• Title/Summary/Keyword: Computer Graphics Education

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User-Steered Extraction of Geometric Features for 3D Triangular Meshes (사용자 의도에 의한 삼차원 삼각형 메쉬의 기하적 특징 추출)

  • Yoo, Kwan-Hee;Ha, Jong Sung
    • Journal of the Korea Computer Graphics Society
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    • v.9 no.2
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    • pp.11-18
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    • 2003
  • For extracting geometric features in 3D meshes according to user-steering with effective interactions. this paper generalizes the 2D algorithms of snapping and wrapping that. respectively. moves a cursor to a nearby feature and constructs feature boundaries. First. we define approximate curvatures and move cost functions that are the numerical values measuring the geometric characteristics of the meshes, By exploiting the measuring values. the algorithms of geometric snapping and geometric wrapping are developed and implemented. We also visualize the results from applying the algorithms to extracting geometric features of general 3D mesh models such as a face model and a tooth model.

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Latest Information Technologies in the UK Adults Education System

  • Tverezovska, Nina;Bilyk, Ruslana;Rozman, Iryna;Semerenko, Zhanna;Orlova, Nataliya;Vytrykhovska, Oksana;Oros, Ildiko
    • International Journal of Computer Science & Network Security
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    • v.22 no.8
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    • pp.25-34
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    • 2022
  • Today, further education of adults in the UK is one of the developing areas of continuing education. The Open University with distance learning, in the process of which innovative forms and methods based on computer and telecommunication technologies are used, is particularly successful in the organization of additional education of the adult population. The advantages of distance learning, multimedia - the latest information technologies, which provide the combination of graphic images, video, sound with the help of modern computer tools, are noted. The basic principles and forms underlying the technologies and forms of work with the elderly are defined. The international experience of implementing "Universities of the Third Age" is summarized. The most widespread approach in adult education in Great Britain is informational. The use of computer technologies motivates a new paradigm in educational methods and strategies, which requires new approaches, forms of learning, and innovative ways of delivering educational materials to adult learners. Information technologies have gained great popularity in such activities as distance learning, online learning, assistance in the education management system, development of programs and virtual textbooks in various subjects, online search for information for the educational process, computer testing of students' knowledge, creation of electronic libraries, formation of a single scientific electronic environment, publication of virtual magazines and newspapers on pedagogical topics, teleconferences, expansion of international cooperation in the field of Internet education. The information technology of synchronous distance learning "online" has gained considerable popularity in the educational process today. A promising direction is the use of multimedia technologies in educational activities to create a design of a virtual computer environment by decoding audiovisual information.

A Case Study of Human Resource Nurturing Achievements through Industry-University Cooperation (산학협력을 통한 인력양성 성과도출 사례 연구)

  • Han, JungSoo
    • Journal of Internet of Things and Convergence
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    • v.8 no.5
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    • pp.41-46
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    • 2022
  • This study analyzed the results and implications of the industry-university cooperation human resource nurturing process based on the I-O model for the Motion Graphics major and the Global Hotelier major in Baek seok University. In this study, based on the analysis of the human resources training performance through industry-university cooperation in the motion graphics and hotelier fields for 5 years, what kind of efforts were made for successful human resource training, and the level of performance was analyzed and improvement points were suggested. In this study, four strategies were set for successful industry-university-tailored human resource nurturing: student-industry matching through industry participation in education, industry-university integrated education, education quality advancement, and customized education infrastructure construction. As a result of the analysis, customized human resource training should first be developed through industry demand survey and a mirror-type practice room should be built to fit the corporate environment. Second, it was found that it is possible to be individual only if there is an active participation of industry experts throughout the curriculum such as subjects and non-subjects.

Development of Web3D-based Virtual Reality System for Hydrogen Station (웹 3D 기술을 사용한 수소충전소 가상체험교육시스템 제작)

  • Yoon, Jong-Chul;Kwon, Ji-Yong;Lee, In-Kwon
    • Journal of the Korea Computer Graphics Society
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    • v.15 no.2
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    • pp.35-40
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    • 2009
  • In this paper, we present the web3D-based virtual reality(VR) system for the safety education of the hydrogen station. Currently, hydrogen is considered the next generation energy, and hydrogen station is a part of core infrastructure in hydrogen industry. However, the experience of safety equipment in the hydrogen station is limited to the non-experts, because it is a restricted area in general industry. Therefore, using the event driven method, we develop the VR system to transfer the information of hydrogen station to the non-experts. Using our system, user experiences the safety concerns in the hydrogen station, and also learn the informations of hydrogen energy.

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The use and prospect of 3D Computer Animation (3D Computer Animation의 활용과 전망)

  • 김홍산
    • Archives of design research
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    • v.21
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    • pp.233-243
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    • 1997
  • In 1970s, Computer Graphics of still and geometry changed computer Animation of image, and Computer Animation has diversely been used in movie, TV, fashion, sports, education, basic science, medical science, etc. by the development of LSI technology and the large size of computer in 1980s. Since Computer Animation was first used by movie of Futureworld in 1973, we easily experienced the essence of Computer Animation made of the Little Mermaid. Beauty and the Beast, the Lion King, Aladdin, etc. in Disney Animation and Terminator. Jurassic Park, the Mask, etc. in movie. And in other countries that have got the diversely special effect and knowhow in technology are effectively using the Computer Animation now. What situation we Korea are in now, if we compare the Computer Animation with that of other country using the progressive movie\ulcorner Although we first producted the movie title of Ticket, 10years ago, we have rarely been used it in movie, yet. Therefore, we know that it is very important for us to examine the historical and technical side for the purpose of overcoming the technological gap.

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Development of contents based on virtual environment of basic physics education (기초 물리 교육목적의 가상환경 기반 콘텐츠 개발 및 활용)

  • Jaeyoon Lee;Tackhee Lee
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.149-158
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    • 2023
  • HMD, which is applied with the latest technology, minimizes motion sickness with high-resolution displays and fast motion recognition, and can accurately track location and motion. This can provide an environment where you can immerse yourself in a virtual three-dimensional space, and virtual reality contents such as disaster simulators and high-risk equipment learning spaces are developing using these characteristics. These advantages are also applicable in the field of basic science education. In particular, expanding the concepts of electric and magnetic fields in physics described by existing two-dimensional data into three-dimensional spaces and visualizing them in real time can greatly help improve learning understanding. In this paper, realistic physical education environments and contents based on three-dimensional virtual reality are developed and the developed learning contents are experienced by actual learning subjects to prove their effectiveness. A total of 46 middle school and college students were taught and experienced in real time the electric and magnetic fields expressed in three dimensions in a virtual reality environment. As a result of the survey, more than 85% of positive responses were obtained, and positive results were obtained that three-dimensional virtual space-based physical learning could be effectively applied.

Adaptive Key-point Extraction Algorithm for Segmentation-based Lane Detection Network (세그멘테이션 기반 차선 인식 네트워크를 위한 적응형 키포인트 추출 알고리즘)

  • Sang-Hyeon Lee;Duksu Kim
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.1
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    • pp.1-11
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    • 2023
  • Deep-learning-based image segmentation is one of the most widely employed lane detection approaches, and it requires a post-process for extracting the key points on the lanes. A general approach for key-point extraction is using a fixed threshold defined by a user. However, finding the best threshold is a manual process requiring much effort, and the best one can differ depending on the target data set (or an image). We propose a novel key-point extraction algorithm that automatically adapts to the target image without any manual threshold setting. In our adaptive key-point extraction algorithm, we propose a line-level normalization method to distinguish the lane region from the background clearly. Then, we extract a representative key point for each lane at a line (row of an image) using a kernel density estimation. To check the benefits of our approach, we applied our method to two lane-detection data sets, including TuSimple and CULane. As a result, our method achieved up to 1.80%p and 17.27% better results than using a fixed threshold in the perspectives of accuracy and distance error between the ground truth key-point and the predicted point.

Design and Implementation of the Internet Problem bank for the Fairness test on the Realtime Multimedia Education Environment (실시간 멀티미디어 교육에서 공정 평가를 위한 인터넷 문제 은행의 설계 및 구현)

  • 김종률;박길철
    • Proceedings of the Korea Multimedia Society Conference
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    • 2002.05d
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    • pp.797-801
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    • 2002
  • Information network technologies introduce a new education environment. Cyber education is growing rapidly as a field of practice especially in distance education system. The development of multimedia environment based on such technology as graphics, image, voice, and video, personal computer systems use has become the media for interactive teaching-teaming service. These features have made integrated multimedia education feasible. This research suggested a direction for the development of an interactive distance education system. I have developed an education system which cooperate problem bank and learning system. This system support arbitration of the relative difficulty in the problem bank database. An ongoing version of this research was evaluated. Those findings reveal several factors that influence how the proposed system can be tailored to the students' perspectives in order to come up with the enhanced version of this system.

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Implementing Geometry Packing for MPEG Immersive Video (MPEG 몰입형 비디오를 위한 Geometry Packing 구현)

  • Jong-Beom, Jeong;Soonbin, Lee;Eun-Seok, Ryu
    • Journal of Broadcast Engineering
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    • v.27 no.6
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    • pp.861-871
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    • 2022
  • The moving picture experts group (MPEG) developed the MPEG immersive video (MIV) standard for efficient compression of multiple immersive videos representing natural contents and computer graphics. The MIV compresses multiple immersive videos and generates multiple output videos which are defined as atlases. However, there is a synchronization issue of multiple decoders in a legacy device when decoding multiple encoded atlases. This paper proposes and implements the geometry packing method for adaptive control of decoder instances for low-end and high-end devices. The proposed method on the recent version of the MIV reference software worked correctly.