각, 2차원, 3차원 컴퓨터 그래픽스 등 다양한 형태의 표준 AV(Aural/Visual) 객체를 처리한다. 표준화는 주로mesh-segmented 비디오 부호화, 구조물 부호화, 객체간의 동기화, AV 객체 스트림의 멀티플렉싱, 혼합 미디어 형태의 시-공간 통합화 등에서 이루어지게 되는데, 이는 궁극적으로 네트워크로 연결되는 가상 환경(Virtual Environment)에서 다수의 사용자가 서로 상호작용 할 수 있는 틀을 제공하는데 있다. 이러한 틀이 제공되면, 대화형 하이브리드 멀티미디어라는 새로운 형태의 정보를 사용함으로써 기존의 미디어로는 경험하지 못하는 다양한 응용과 서비스를 경험할 수 있을 것이다.

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A Study on a Technique for Simplifying the Connection of a 3D Model and Schedule Information for 4D Simulation (4D 시뮬레이션을 위한 3D 모델 및 공정 정보의 연계 간소화 기법 연구)

  • Park, Sang Mi;Lee, Jae Hee;Yoon, Hyeong Seok;Hwang, Jae Yoeng;Kang, Hyo Jeong;Kang, Leen Seok
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.42 no.6
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    • pp.861-868
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    • 2022
  • A key use of applying building information modeling (BIM) to the construction stage of a project is to help identify construction obstacles and to visualize construction status according to the progress of the construction schedule. When employing 4D simulation for this purpose, start and finish dates for each activity and a 3D model of the activity must be prepared. In this work, in order to simplify the configuration of a 4D model, minimum attribute information of the BIM model produced in the design stage was used to construct a system that generated activity information in the construction stage using a clustering algorithm. Its usefulness as actual schedule management information was then analyzed.

Development of a Web Service Generation System Using Virtual Environments (가상공간을 이용한 웹 서비스 생성 시스템 개발)

  • Park Chang-Keun;Lee Myeong Won
    • Journal of Internet Computing and Services
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    • v.4 no.1
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    • pp.27-37
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    • 2003
  • This paper presents the Web service generation system using virtual environments and databases. Main features include that the environments and databases are generated and maintained correspondingly. It means that the virtual environments are changed automatically if the databases are updated, and also that the databases are maintained accordingly as the information about the environments are modified at the scene End users can modify the property of the virtual environments in the scene directly using the VRML edit interface, which visualizes the structures of virtual environments. Each object can be accessed through the VRML editor, its property be modified directly, and the information is updated in the database automatically. Web service pages are maintained accordingly. In addition, we define a texture mapping method based on weighted view interpolation using 2 photo images for a scene. A texture mapping interface Is also provided for end users to generate realistic images themselves.

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Introduction to Image Processing Technology for Precise Positioning of Underground Buried Lifelines (영상정보 기반 지하매설관 정밀 위치조사 기술 소개)

  • Ryu, Byunghyun;Cheon, Jangwoo;Lee, Chulhee;Lee, Impyeong;Lee, Jangguen;Kang, Jaemo
    • Journal of the Korean GEO-environmental Society
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    • v.22 no.12
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    • pp.51-57
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    • 2021
  • Underground lifelines such as water supply/sewer pipe, power cable and gas pipe are indispensable facilities to the life of urban society. These lifelines have been constructed long time ago and buried positioning information is not precisely recorded. Moreover, they have been concentrated on the narrow area and are complicatedly entangled in 3-dimension. In the fourth industrial revolution, a 3-dimensional visualization for underground lifelines is strongly required, and a database (D/B) with precise positioning information should be preceded. In this study, image processing technology for precise positioning of underground buried lifelines is introduced, which is able to build the database more accurately, efficiently and practically.

A Study on Development of 3D Data Model for Underground Facilities Using CityGML ADE (CityGML ADE를 이용한 3차원 지하시설물 데이터 모델 개발에 관한 연구)

  • Jeong, Da Woon;Shin, Dong Bin
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.39 no.4
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    • pp.245-252
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    • 2021
  • Underground facilities were constructed as needed by various management organizations, the result of which was the disordered and scattered underground spaces. This phenomenon can be viewed as the main cause of safety accidents in the underground space. To solve this problem, research on systematic construction and management of underground facilities should be conducted. Therefore, to improve the accuracy and the quality of information and to facilitate the systematic construction and management of underground facility information, this study aims to establish a 3D data model that conforms to international spatial information standards for pipeline underground facilities and to implement the data model to enable visualization. The result of this study can be used to improve the consistency of information not only between underground facilities, but also the correspondence between above ground and underground facilities. As such, this study has academic significance in that it presents an integrated data model that includes various objects in the ground and underground spaces and enables interoperability between diverse domain data.

Image recommendation algorithm based on profile using user preference and visual descriptor (사용자 선호도와 시각적 기술자를 이용한 사용자 프로파일 기반 이미지 추천 알고리즘)

  • Kim, Deok-Hwan;Yang, Jun-Sik;Cho, Won-Hee
    • The KIPS Transactions:PartD
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    • v.15D no.4
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    • pp.463-474
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    • 2008
  • The advancement of information technology and the popularization of Internet has explosively increased the amount of multimedia contents. Therefore, the requirement of multimedia recommendation to satisfy a user's needs increases fastly. Up to now, CF is used to recommend general items and multimedia contents. However, general CF doesn't reflect visual characteristics of image contents so that it can't be adaptable to image recommendation. Besides, it has limitations in new item recommendation, the sparsity problem, and dynamic change of user preference. In this paper, we present new image recommendation method FBCF (Feature Based Collaborative Filtering) to resolve such problems. FBCF builds new user profile by clustering visual features in terms of user preference, and reflects user's current preference to recommendation by using preference feedback. Experimental result using real mobile images demonstrate that FBCF outperforms conventional CF by 400% in terms of recommendation ratio.

A study on the Semiotic about 3D animation (3D애니메이션 <슈렉2>에 관한 기호학적 연구)

  • Jung, Joo-Youne
    • Archives of design research
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    • v.17 no.4
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    • pp.327-336
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    • 2004
  • The cultural production of meanings is becoming more and laden with the intricacies of signs and symbols in our times. The idea of 'character' is important as an intermediation for information and an essential characteristic of "the object" experienced through the sence of sight. Character is symbolicin its form but also in its iconic markings. Motion Picture Animation makes Character not just an expression of an image but visual communication that expands the action of meaning piled up, sign upon sign. The analysis of 'character' suggests that motion picture animated characters could play an important role as a cultural mode leading to new styles not merely as an aesthetic mechanism. The study there with analyzed animated character systematically to discem where the sign phenomena shows up in social conventions under the semiotic rigor of Peirce's concepts of icon, index, and symbol.

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3D GIS Network Modeling of Indoor Building Space Using CAD Plans (CAD 도면을 이용한 건축물 내부 공간의 3차원 GIS 네트워크 모델링)

  • Kang Jung A;Yom Jee-Hong;Lee Dong-Cheon
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.23 no.4
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    • pp.375-384
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    • 2005
  • Three dimensional urban models are being increasingly applied for various purposes such as city planning, telecommunication cell planning, traffic analysis, environmental monitoring and disaster management. In recent years, technologies from CAD and GIS are being merged to find optimal solutions in three dimensional modeling of urban buildings. These solutions include modeling of the interior building space as well as its exterior shape visualization. Research and development effort in this area has been performed by scientists and engineers from Computer Graphics, CAD and GIS. Computer Graphics and CAD focussed on precise and efficient visualization, where as GIS emphasized on topology and spatial analysis. Complementary research effort is required for an effective model to serve both visualization and spatial analysis purposes. This study presents an efficient way of using the CAD plans included in the building register documents to reconstruct the internal space of buildings. Topological information was built in the geospatial database and merged with the geometric information of CAD plans. as well as other attributal data from the building register. The GIS network modeling method introduced in this study is expected to enable an effective 3 dimensional spatial analysis of building interior which is developing with increasing complexity and size.

The impact of Google SketchUp on spatial ability and 3D geometric thinking of 7th grade students in volume measurement of solid figures (공간 능력과 공간 기하적 사고에서 SketchUp활용의 효과 -중학교 1학년 입체도형의 측정 단원을 중심으로-)

  • Lee, Hyun Hui;Kim, Rae Young
    • The Mathematical Education
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    • v.52 no.4
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    • pp.531-547
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    • 2013
  • The purpose of the study is to examine how effects of activities using Google SketchUp on students' spatial ability and 3D geometric thinking in measuring the volume of solid figures. By comparing the results from pre- and post-tests between the experimental group and control group, we found that activities using Google SketchUp help students improve their spatial ability in the spatial orientation and visualization. In addition, more than half students in the experimental group moved from level 4 up to level 7 in thinking process of measuring the volume in terms of Battista(2004)'s levels. This study suggests that the instruction with Google SketchUp can help to improve students' spatial ability and 3D geometric thinking in the regular class in middle school. In addition, SketchUp can be an advanced technological tool to support students' self-directed learning, which create an efficient educational environment and a great opportunity to learn geometry in an effective manner.

A Study of the Visual Irony of a Painting Using 'Dépaysement' ('데페이즈망(Dépaysement)'을 통해 본 회화의 시각적 아이러니(Irony)연구)

  • Moon, Ji-Hye
    • Journal of the Korea Convergence Society
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    • v.11 no.4
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    • pp.165-172
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    • 2020
  • The purpose of this study is to primarily explore the characteristics of 'irony' and focus on the process of visualizing it. 'Irony' is one of the rhetorics used to describe the context or situational aspects of writing. This 'Dépaysement' that appears in art history corresponds to 'ironic' rhetoric in writing. 'Dépaysement' is a combination of techniques, which conveys a message through de-familiarizing rhetoric. With the images conflicting with each other in logic on the same canvas. 'Dépaysement' and 'ironic' rhetoric have commonalities in that they produce a situation with opposite or contradictory images and obscure the images and the situation by distorting them into being different from what has usually been known. In conclusion, Ironic Characteristics and Visual technique elements of dépaysement are identical, this study attempts to understand the visual language by analyzing 'the visual irony' that appears in artworks.