• 제목/요약/키워드: Digital Human Modeling

검색결과 96건 처리시간 0.023초

건축물 홀로그램 표현에서 3D 실체감 표현 향상방안 (Realistic Enhancement of 3D Expressions for Building Expressions with Hologram)

  • 신성윤;이현창
    • 한국정보통신학회논문지
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    • 제23권9호
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    • pp.1104-1109
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    • 2019
  • 홀로그램을 이용한 비즈니스 활동이 유사홀로그램을 이용한 활용이 많이 제시되고 있다. 이에 본 연구에서는 최대 3면 혹은 4면을 이용한 유사 홀로그램에 대한 개요를 살펴보며, 콘텐츠로서 건물을 3D(dimension) 모델링을 통해 제작된 결과물을 활용하여 홀로렌즈에서부터 유사 홀로그램을 위한 건축물 표현에 관하여 다루고자 한다. 또한 모델링의 단점인 실사 모습을 반영하기 위해서 실제 건물의 표면을 사진촬영을 통해 3D 모델에 반영함으로써 객체의 3D 표현감을 향상시키는 방안을 제시한다. 실질적인 건물을 AR/VR/MR 등 가상의 공간에서 보여지는 여러 방법들 가운데 홀로그램을 통해 공간상에 가상으로 볼 수 있도록 한다. 본 연구를 통해 건축물 혹은 문화재 등 다양한 소재를 홀로그램으로 실감 표현이 향상될 것이다.

미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구 (Visual Media Education in Visual Arts Education)

  • 박지숙
    • 조형예술학연구
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    • 제7권
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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우리나라 소비자의 핀테크 수용 모형의 탐색: 기술수용모형의 분해계획행동이론을 중심으로 (Understanding Acceptance of Fintech Service in Korea: Focused on Decomposed TPB into TAM)

  • 주지혁
    • 디지털융복합연구
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    • 제15권4호
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    • pp.171-179
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    • 2017
  • 이 연구는 최근 우리나라에 도입되고 있는 새로운 금융서비스인 핀테크의 확산을 설명하고 예측하기 위한 연구모형을 탐색하는데 목적이 있다. 이를 위해 인간행동과 새로운 기술수용을 설명하는데 각각 자주 인용되고 있는 이론인 계획행동이론(TPB)과 기술수용모형(TAM)을 검토하여 이를 융합한 분해계획행동이론(DTPB, Decomposed theory of planned behavior)을 연구모형으로 제안하고 PLS 경로모형분석을 통해 검정하였다. 연구결과, TAM 경로 중 하나인 인지한 용이성-태도(PEOU-ATT) 경로를 제외한 모든 경로가 유의하였고, 모형의 설명력은 57.3%로 유의하게 나타났다. 따라서 우리나라의 핀테크 확산을 설명하는데 본 연구가 제안한 DTPB가 적절한 것으로 입증되었다. 마지막으로 후속 연구를 위한 제안을 제시하였다.

Spatial augmented reality for product appearance design evaluation

  • Park, Min Ki;Lim, Kyu Je;Seo, Myoung Kook;Jung, Soon Jong;Lee, Kwan H.
    • Journal of Computational Design and Engineering
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    • 제2권1호
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    • pp.38-46
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    • 2015
  • Augmented reality based on projection, called "Spatial Augmented Reality (SAR)", is a new technology that can produce immersive contents by overlapping virtuality and real-world environment. It has been paid attention as the next generation digital contents in media art and human-computer interaction (HCI). In this paper, we present a new methodology to evaluate the product appearance design more intuitively by means of SAR technique. The proposed method first projects the high-quality rendered image considering the optical property of materials onto the mock-up of a product. We also conduct a projector-camera calibration to compensate a color distortion according to a projector, a projection surface and environment lighting. The design evaluation methodology we propose offers more flexible and intuitive evaluation environment to a designer and user (evaluator) than previous methods that are performed via a digital display. At the end of this research, we have conducted a case study for designing and evaluating appearance design of an automobile.

법음성학에서의 오디오 신호의 위변조 구간 자동 검출 방법 연구 (An Automatic Method of Detecting Audio Signal Tampering in Forensic Phonetics)

  • 양일호;김경화;김명재;백록선;허희수;유하진
    • 말소리와 음성과학
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    • 제6권2호
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    • pp.21-28
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    • 2014
  • We propose a novel scheme for digital audio authentication of given audio files which are edited by inserting small audio segments from different environmental sources. The purpose of this research is to detect inserted sections from given audio files. We expect that the proposed method will assist human investigators by notifying suspected audio section which considered to be recorded or transmitted on different environments. GMM-UBM and GSV-SVM are applied for modeling the dominant environment of a given audio file. Four kinds of likelihood ratio based scores and SVM score are used to measure the likelihood for a dominant environment model. We also use an ensemble score which is a combination of the aforementioned five kinds of scores. In the experimental results, the proposed method shows the lowest average equal error rate when we use the ensemble score. Even when dominant environments were unknown, the proposed method gives a similar accuracy.

제품과 인체의 통합 모델을 바탕으로 한 스미스 스쿼트 운동의 가상 시험 프레임워크 (Virtual Test Framework for Smith Squat Exercise Based on Integrated Product-Human Model)

  • 이해린;정문기;이상헌
    • 대한기계학회논문집A
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    • 제41권8호
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    • pp.691-701
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    • 2017
  • 본 연구에서는 스미스 머신을 이용한 스쿼트 운동에 대한 가상 테스트 프레임웍을 제안하고 구현하였다. 이를 위하여 인체 및 제품의 통합 모델을 개발하고, 실험 데이터를 바탕으로 자세의 변화에 따른 새로운 동작을 생성하는 알고리즘을 개발한 후, 가상의 조건에서 동작을 생성하여 인체의 관절에 걸리는 토크와 근육에 걸리는 힘을 시뮬레이션 하는 전체 시스템을 개발하였다. 이 시스템을 검증하기 위하여 동작 수집과 더불어 EMG와 지면반력에 대한 데이터를 수집하여 시뮬레이션 결과가 실제와 잘 맞는지 확인하였다. 이 시스템을 확장시켜 사용한다면 다양한 조건에서 운동하였을 때 신체 근육과 관절에 어떤 영향을 끼치는 지 시뮬레이션 해봄으로써 적절한 운동 프로그램을 효과적으로 개발할 수 있을 것으로 기대된다.

A Review of Computational Phantoms for Quality Assurance in Radiology and Radiotherapy in the Deep-Learning Era

  • Peng, Zhao;Gao, Ning;Wu, Bingzhi;Chen, Zhi;Xu, X. George
    • Journal of Radiation Protection and Research
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    • 제47권3호
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    • pp.111-133
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    • 2022
  • The exciting advancement related to the "modeling of digital human" in terms of a computational phantom for radiation dose calculations has to do with the latest hype related to deep learning. The advent of deep learning or artificial intelligence (AI) technology involving convolutional neural networks has brought an unprecedented level of innovation to the field of organ segmentation. In addition, graphics processing units (GPUs) are utilized as boosters for both real-time Monte Carlo simulations and AI-based image segmentation applications. These advancements provide the feasibility of creating three-dimensional (3D) geometric details of the human anatomy from tomographic imaging and performing Monte Carlo radiation transport simulations using increasingly fast and inexpensive computers. This review first introduces the history of three types of computational human phantoms: stylized medical internal radiation dosimetry (MIRD) phantoms, voxelized tomographic phantoms, and boundary representation (BREP) deformable phantoms. Then, the development of a person-specific phantom is demonstrated by introducing AI-based organ autosegmentation technology. Next, a new development in GPU-based Monte Carlo radiation dose calculations is introduced. Examples of applying computational phantoms and a new Monte Carlo code named ARCHER (Accelerated Radiation-transport Computations in Heterogeneous EnviRonments) to problems in radiation protection, imaging, and radiotherapy are presented from research projects performed by students at the Rensselaer Polytechnic Institute (RPI) and University of Science and Technology of China (USTC). Finally, this review discusses challenges and future research opportunities. We found that, owing to the latest computer hardware and AI technology, computational human body models are moving closer to real human anatomy structures for accurate radiation dose calculations.

전기화학적 전력 기기의 모델링을 위한 저가의 임피던스 분광 시스템의 개발 (Development of the Low Cost Impedance Spectroscopy System for Modeling the Electrochemical Power Sources)

  • 이주형;최우진
    • 전력전자학회논문지
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    • 제13권1호
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    • pp.46-54
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    • 2008
  • 본 논문에서는 연료전지나 배터리 및 슈퍼커패시터 등의 전기화학적 전력기기의 임피던스 모델링에 적합한 저가의 임피던스 분광 시스템을 설계하고 구현하였다. 제안된 시스템은 간단한 센서회로 및 상용 DAQ(Data Acquisition) Board와 강력한 HMI(Human-Machine Interface)를 지원하는 그래픽 언어인 LabVIEW 소프트웨어를 이용하여 구성되었고 고가의 EIS(Electrochemical Impedance Spectroscopy) 장비를 대체하여 널리 사용될 수 있을 것으로 기대된다. 또한, 제안된 시스템에서는 Lock-in Amplifier를 이용함으로써 노이즈(Noise)가 많은 환경에서도 측정 주파수 성분의 정확한 측정이 가능하게 하였다. 제안된 시스템을 이용하여 Ballard Nexa 1.2kW PEM 연료전지 스택의 주파수별 임피던스를 측정하였고, 이를 바탕으로 한 등가 임피던스 모델도 제안된다. 제시된 모델과 개발된 장비의 유용함은 리플전류에 의한 연료전지 스택의 교류 손실 측정을 통해 증명된다.

대화식 의복 디자인 생성을 위한 맞춤양복제작 시스템 개발 (Development of Custom-made Suit Production System for the Interactive Garment Design Creation)

  • 김광태;김기현;박현우;이동훈;윤태수
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2008년도 학술대회 1부
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    • pp.475-480
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    • 2008
  • 본 논문에서는 카메라를 통하여 획득한 2D 인체 영상에 계측점(landmark)을 설정하여 인체 치수 측정과 치수 수정(editing)이 가능하며, 계측점과 가상의복 모델링 데이터를 이용하여 가상의복 시각화를 할 수 있는 맞춤양복 제작 시스템을 제안한다. 제안하는 시스템은 기존의 맞춤의복산업의 수동적인 방식이 아닌 디지털화와 자동화에 필요한 기술일 뿐만 아니라 의류산업의 다양한 콘텐츠에서 일반적으로 사용할 수 있을 것으로 예상된다.

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가상 환경에서 입력장치를 이용한 매니퓰레이터의 작업영역 분석 및 시각화 (Visualization and Workspace Analysis of Manipulator using the Input Device in Virtual Environment)

  • 김성현;송태길;윤지섭;이극
    • 디지털콘텐츠학회 논문지
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    • 제5권1호
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    • pp.22-27
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    • 2004
  • 밀폐 및 차폐 공간을 갖는 핫셀에서 사용후핵연료와 같은 고방사선 물질을 취급하고 있으며, 핵주기시설에서 마스터-슬레이브 매니퓰레이터는 원격취급장비로서 널리 사용되고 있다. 본 연구에서는 차세대관리공정의 디지털 목업을 구축하고 원격유지보수를 위한 매니퓰레이터의 작업영역 및 작업분석을 수행하였다. 실제 환경과 동일한 가상 작업환경을 갖는 디지털 목업은 3차원 그래픽으로 모델링된 공정장치 및 원격 취급장비들로 구성된다. 모델링된 매니퓰레이터는 기구학 및 동작범위에 대한 속성을 부여되고 외부 입력장치는 space ball을 사용하여 매니퓰레이터의 동작을 구현하였다. 또한 Tele-operation 인터페이스를 사용하여 6축 외부 입력장치와 연계한 시스템을 개발하였으며 외부 입력에 따른 매니퓰레이터의 동작에 대한 동기는 만족할 만한 응답을 보였다. 이는 가상환경에서 작업자 교육을 위한 시스템 개발에 유용할 것이다.

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