• Title/Summary/Keyword: Computer Graphics Simulation

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Development of VR Monitoring System for Gas Plant (가상현실을 이용한 가스플랜트의 VR Monitoring System 개발)

  • Seo, Myeong-Won;Jo, Gi-Yong
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.25 no.5
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    • pp.788-796
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    • 2001
  • VR(Virtual reality) technologies have given engineers the ability to design, test, and evaluate engineering systems in a virtual environment. The virtual plant is the highlight of the application of the VR technology to plant engineering. Plant design, maintenance, control, management, operation are integrated in the virtual plant. The VR monitoring system including the concept of the virtual plant is developed to replace a current control room that has number of gages and warning lamps in two-dimensional panels which shows the operating status of a plant. The operating status of the plant is displayed in the VR monitoring system through the realistic computer graphics. Sophisticated, realistic and prompt control becomes possible. The VR monitoring system consists of advanced visualization, walk-through simulation and navigation. In the virtual environment, a user can navigate and interact with each component of a plant. In addition, the user can access the information by just clicking interesting component. The VR monitoring system is operated with various modules, such as (1) virtual plant constructed with Graphic Management System (GMS), (2) Touch & Tell System, and (3) Equipment DB System of Part. In order to confirm the usefulness of the VR monitoring system, a pilot gas plant which is currently being used for plant operator training is taken as application. The end of the paper gives an outlook on the future work and a brief conclusion.

A Study on the Cases of the Application of 3D Apparel CAD System to the Domestic and Overseas Fashion Education (국내·외 패션교육에 있어서 3D 어패럴 CAD 시스템 활용 사례연구)

  • Lee, Min-Jeong;Sohn, Hee-Soon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.35 no.9
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    • pp.1112-1124
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    • 2011
  • The development of computer graphics and Internet technology has created a 3D Web-based virtual world that has transformed the global fashion industry environment. In this study, the application cases of 3D virtual fashion education were analyzed to discuss the necessity and application of a 3D apparel CAD curriculum as part of a special education for global fashion talent at Korean fashion-related colleges. Prior studies, literature, photo data and Internet data (in and out of Korea) were used for this study. The demonstration case studies were conducted for the virtual fashion education 'SLCC 2007' of Buffalo State College (U.S.), 'Ratava's Line (2004)' of SFU/FIT Collaborative Design Project (Canada and U.S.) and '2011 Graduation Fashion Show' of Ueda Fashion College (Japan). The results of the study show that the 3D apparel CAD system (as a core technology of the IT fashion industry) would allow the current mass production concept to change to a new paradigm of 'mass customization' along with new fashion business types that include global fashion companies and Web-based Internet, mobile and virtual-world shopping malls. In addition, it appears that the system should be included in the curriculum of fashion-related colleges and institutes to educate technical designers for the global fashion industry and global fashion talent with comprehensive system operation and management ability, and to promote single proprietor companies.

3D Special Makeup Mask Program Development and Utilization (Ver. 2) (3D 특수 분장 마스크 시뮬레이션 프로그램 개발과 활용 (제2보))

  • Barng, Kee-Jung;Kim, Jin-Seo
    • Journal of Fashion Business
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    • v.19 no.5
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    • pp.63-76
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    • 2015
  • The purpose of this study was to design a training program for utilization of 3D special makeup mask program. This study was conducted with a 3D computer graphics software program, for special makeup mask using a variety of creative educational models and case study with comparative analysis. The makeup program applied to the majors and liberal arts classes for program design. Inthis study, the selected major courses included ' stage make up ', make up application', and illustrations and color '. Students were required to take a class targeted to questionnaire completion and analysis. The research method included literature search, and Internet navigation, of experimental research. The research targeted select college students attending a 4-year university located in Dae-jeon, Korea. ETRI's "3D mask special makeup simulation program" was used in support. A survey of the study conducted from September 1, 2013, to August 30, 2014, showed a total of 94 additional statistical analyses. First, grade 3 44.6% was attained by 91.7% of the first year student majoring in liberal arts classes, Second, students' in the 3D special dress up mask program Interestingly, attained high recognition in its mastering, usability, and creativity. Furthermore, the major student satisfaction was higher for the '3D special makeup mask program. Third, students '3D special dress up was one of the biggest advantages of the program', the mask ' that models 3D ' faces. In addition, the student's delicate dress called for critical technology skills. It is thought to be suitable for practical training and improving the efficiency and performance if applied to universities and beauty schools, such as the regular high school curriculum through research.

Performance Analysis of Screen Contents Coding Tools to Reduce Inter-Color Component Correlation (색 공간 내 중복 정보 감소를 위한 HEVC 스크린 콘텐츠 부호화 기법 성능 분석)

  • Kang, Je-Won
    • Journal of Broadcast Engineering
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    • v.20 no.5
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    • pp.687-696
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    • 2015
  • JCT-VC (Joint Collaborative Team on Video Coding) continues developing HEVC/Screen Content Coding (HEVC/SCC) as an extension for efficiently coding screen content videos, including computer animations, graphics, and electrical documents, based on HEVC/Range extension (HEVC/RExt.). Color space conversion from RGB space being captured from CCD sensors is popular in natural video coding. However, the conversion is often undesired for screen contents because of a significant loss in perceptual quality. Therefore, several coding tools including cross-component prediction (CCP) and in-loop adaptive color space transform (ACST) have been developed for an efficient screen content video coding in order to reduce the redundancies between color spaces while maintaining the original color space. In this paper, we review the two coding tools, i.e., CCP and ACST exploiting the correlation in the RGB color space and conduct the performance analysis of the coding tools. In our simulation results, CCP and ACST provide 11.7% BD-rate saving and 16.4% BD-rate saving, respectively, while the two coding tools provide 18.2% BD-rate saving in total. Following this idea, if the two coding tools are exclusively selected, we provide 93% encoding measurement time with a 0.3% coding loss.

A Study on Metaverse Construction Based on 3D Spatial Information of Convergence Sensors using Unreal Engine 5 (언리얼 엔진 5를 활용한 융복합센서의 3D 공간정보기반 메타버스 구축 연구)

  • Oh, Seong-Jong;Kim, Dal-Joo;Lee, Yong-Chang
    • Journal of Cadastre & Land InformatiX
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    • v.52 no.2
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    • pp.171-187
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    • 2022
  • Recently, the demand and development for non-face-to-face services are rapidly progressing due to the pandemic caused by the COVID-19, and attention is focused on the metaverse at the center. Entering the era of the 4th industrial revolution, Metaverse, which means a world beyond virtual and reality, combines various sensing technologies and 3D reconstruction technologies to provide various information and services to users easily and quickly. In particular, due to the miniaturization and economic increase of convergence sensors such as unmanned aerial vehicle(UAV) capable of high-resolution imaging and high-precision LiDAR(Light Detection and Ranging) sensors, research on digital-Twin is actively underway to create and simulate real-life twins. In addition, Game engines in the field of computer graphics are developing into metaverse engines by expanding strong 3D graphics reconstuction and simulation based on dynamic operations. This study constructed a mirror-world type metaverse that reflects real-world coordinate-based reality using Unreal Engine 5, a recently announced metaverse engine, with accurate 3D spatial information data of convergence sensors based on unmanned aerial system(UAS) and LiDAR. and then, spatial information contents and simulations for users were produced based on various public data to verify the accuracy of reconstruction, and through this, it was possible to confirm the construction of a more realistic and highly utilizable metaverse. In addition, when constructing a metaverse that users can intuitively and easily access through the unreal engine, various contents utilization and effectiveness could be confirmed through coordinate-based 3D spatial information with high reproducibility.