• Title/Summary/Keyword: Computer Graphic

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The Development Process of Quality Evaluation Indicators for Game Graphical Data (게임 그래픽 데이터의 품질평가지표 개발 프로세스)

  • Yoon, Seon-Jeong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.07a
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    • pp.113-114
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    • 2012
  • 게임이 기획, 그래픽, 프로그램의 복합적 기능을 가진 콘텐츠이지만 특별히 수준 높은 그래픽 데이터는 이용자의 만족도, 몰입 등에 긍정적인 영향을 미치는 중요한 영역이다. 그러나 아직 국내외에 게임 그래픽 데이터의 품질을 객관적으로 평가할 수 있는 기준이 마련되어 있지 않다. 이에 따라 본 논문에서는 게임 그래픽 데이터의 품질 평가를 위한 지표를 개발하는 프로세스를 제안한다. 제안된 프로세스는 그래픽 데이터의 품질 평가 영역 추출을 위한 방법과 세부 평가 지표 마련을 위한 평가 항목 추출방법들로 구성된다. 본 연구 결과는 고품질 게임 개발을 위한 품질평가 지표 개발에 적용될 것이며 관련 분야의 품질평가 모델 개발의 참조 모델이 될 것이다. 향후 본 연구는 국내외 게임 그래픽 데이터의 품질평가 표준안 설계 개발로 진행될 예정이다.

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Real-Time Background Modeling Using the Graphic Processing Units (그래픽 처리 장치를 사용한 실시간 배경 모델링)

  • Lee Sun-Ju;Jeong Chang-Sung
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.06b
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    • pp.307-309
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    • 2006
  • 움직이는 오브젝트(Object)를 추출하기 위한 배경 제거(Background Subtraction) 단계는 실시간 감시시스템(Real-time Surveillance System)에서 중요한 과정 중에 하나이다. 배경 제거를 효과적으로 진행하기 위한 배경을 모델링, 배경 유지 보수 방법이 존재하는데, 효율성이 높은 방법으로 적응적 가우시안 혼합 배경 모델링(Adaptive Gaussian Mixture Background Modeling)이 제시되고 있다. 본 논문에서는 이기법을 바탕으로 하여 이러한 실시간 배경 모델링 시스템을 구현하려 하고, 중앙 처리 장치(CPU)가 아닌 그래픽 처리 장치(Graphic Processing Units : GPU)를 사용하여 보다 향상된 방범을 구현함으로서 관련사항을 제안하려 한다.

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Implementation of Embedded Linux Based Control System for Ad Balloon and Video Camera Using Bluetooth Wireless Communication (임베디드 리눅스 기반 불루투스를 이용한 홍보용 비행선 및 영상 카메라의 제어 시스템 설계)

  • Park, Sang-Jo;Sin, You-Sik
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.3
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    • pp.79-86
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    • 2006
  • In this paper, we implement the ad ballon control system in which a built camera monitors using bluetooth wireless communication with ISM(Industrial. Scientific and Medical) band. In the proposed system. the driving time of ad ballon is increased by adopting the mercury battery and light weight. An ad ballon with camera is easily controlled by Graphic User Interface using Linux based embedded system.

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Domestic Production Process of Early Korean Broadcast CG Equipment

  • Nah, So-Mi
    • Journal of Multimedia Information System
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    • v.8 no.4
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    • pp.285-294
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    • 2021
  • The development process of domestic CG (Computer Graphics) needs to be studied by classifying the technical part and the design part. This paper analyzes how early domestic broadcast equipment evolved and focused on what went through the development process. Domestic broadcasting companies have introduced and used overseas equipment and have begun to develop their own technology. The development process of the early domestic production technology of broadcasting stations was classified into Character Generator, On-line Real-Time Graphic and Sport Coder. It was found that the orientation of broadcasting technology was conclusively focused on visualization, with socio-cultural factors acting along with the evolution of hardware and software. This research is meaningful in reorganizing the history of the development process of domestic CG technology in the early days through previous research (primary verification), newspaper articles and news coverage (secondary verification). This paper looks at what is missing by regaining the past of CG, and argues that with the advent of new technologies today, we must develop through appropriate division of roles and collaboration between engineers and designers.

A Study on the Computer Simulation in the Changing Velocity and Pressure in Gravure Printing. (그라비어 인쇄에서 속도와 압력변화에 따른 시뮬레이션에 관한 연구)

  • Park, Sung-Jun;Lim, Soo-Man;Youn, Jong-Tae
    • Journal of the Korean Graphic Arts Communication Society
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    • v.25 no.1
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    • pp.53-64
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    • 2007
  • Gravure printing is the most useful printing process than any other engraving printing method. According to the cell which is variable size and depth, ink is transferred substrates. So, the amount of ink from cells has a great effect on the qualities of final printed products. The variables effect on the printability of final products are proportion of the width and length, the rhelogical properties, roll speed etc. However the mechanism of gravure is difficult to study scientifically because of high speed and excessively small size of the cell. To approach the mechanism we experimented the real test by using gravure printability. The condition of variables of IGT is pressure and velocity. By using Polyflow 3. 10. 0 simulation software, we built up the theoretical model under the constant variables. Then, we compared the real test with the simulation results. Therefore, it is studied the mechanism of gravure scientifically and it can be analysed the effect of the variable conditions.

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A Power Quality Monitoring System(PQMS) : A Standard of User-Friendly-GUI & Analysis Graphic Representation (전력품질 모니터링 시스템 : User-Friendly-GUI 및 분석 그래프 표준)

  • Kim, Young-Il;Han, Jin-Hee;Yoon, Tai-Wook
    • Proceedings of the KIEE Conference
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    • 2002.11b
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    • pp.127-130
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    • 2002
  • Recently, with the increasing use of power semiconductors and microprocessors which are very sensitive to little change of power quality and for coping positively with anticipating power quality disputes between power providers and consumers which are possible to occur by of power market being formed, the power quality problem has gained preponderance among the contemporary research areas. To serve these purposes, the integrated system has been researched and developed for power quality analysis and monitoring, which provides speedy and powerful functions by the growth of computer hardware and information technology. But the advent of fast and lower price hardware make little difference in an application on many systems. As a result, the key issues of constructing power quality monitoring system are in the management of data obtained, accurate algorithms, graphic representation and user-friendly-environment for easy and clear analysis results. So, in this paper it will be introduced that the standard of user-friendly-GUI(Graphic User Interface) and analysis graphic representation for intuitive understanding of results from power quality analysis based on consideration of several systems currently being in use.

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Virtual Analysis of the Remote Operation of the ACP

  • Yoon Ji sup;Kim Sung Hyun;Song Tai Gil;Lim Kwang-Mook
    • Proceedings of the Korean Radioactive Waste Society Conference
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    • 2005.11b
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    • pp.60-75
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    • 2005
  • The remote operation of the Advanced Spent Fuel Conditioning Process (ACP) is analyzed by using the 3D graphic simulation tools. The ACP equipment operates in intense radiation fields as well as in a high temperature. Thus, the equipment should be designed in consideration of the remote handling and maintenance. As well as suitable remote handling and maintenance method needs to be provided. To provide such remote operation technology, we developed the graphic simulator which provides the capability of verifying the remote operability of the ACP without fabrication of the process equipment. In other words, by applying virtual reality to the remote maintenance operation, a remote operation task can be simulated in a computer, not in a real environment. In this way the graphic simulator can substantially reduce the design cost of the remote operation process and the equipment. Also it can provide new operation concept that is more reliable, easier to implement, and easier to understand.

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Accelerating Depth Image-Based Rendering Using GPU (GPU를 이용한 깊이 영상기반 렌더링의 가속)

  • Lee, Man-Hee;Park, In-Kyu
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.11
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    • pp.853-858
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    • 2006
  • In this paper, we propose a practical method for hardware-accelerated rendering of the depth image-based representation(DIBR) of 3D graphic object using graphic processing unit(GPU). The proposed method overcomes the drawbacks of the conventional rendering, i.e. it is slow since it is hardly assisted by graphics hardware and surface lighting is static. Utilizing the new features of modem GPU and programmable shader support, we develop an efficient hardware-accelerating rendering algorithm of depth image-based 3D object. Surface rendering in response of varying illumination is performed inside the vertex shader while adaptive point splatting is performed inside the fragment shader. Experimental results show that the rendering speed increases considerably compared with the software-based rendering and the conventional OpenGL-based rendering method.

Development the Educational and Training Package with an integrated Graphic Environment for Power System Analysis & Operation (그래픽통합환경을 갖춘 전력시스템 해석과 운용을 위한 교육 및 훈련용 팩키지)

  • 신중린;이욱화;임동해
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.12 no.2
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    • pp.45-53
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    • 1998
  • This paper describes the development of educational and training package with Integrated graphic environment for power system analysis '||'&'||' operation. This package runs on a personal computer with interactive scheme and includes a graphic editor for modeling of power system, a database system, the various graphic illustration '||'&'||' animation modules to represent the simulation results, and the application module of the power system analysis '||'&'||' operation. The proposed package is tested on a sample system, the package will be useful for the education and training of power system analysis and operation.

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Development of a 3-D Racing Game Using Java (Java를 이용한 3차원 레이싱 게임 개발)

  • Jeong, Gab-Joong;Jang, Jae-Won
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.2
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    • pp.627-630
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    • 2005
  • This paper describes the development of a racing game with three-dimensional computer graphics as one of web-based game contents. Client user using web can access and run java applet program with download of Java Bytecode with the independence of hardware system. It consists of graphic user interface module, initial space generation module, event handler module, and thread control module. It uses 2-D linked list data structure for the 3-D graphic objects that are located in three-dimensional space for high-speed object searching and sorting. It enhances the dynamic object moving and viewing in three-dimensional space. We can use the developed racing game to inform game users of information for an advertisement like tourism information, and can apply the proposed 3-D drawing technology to 3-D game graphic engine core.

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