• Title/Summary/Keyword: Computer Graphics Technology

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

  • Suh, Myung-Won;Cho, Ki-Yang;Park, Dae-You
    • Proceedings of the KSME Conference
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    • 2001.06c
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    • pp.213-218
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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.

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A Study on the Adaptation and Prospects of the 3-dimensional Computer graphics in the field of Fashion Design (웹스페이스 시대에 3차원 컴퓨터 그래픽스를 도입한 의상디자인 분야의 현황 및 전망에 관한 연구)

  • Bae Lee-Sa;Lee In-Seong
    • Journal of the Korea Fashion and Costume Design Association
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    • v.7 no.2
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    • pp.1-10
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    • 2005
  • This study intends to examine extensively on the current situation where the full capacity of 3D CG is not being highlighted because of the lack of the information and the awareness and to look at how the virtual reality technology is being applied ranging from the design of the clothes to the marketing. A set of processes ranging from the development of the clothing design to the marketing will be performed on the web. Designers will design with 3D CG and make the patterns and will hand this over to the producer together with the virtual swatch. But there are important problems to work out. First, it is the problem of the virtual fitting room. Second, it is the absence of the 3D CG, which is easy and convenient for the clothing design. Third, it is to perfect the visual reconstruction. Fourth, it is the security of the distribution system. Fifth, it also calls for the strengthened internet network that can smooth the flow of the tremendous data. Consumer will be able to produce according to their needs and will become designer and producer at the same time, resulting in the achievement of the consumer-oriented marketing in real sense.

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Study on Multimedia Expert Diagnostic System of Chicken Diseases

  • Lu Changhua;Wang Lifang;Nong, Hu-Yi;Wang Qiming;Lu Qingwen
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2001.01a
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    • pp.508-510
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    • 2001
  • Adopting the method of user weighting fuzzy mathematics, the author accomplished the subject title “Study on Expert System of Chicken\`s Common Diseases Diagnostics”, which could properly diagnose 30 kinds of chicken\`s common diseases and the accordance rate reached 80% verified through 244 disease cases. On the basis of the accomplishment, the multimedia technology was adopted further more to establish a system, which integrated with the input, display, query, and processing of sound, picture and text etc., combined with the previous chicken disease diagnostic expert system, make the output information of computer more rich and comprehensive, and the accordance rate of disease diagnosis could be improved. The system consists of database, knowledge base, graphics and picture base. This system is easy to operate and interface of which is vivid and intuitive. It could output diagnostic result and prescribe rapidly, so that, such a system is not only adapted to large, medium chicken farm but also to grass-roots veterinary station for developing health care and disease diagnosing. It is sure that the system could have side prospect of application.

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3D geometric model generation based on a stereo vision system using random pattern projection (랜덤 패턴 투영을 이용한 스테레오 비전 시스템 기반 3차원 기하모델 생성)

  • Na, Sang-Wook;Son, Jeong-Soo;Park, Hyung-Jun
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2005.05a
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    • pp.848-853
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    • 2005
  • 3D geometric modeling of an object of interest has been intensively investigated in many fields including CAD/CAM and computer graphics. Traditionally, CAD and geometric modeling tools are widely used to create geometric models that have nearly the same shape of 3D real objects or satisfy designers intent. Recently, with the help of the reverse engineering (RE) technology, we can easily acquire 3D point data from the objects and create 3D geometric models that perfectly fit the scanned data more easily and fast. In this paper, we present 3D geometric model generation based on a stereo vision system (SVS) using random pattern projection. A triangular mesh is considered as the resulting geometric model. In order to obtain reasonable results with the SVS-based geometric model generation, we deal with many steps including camera calibration, stereo matching, scanning from multiple views, noise handling, registration, and triangular mesh generation. To acquire reliable stere matching, we project random patterns onto the object. With experiments using various random patterns, we propose several tips helpful for the quality of the results. Some examples are given to show their usefulness.

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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
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    • v.11 no.6
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    • pp.17-23
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    • 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.

Coin Drop Simulation based on Smoothed Particles Hydrodynamics

  • Kang, Han-bin;Pack, In-seok;Song, Ju-han;Lee, Dong-ug;Park, Min-hyeok;Lee, Seok-soon
    • Journal of Aerospace System Engineering
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    • v.7 no.1
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    • pp.19-25
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    • 2013
  • Smoothed Particle Hydrodynamics(SPH) method uses a grid of historical analysis and is not Lagrangian particles using the grid method. The Navier-Stokes equations were used to solve the viscous flow of the non-compressed. In this study, the numerical analysis of the three-dimensional Coin Drop Simulation using SPH method was performed, and the analysis results are compared with experimental results, and a similar behavior can be seen. The commercial program used was Abaqus/Explicit. SPH method to reduce the error by comparing the existing flow analysis or interpretation of the continuing research is needed in the future. That will enable real-time analysis of material obtained as a result of these numerical simulations similar to the actual flow phenomena, depending on the development of computer graphics technology to show visually. As a result, this method can be applied to the analysis fluid - structure interaction problems in a variety of fields.

A Study on the MTF Graphics using Simpson Approximation (심프슨 근사법을 이용한 MTF 그래프 작성에 관한 연구)

  • Che, Gyu-Shik;Chang, Won-Seok;Oh, Jake
    • Journal of Advanced Navigation Technology
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    • v.16 no.2
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    • pp.401-408
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    • 2012
  • There is a clear need for characterizing optical components with the growing role played by optical devices in measurement, communication, and photonics. A basic and useful measuring parameter to meet this need, especially for imaging systems, is the Modulation Transfer Function, or MTF. Over the past few decades new instrument, including the laser interferometer, the CCD camera, and the computer have revolutionized the measurement and calculation of the MTF. This has made what was tedious and involved into virtually an instantaneous measurement. We proposed a Simpson approxiamtion method to create MTF graph and illustrated real example to verify its method in this paper. This method is very useful while it is very useful because its error is very minor and small although its approximation.

AN EMPHASIZED HIGHLIGHT MODEL OF METALLIC OBJECT ON CAVE SYSTEM IN CONSIDERATION OF CONTRAST AND PARALLAX

  • Watanabe, Yasuji;Makino, Mitsunori
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.644-648
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    • 2009
  • Accurate rendering of a virtual scene in real time has been one of important issues for virtual reality (VR) technology. Specular reflection of light has been studied a long time, which is always seen on a metallic object and causes occasionally very strong brightness (highlight). Due to restriction of number of gradation of brightness (usually 256), maximum brightness and contrast ratio, the highlight is relatively weakly represented by displays and projectors. In addition, specular reflection will be take influence of binocular parallax and motion parallax, because it is light to reflect in a specific course. Therefore in this paper, an emphasized highlight model of a metallic object on the CAVE system is proposed. Decreasing brightness slightly on neighbor area of highlighted area, the proposed method increases contrast ratio between the highlighted area and neighbor area. Furthermore, using features of CAVE, the proposed method also represents glance (blink). When a metallic object moves, the method alternatively represents images with highlight and without highlight for both eyes. Since the difference of images for both eyes influences binocular parallax and motion parallax, a userfeels glance more realistically.

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Reconstructing the Meaning of Flipped Learning by Analyzing Learners' Experiences (학습자의 경험 분석을 통한 플립 러닝의 재해석)

  • Lee, Yekyung;Youn, Soonkyoung
    • Journal of Engineering Education Research
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    • v.20 no.1
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    • pp.53-62
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    • 2017
  • This paper explored how university students viewed flipped learning from their own perspectives. Using qualitative research methods, 5 students from a Computer Graphics course at a mid-scale university in Seoul were interviewed for this purpose. Researchers collected data about their learning experiences, emotions, and reflections about flipped learning in general and its components such as online materials, in-class activities, and instructor guidance. Research findings indicated that students were not so much conscious about the unfamiliarity of the class, the increased work load, nor the online lectures. They rather prioritized 'what they could actually learn' from the course, and thus defined flipped learning as a method which enabled students to constantly check and fill in the gaps in their learning through team-based activities and prompt feedback from the professor. A combination of students' positive attitude and active participation in team-based activities, the overall atmosphere of the department which supported interactivity and collaboration, the professor's emphasis on learning-by-doing and student-centered learning appeared to form their notions of flipped learning. The use of technology did not appear to heavily impact students' conceptions of flipped learning. Researchers suggest that pedagogical beliefs of the professor, culture surrounding the learner, and the good match between the course content and instructional strategies are central for designing a successful flipped learning class.

Development of easy-to-use interface for nuclear transmutation computing, VCINDER code

  • Kum, Oyeon
    • Nuclear Engineering and Technology
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    • v.50 no.1
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    • pp.25-34
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    • 2018
  • The CINDER code has about 60 years of development history, and is thus one of the world's best transmutation computing codes to date. Unfortunately, it is complex and cumbersome to use. Preparing auxiliary input files for activation computation from MCNPX output and executing them using Perl script (activation script) is the first difficulty, and separation of gamma source computing script (gamma script), which analyzes the spectra files produced by CINDER code and creates source definition format for MCNPX code, is the second difficulty. In addition, for highly nonlinear problems, multiple human interventions may increase the possibility of errors. Postprocessing such as making plots with large text outputs is also time consuming. One way to improve these limitations is to make a graphical user interface wrapper that includes all codes, such as MCNPX and CINDER, and all scripts with a visual C#.NET tool. The graphical user interface merges all the codes and provides easy postprocessing of graphics data and Microsoft office tools, such as Excel sheets, which make the CINDER code easy to use. This study describes the VCINDER code (with visual C#.NET) and gives a typical application example.