• 제목/요약/키워드: Computer Graphics Technology

검색결과 401건 처리시간 0.03초

가젯암: 확장현실을 위한 손 제스처 기반 대화형 데이터 시각화 시스템 (Gadget Arms: Interactive Data Visualization using Hand Gesture in Extended Reality)

  • 최준영;정해진;정원기
    • 한국컴퓨터그래픽스학회논문지
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    • 제25권2호
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    • pp.31-41
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    • 2019
  • 가상 및 증강현실과 같은 확장현실(XR: Extended Reality)은 몰입형 데이터 시각화 및 분석을 위한 거대한 잠재력을 가지고 있다. 확장현실에서 사용자는 3차원 가상 공간을 활용하여 데이터 및 여러 사용자와 사실적으로 상호 작용할 수 있으므로 보다 직관적인 데이터 분석이 가능하다. 그러나 확장현실의 장점을 제대로 활용하기 위한 시각화를 생성하는 것은 복잡한 프로그래밍이 필요하기 때문에 상당히 어려운 일이다. 본 논문에서는 손 제스처만으로 XR을 위한 시각화 전 과정을 수행하고, 모든 3차원 공간을 활용할 수 있는 가젯암(Gadget Arms) 시스템을 제안한다. 이 시스템에서 분석가는 데스크탑 기반 환경이나 복잡한 프로그래밍을 사용할 필요 없이 XR 기기를 착용한 상태에서 직관적으로 전체 시각화 공간을 디자인할 수 있으며, 가상의 손을 임의의 3차원 공간에 자유자재로 위치시킬 수 있는 인터랙션을 통해 거대한 3차원 공간을 효과적으로 활용할 수 있다. 우리는 사용자 연구를 통해 제안된 시스템이 시각화 제작과 공간 활용의 사용성을 크게 향상시시키는 것을 확인하였다.

유니티 게임 엔진에서의 구형 물체와 천 시뮬레이션간의 실시간 충돌 및 반응 처리 연구 (REAL-TIME COLLISION RESPONSE BETWEEN CLOTH AND SPHERE OBJECT IN UNITY)

  • 김민상;송욱;최유주;홍민
    • 인터넷정보학회논문지
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    • 제19권6호
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    • pp.53-62
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    • 2018
  • 최근 컴퓨터 하드웨어의 성능이 증가함에 따라, 휴대용 전자 기기 뿐만 아니라 개인 컴퓨터에서도 더 사실적인 컴퓨터 그래픽 물체들을 생성하고 보여줄 수 있게 되었다. 이러한 이유로, 컴퓨터 그래픽을 포함한 디지털 콘텐츠는 더 계산적 비용이 높은 사실적인 가상의 물체들을 다양한 기기에서 실시간으로 표현하는 것을 요구한다. 멀티-플랫폼에서 구동되며 컴퓨터 그래픽을 포함한 게임, 애니메이션 등의 콘텐츠의 제작을 돕기 위해서는 유니티와 언리얼 엔진과 같은 기술들이 주로 사용된다. 시뮬레이션에서 더 사실적인 가상의 물체의 움직임을 표현하기 위해서는, 가상의 물체는 다른 물체들과 충돌해야 하며 현실세계와 비슷한 반응을 보여야 한다. 하지만, 다이나믹 시뮬레이션은 많은 계산 비용을 요구하나, 대부분의 휴대용 기기들을 이러한 다이나믹 시뮬레이션을 실시간으로 제공하지 못한다. 본 논문에서는 GPGPU 계산을 이용하여 구형 물체와 실시간으로 충돌 및 반응을 수행하는 천 시뮬레이션을 제안한다. 제안된 방법이 사실적인 디지털 콘텐츠에 유용할 것으로 기대된다.

교차다각형법에 의한 원 근사 방법을 적용한 RP Part 제작에 관한 연구 (A Study on RP Part Production Using Intersecting Circle Approximation Method)

  • 신근하
    • 한국생산제조학회지
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    • 제9권1호
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    • pp.68-74
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    • 2000
  • The STL file format is an approximation of 3-D model with triangular facets. STL is a standard input file format of Rapid Prototyping(RP) equipment In computer graphics a circle has been approximated with an inscribed polygon which causes an error between the real and approximated circles. In this study an intersecting polygon has been used to approximate the circle and applied to produce more accurate RP part. The newly proposed method shows it's excellence in part accuracy.

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TIP기술을 이용한 3차원 배경 영상 구축에 관한 연구 (A Study on 3D Background Image Construction using TIP)

  • 노창현;정광호
    • 한국게임학회 논문지
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    • 제2권1호
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    • pp.49-54
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    • 2002
  • In this paper we propose the methodology for 3D background image construction in computer games. This methodology was developed based on TIP (Tour Into the Picture) using a vanishing line Proposed by Kang et at. The methodology Proposed in this study can simply implement a 3D background for a computer game with a background model which is very complex or based on a real picture. Compared to the graphics technologies generally used, the proposed methodology does not need the process of modeling elaborate 3D information of a background, and hence can display the background even on a low grade personal computer using a small reference image. TIP technology was successfully applied to the implementation of a background model for a computer game and was found to be appropriate especially for real time games.

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Applying the Technology Acceptance Model to the Digital Exhibition: A Case study on

  • Rhee, Boa;Kim, Shin Hyo;Shin, Soo Min
    • 한국컴퓨터정보학회논문지
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    • 제21권10호
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    • pp.21-28
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    • 2016
  • The aim of this research is to analyze Perceived Usefulness(PU) and Perceived Ease of Use(PEOU) based on Technology Acceptance Model in , and how viewing experiences and knowledge of motion graphics have an impact on attitude toward using and behavioral intention to use. Both usability for learning and usability for appreciation in terms of PU have significant correlations with the degree of satisfaction and immersion, and behavioral intention to use. On the other hand, PEOU has an influence on degree of exhibition satisfaction and immersion, and onto behavioral intention to use with the exception of intention to revisiting . Unlike PU or PEOU, previous viewing experiences do not have correlation with attitude toward using and behavioral intention to use. Only previous knowledge of motion graphics has a correlation with degree of satisfaction and immersion, and behavioral intention to use. As the influence on PU and PEOU's attitude toward using and and behavioral intention to use has been verified, our findings show that two variables of TAM enable the prediction of user's technology acceptance on digital exhibitions and as a result prove the suitability for TAM as an evaluation model for digital exhibition of remediating the originals. This study offers a fresh understanding of the importance of motion graphic effects which influence attitude toward using and behavioral intention to use from the perspective of curating methodology.

GPU를 이용한 범용 계산의 소개 (Introduction to general purpose GPU computing)

  • 유동현;임요한
    • Journal of the Korean Data and Information Science Society
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    • 제24권5호
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    • pp.1043-1061
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    • 2013
  • 최근 과학 기술의 빠른 발전에 따라 대용량 자료가 출현하였고 이에 대한 분석의 중요도도 높아졌다. 대용량 자료의 분석에 가장 중요한 부분중 하나가 고성능 컴퓨팅 기법이고 본 논문에서는 최근 통계학계의 많은 관심을 받고 있는 GPU (graphics processing unit)기반 병렬 계산에 대한 기초적인 소개를 한다.

기계식 Master-Slave 조작기의 그래픽 시뮬레이터 (Graphic Simulator of the Mechanical Master-Slave Manipulator)

  • 이종열;송태길;김성현;홍동희;정재후;윤지섭
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 1997년도 추계학술대회 논문집
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    • pp.743-746
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    • 1997
  • The Master-Slave manipulator is the generally used remote handling equipment in the hot cell, in which the high level radioactive materials such as spent fuels are handled. To analyze the motion and to implement the training system by virtual reality technology, the simulator for M-S manipulator using the computer graphics is developed. The parts are modelled in 3-D graphics, assembled, and kinematics are assigned. The inverse kinematics of the manipulator is defined, and the slave of manipulator is coupled with master by the manipulator's specification. Also, the virtual workcell is implemented in the graphical environment which is the same as the real environment. This graphic simulator of manipulator can be effectively used in designing of the maintenance processes for the hot cell equipment and enhance the reliability of the spent fuel management.

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Accelerating Soft-Decision Reed-Muller Decoding Using a Graphics Processing Unit

  • Uddin, Md. Sharif;Kim, Cheol Hong;Kim, Jong-Myon
    • 예술인문사회 융합 멀티미디어 논문지
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    • 제4권2호
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    • pp.369-378
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    • 2014
  • The Reed-Muller code is one of the efficient algorithms for multiple bit error correction, however, its high-computation requirement inherent in the decoding process prohibits its use in practical applications. To solve this problem, this paper proposes a graphics processing unit (GPU)-based parallel error control approach using Reed-Muller R(r, m) coding for real-time wireless communication systems. GPU offers a high-throughput parallel computing platform that can achieve the desired high-performance decoding by exploiting massive parallelism inherent in the algorithm. In addition, we compare the performance of the GPU-based approach with the equivalent sequential approach that runs on the traditional CPU. The experimental results indicate that the proposed GPU-based approach exceedingly outperforms the sequential approach in terms of execution time, yielding over 70× speedup.

Finding the Research Possibilities of Computer Technologies in Art Education

  • Jung, Hyunil
    • International Journal of Advanced Culture Technology
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    • 제6권2호
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    • pp.51-57
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    • 2018
  • The purpose of this study is to try finding the research possibilities of computer technology in art education and understand why computer technology has such a great impact on our contemporary education. The methodology of this study is based on the analysis of literature review. I have tried to find the importance articles in the journals of art education such as Studies in Art Education and Art Education published from the National Art Education Association, one of the most well-known organizations in the field of art education. To draw the purpose of this study, I found articles and categorized the information using key words such as aesthetic, feminist, gender issues, and interactivity. After analyzing, I have discussed about the research possibilities and important issues of computer technology in art education and then categorized the information found in each article into four different subheadings: 1) the visual effects of computer graphics in art education, 2) gender issues based on the computer technology, 3) interactive multimedia and social interactions among students, 4) research possibilities with computer technologies in art education. The findings are as follow. Firstly, there were many research possibilities of computer technologies in art education such as ways of criticizing the contemporary art world. Secondly, I found that computer technology has a great impact on art education because students are more eager to engage with computer technologies-based media activities and very familiar with new media either at home and school. Therefore, we, as educators, must address how the student will be systematically engaged with computer technologies in their educational environment and should determine what knowledge and skills prospective teachers bring to our teacher education programs and how and where they acquired this knowledge.

포토샵의 블렌딩 모드 기법을 활용한 패션 일러스트레이션에 관한 연구 (A Study on Fashion Illustration Applied using a Blending Mode in Photoshop)

  • 김미현
    • 복식문화연구
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    • 제19권3호
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    • pp.518-530
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    • 2011
  • Based on the development of digital technology, Photoshop as a computer graphics program has extended its range of application to creative techniques that can express the contemporary sense of fashion illustration. Thus, the objectives of this study are to seek a new technique of fashion illustration through a study of computer graphics programs required for vitalization in this digital era and to present the application. This is done after a literature review and empirical investigation. For the literature review, specialty publications with precedent studies related to the subject of this study are examined, and internet materials with related key words are sought to establish the reference data for the study. For the empirical investigation, cases of each expression for blending mode are examined to seek the correct means of fashion illustration. Five works are created as a result. The specific contents of this study are as follows: First, the types and characteristics of blending mode are examined. Second, cases in which the blending mode is applied are analyzed to seek insight into their utilization. Third, five works are created by applying the blending mode to present the result.