• Title/Summary/Keyword: Computer Graphics Education

Search Result 114, Processing Time 0.021 seconds

The Role of Fundamentalization of Education in Improving the Future Specialists Professional Training with Usage of Multimedia Technologies

  • Palshkov, Kostiantyn;Kochubei, Olena;Tsokur, Olga;Tiahur, Vasyl;Tiahur, Liubomyra;Filimonova, Tetiana;Kuzminskyi, Anatolii
    • International Journal of Computer Science & Network Security
    • /
    • v.22 no.9
    • /
    • pp.95-102
    • /
    • 2022
  • The article considers the fundamentalization of education in improving the future specialists professional training with usage of multimedia technologies by various scientists. Various points of view and approaches to defining the concepts of fundamentalization of education and multimedia technologies are identified. The concept of fundamentalization of professional training of a future specialist is based on the goals and functions of fundamentalization and - on the ways and means of achieving it, etc. Most authors agree only in their views that the fundamentalization of education is aimed at improving the quality of education and the education of the individual. Others involve the formation of a culture and worldview, increasing the creative and intellectual potential, forming the professional competence of a specialist and the potential for further education, and so on. The term multimedia refers to interactive systems that provide processing of moving and still video images, animated graphics, high-quality audio and speech. It is found out that professional training of a specialist by means of multimedia technologies includes not only the activities of the teacher and student, which form the learning process, but also the independent activity of the subject, self-development, assimilation of experience by the subject through analysis, comprehension and transformation of the field of activity in which he is included. It is revealed through the implementation of which approaches to the fundamentalization of higher professional education, it becomes possible to fully present theoretical training courses and effectively pass practical training by students, which contributes to improving the quality of training of future specialists in higher education institutions. Theoretical analysis of scientific views indicates a fairly serious attention of scientists to the problem of professional readiness of specialists and the possibility of higher educational institutions in preparing for it. At the same time, professional readiness is considered from different positions: as an active state of a person, which manifests itself in activity; as a result of activity; as goals of activity; as a quality that characterizes the attitude to solving professional problems and social situations; as a prerequisite for purposeful activity; as a form of activity of the subject; as an integral formation of personality; as a component of socio-professional culture; as a complex professionally significant neoplasm of the individual.

Mobile Augmented Reality for Smart-Learning System (모바일 증강현실을 활용한 스마트러닝 시스템)

  • Lee, Jae-Young;Kim, Young-Tae;Lee, Seok-Han;Kim, Tae-Eun;Choi, Jong-Soo
    • Convergence Security Journal
    • /
    • v.11 no.6
    • /
    • pp.17-23
    • /
    • 2011
  • In this paper, we propose mobile Augmented Reality(AR) for smart learning system which is advanced e-learning. AR is technology that seamlessly overlays computer graphics on the real world. AR has become widely available because of mobile AR. Mobile AR is possible to get information from real world anytime, anywhere. Nowadays, there are various areas using AR such as entertainment, marketing, location-based AR. One of the most promising areas is education. AR in education shows lifelike images to users for realism. It's a good way for improving concentration and attention. We utilize only a camera for image-based AR without other sensor.

Non-Photorealistic Rendering using GPU Programming Technique (GPU 프로그래밍 기법을 이용한 비사실적 랜더링)

  • Bat-Ochir, Bolormaa;Sung, Kyung;Kim, Soo-Kyun
    • Journal of Advanced Navigation Technology
    • /
    • v.15 no.6
    • /
    • pp.1228-1233
    • /
    • 2011
  • NPR(Non-Photorealistic rendering) technique is developing by every years. NPR is inspired on artistic styles, which is painting, drawing, technical illustration, animation and cartoon. There have many application programs for NPR, which is popular and useful of animations, even on game industrial. In traditional computer graphics focused on non-photorealism, but this method need much more memory and time. Recent years, Many NPR methods present advanced rendering technique and real time technique using graphic accelerator. This paper propose to explain NPR with GPU programming.

Adaptive Mass-Spring Method for the Synchronization of Dual Deformable Model (듀얼 가변형 모델 동기화를 위한 적응성 질량-스프링 기법)

  • Cho, Jae-Hwan;Park, Jin-Ah
    • Journal of the Korea Computer Graphics Society
    • /
    • v.15 no.3
    • /
    • pp.1-9
    • /
    • 2009
  • Traditional computer simulation uses only traditional input and output devices. With the recent emergence of haptic techniques, which can give users kinetic and tactile feedback, the field of computer simulation is diversifying. In particular, as the virtual-reality-based surgical simulation has been recognized as an effective training tool in medical education, the practical virtual simulation of surgery becomes a stimulating new research area. The surgical simulation framework should represent the realistic properties of human organ for the high immersion of a user interaction with a virtual object. The framework should make proper both haptic and visual feedback for high immersed virtual environment. However, one model may not be suitable to simulate both haptic and visual feedback because the perceptive channels of two feedbacks are different from each other and the system requirements are also different. Therefore, we separated two models to simulate haptic and visual feedback independently but at the same time. We propose an adaptive mass-spring method as a multi-modal simulation technique to synchronize those two separated models and present a framework for a dual model of simulation that can realistically simulate the behavior of the soft, pliable human body, along with haptic feedback from the user's interaction.

  • PDF

Exploring the Effects of Passive Haptic Factors When Interacting with a Virtual Pet in Immersive VR Environment (몰입형 VR 환경에서 가상 반려동물과 상호작용에 관한 패시브 햅틱 요소의 영향 분석)

  • Donggeun KIM;Dongsik Jo
    • Journal of the Korea Computer Graphics Society
    • /
    • v.30 no.3
    • /
    • pp.125-132
    • /
    • 2024
  • Recently, with immersive virtual reality(IVR) technologies, various services such as education, training, entertainment, industry, healthcare and remote collaboration have been applied. In particular, researches are actively being studied to visualize and interact with virtual humans, research on virtual pets in IVR is also emerging. For interaction with the virtual pet, similar to real-world interaction scenarios, the most important thing is to provide physical contact such as haptic and non-verbal interaction(e.g., gesture). This paper investigates the effects on factors (e.g., shape and texture) of passive haptic feedbacks using mapping physical props corresponding to the virtual pet. Experimental results show significant differences in terms of immersion, co-presence, realism, and friendliness depending on the levels of texture elements when interacting with virtual pets by passive haptic feedback. Additionally, as the main findings of this study by statistical interaction between two variables, we found that there was Uncanny valley effect in terms of friendliness. With our results, we will expect to be able to provide guidelines for creating interactive contents with the virtual pet in immersive VR environments.

International Comparative Study of the Use of ICT by Middle School Teachers (중학교 과학 교사의 ICT 활용 실태 국제 비교)

  • Lee, Jaebong
    • Journal of The Korean Association For Science Education
    • /
    • v.35 no.5
    • /
    • pp.885-893
    • /
    • 2015
  • In this study, we compared the use of information and communications technology (ICT) by middle school teachers in Korea and other countries utilizing the teacher survey data of the IEA International Computer and Information Literacy Study (ICILS) 2013. The ICILS target population consisted of all students in the eighth grade. We compared Korea with Australia, the Czech Republic, Norway, and Poland, which are nations showing the highest achievements in computer and information literacy. We selected nine questions from the teacher questionnaire and divided them into the categories of computer use, use of ICT for teaching and learning, and the ICT support environment in school. In comparison to their counterparts in other countries, Korean middle school science teachers used computers frequently and also had high ICT self-efficacy. They were confident in their ability to use computers for general tasks, but not in their ability to use computers for teaching and learning. The Korean teachers also had a high percentage of utilization of presentation and graphics software. Also, the proportion of activities concerning the information provided and teacher-led tasks was high, but the proportion of activities for student collaboration or peer interaction was low. In Korea, middle school science teachers had more negative than positive views of using ICT in teaching and learning. The teachers thought that computer-related resource support and digital learning materials were insufficient and that the computer model was outdated in schools. Therefore, we propose to build an ICT infrastructure and to develop and disseminate ICT teaching and learning methods for student activities.

Parallel Cell-Connectivity Information Extraction Algorithm for Ray-casting on Unstructured Grid Data (비정렬 격자에 대한 광선 투사를 위한 셀 사이 연결정보 추출 병렬처리 알고리즘)

  • Lee, Jihun;Kim, Duksu
    • Journal of the Korea Computer Graphics Society
    • /
    • v.26 no.1
    • /
    • pp.17-25
    • /
    • 2020
  • We present a novel multi-core CPU based parallel algorithm for the cell-connectivity information extraction algorithm, which is one of the preprocessing steps for volume rendering of unstructured grid data. We first check the synchronization issues when parallelizing the prior serial algorithm naively. Then, we propose a 3-step parallel algorithm that achieves high parallelization efficiency by removing synchronization in each step. Also, our 3-step algorithm improves the cache utilization efficiency by increasing the spatial locality for the duplicated triangle test process, which is the core operation of building cell-connectivity information. We further improve the efficiency of our parallel algorithm by employing a memory pool for each thread. To check the benefit of our approach, we implemented our method on a system consisting of two octa-core CPUs and measured the performance. As a result, our method shows continuous performance improvement as we add threads. Also, it achieves up to 82.9 times higher performance compared with the prior serial algorithm when we use thirty-two threads (sixteen physical cores). These results demonstrate the high parallelization efficiency and high cache utilization efficiency of our method. Also, it validates the suitability of our algorithm for large-scale unstructured data.

Technology to create a 360-degree panorama of a square room using a single projector and a hemispherical mirror (1대의 프로젝터와 반구형 반사경을 이용한 사각방 360도 파노라마 생성 기법)

  • Lee, Jung-jik;Park, Yoen-yong;Lee, Yun-sang;Lee, Jun-yuep;Jung, Eun-yeong;Yu, Rim;Kang, Myongjin;Jung, Moon-ryul
    • Journal of the Korea Computer Graphics Society
    • /
    • v.26 no.3
    • /
    • pp.133-142
    • /
    • 2020
  • In this research, we describe the method of implementing a 360-degree panorama using one projector, in terms of hardware and in the production of projected pre-distortion images. We propose a method of installing a projector and a reflector on the central ceiling of the space to minimize the shadows generated based on the position of the spectators. We used a virtual camera and virtual space where the projector and hemisphere positions were set to the same as in the exhibition space in Unity. After the image projected on the screen was mapped on the wall of the virtual space, the pre-distortion image was created by the method of capturing from the virtual camera using the ray tracing technique. When the produced pre-distortion image is hemispherical reflected and projected by the projector installed at the same position as the virtual camera, the image is reflected and projected 360 degrees on the panoramic screen.

Progressive occupancy network for 3D reconstruction (3차원 형상 복원을 위한 점진적 점유 예측 네트워크)

  • Kim, Yonggyu;Kim, Duksu
    • Journal of the Korea Computer Graphics Society
    • /
    • v.27 no.3
    • /
    • pp.65-74
    • /
    • 2021
  • 3D reconstruction means that reconstructing the 3D shape of the object in an image and a video. We proposed a progressive occupancy network architecture that can recover not only the overall shape of the object but also the local details. Unlike the original occupancy network, which uses a feature vector embedding information of the whole image, we extract and utilize the different levels of image features depending on the receptive field size. We also propose a novel network architecture that applies the image features sequentially to the decoder blocks in the decoder and improves the quality of the reconstructed 3D shape progressively. In addition, we design a novel decoder block structure that combines the different levels of image features properly and uses them for updating the input point feature. We trained our progressive occupancy network with ShapeNet. We compare its representation power with two prior methods, including prior occupancy network(ONet) and the recent work(DISN) that used different levels of image features like ours. From the perspective of evaluation metrics, our network shows better performance than ONet for all the metrics, and it achieved a little better or a compatible score with DISN. For visualization results, we found that our method successfully reconstructs the local details that ONet misses. Also, compare with DISN that fails to reconstruct the thin parts or occluded parts of the object, our progressive occupancy network successfully catches the parts. These results validate the usefulness of the proposed network architecture.

A Study on Educational Content Based on Virtual Reality (가상 현실 기반의 교육 목적 콘텐츠에 대한 연구 - VR 키오스크 시뮬레이션)

  • Junseop Lee;Byeongil Lim;Jiyoung Han;Taekhee Lee
    • Journal of the Korea Computer Graphics Society
    • /
    • v.30 no.3
    • /
    • pp.179-188
    • /
    • 2024
  • Recently, unmanned terminals (kiosks) have greatly increased their scope of use by allowing orders or payments to be made efficiently while replacing existing manpower. With the acceleration of digital transformation, the rate of kiosk installations has soared, making it an important task to help all age groups easily use kiosks. In this study, based on the function of the game engine and Hand Tracking technology, we developed content that can conduct kiosk education in a virtual world. The goal of this content is to help users unfamiliar with kiosks confidently cope with real-world situations by experiencing visual and auditory stress caused by waiting guests in virtual reality. To this end, two VR contents were developed. One is a simple kiosk experience content, and the other is specialized content that causes visual and auditory stress. The experiment was divided into two groups: one group experienced general VR content, while the other group experienced specialized VR content. After the experience, both groups proceeded to place orders in an actual store. Survey results showed that 85% of the experimental group and 95% of the control group were satisfied with the training. This confirms that the specialized experience described in this paper is effective for kiosk education.